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#feedback

8/4/2015 5:55:45 AM
0

Sorting out weapon classes

Hi everyone, this post is about weapon classes and balance. we all know that the crucible is filled with the thorn ,last word, messenger and red death and we all know why because they either hit hard at a decent-quick fire rate and the perks on them are just stupid with how they are. Now for the main bit on how I think they can fix the weapon classes to make them even while I hope many agree some wont but I feel those who wont is because they either want their weapon of choice buffed and the other guns nerfed to shit. I hope you readers understand I am thinking of balance only and not getting my weapon of choice to the best but to a position where it competes and get the weapons to only operate at the position they are supposed to, so here we go: Primary weapons hand cannons- nerf the weapons bullet drop (if you do this the weapon hits well at close- mid quarters depending on the weapons range but no longer getting cross map kills) take the last word glitch away so when you aim down sights it cant get 111 damage thorn- make the mark of devourer not so powerful hawkmoon - make the perks no longer stack so it will only ever 2 shot not 1 shot pulse rifles in general- make the pulse rifle staggering effect lessened so when enemies aim they can get their bullets on target give them more recoil direction but increase their reload speed red death- make it a three burst headshot messanger- give it less range because at the moment it is able to map someone easily scout rifles- make them have higher aim assist so they can hit headshots from their intended range (mid- long range) nerf them at close range (don't know how you go about this but only way to make them good from long range without them being OP) auto rifles- give them a impact buff but make it so that they struggle from short range slow reload speed as many can quickly reload and then get back in action quickly Special weapons fusion rifles- no changes needed (I will explain later) Shotguns- reduce shotpackage and range finder down by 5-10% reduce impact as this the main reason you get hit hard from range snipers- final round is getting sorted give them higher stability to redeem chance of missing a bullet as I feel at the moment this take the most skill if you don't use final round Heavy machine guns- none needed (again you will see why when I explain the nerfing needed for rockets) rocket launcher- nerf the effect of grenades and horseshoes nerf the amount javelin and/or blast radius perk (forgot the name of it from the top of my head) with these changes implemented there would be a mix of every weapon there would be no amazing weapon because they would all be good in their fields on top of that people would experiment with primary and find which they feel most comfortable using, shotguns would be short enough range you would see fusion rifles in the game again but the shottys not completely eradicated along with people being more willing to try sniping. and machine guns would be back in place as you would stand a chance against rocket launcher when they come on the field. I would be interested on your ideas, as long as their not dumb and make one weapon class overpowered for example saying I feel scout rifles need a buff to their impact because anyone with common sense knows that's a lie considering most is a 4 shot headshot since you will hopefully notice that is more then plenty considering all the nerf the other subclasses get

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