the balance for most pulse rifle is great but its undeniable that most are over preforming against the other weapon types
most autos are being canned again as well as most scout rifles.....
[b]the pulse rifles as a whole do not need a nerf[/b] but i'll be damned if they are balanced when compared to the other weapons right now.
[b]the question i bring to the table is simple how do we re balance other weapon types to better combat or match the potential that pulse rifles have aquired?[/b]
[b][u]Edit: im not calling for nerfs i'm calling for a change to other weapons to better match the potential the pulse rifles have achieved.[/u][/b]
[u][b]Edit: thanks to [i]Living Death[/i] for the title change![/b][/u]
[u][b]Edit: to make post wording better to understand main topic[/b][/u]
[u][b]Edit: seems most people agree some SMALL changes to other weapons are needed to make them as good as pulse rifles[/b][/u]
[u][i]Auto Rifles[/i][/u]
- slight increase to base stability
- slight increase to base mag size
[u][i]Hand Cannons[/i][/u]
- accuracy after continue fire stay close to original shot
- mag size never below 7 never above 13
[u][i]Scout Rifles[/i][/u]
- fire rate increased slightly never below 37 or above 52
- access to hair trigger perk
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Mid range maps mid range guns are going to excel they should make longer or shorter range maps that offer benefits to your weapon choice and you know choose your encounters don't try to out range a pulse with an auto or hand cannon
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Pulses should have more recoil and no ability to fully get rid of it. Also auto rifles should have a quicker ttk in their respective range. Handcannons need to be able to contend with auto rifles at the mid range so they should have the ability to have a same ttk at the mid range and the advantage should go to the handcannon the further it gets to mid but the closer an auto rifle gets the auto rifle should have the advantage. Scouts are pretty good so far but unless I'm not seeing it they need a high impact 3 hit kill to the head gun. Mainly right now a good fix should be making pulse rifles have more recoil with no way to full get rid if it. So you cant continuously burst someone in the head at mid long range. Full auto pulses with high rof should be the more up close of the pulses.
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We need our skill rewarding hand cannons back.
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Auto rifles just need more damage. And hair trigger wouldn't do much for scouts. Increased trigger sensitivity isn't very useful IMO.
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Feel like pulse rifles should have more recoil, make it harder to pull off crits in pvp & do long range engagements. Seriously the ones I've used (hawksaw, bad juju) are like lazer beams
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Honestly scout rifles are pointless they're hand cannons with less impact and in some cases rof
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Pulse are good as they are, and I could get even better KD rates using hand cannons, despite the nerf.... It just all depends how well you know how to use your gun. A sniper rifle is also lethal on long range precision shot, should we nerf it too? Just try to learn and experiment with every gun, no need to keep nerfing every good gun in this game!
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As I've seen they aren't entirely dominating. I've got a few non pulses that can go toe to toe. Most people are just better than me
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I agree, I wouldn't say that pulse rifles need a nerf, but due to the balancing right now they are the golden child compared to other weapon types in pvp.
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Pulse rifles do seem to be king right now but I don't want any nerfs. I think ARs are in a good place right now. Scout rifles seem to be outdone by pulse rifles at range, which doesn't make any sense to me. Hand cannons range and damage / damage fall off is good, but the accuracy needs fixed to where it was before TTK, at least at close/ medium range. Further away I can see hand cannon accuracy dropping off, but as it stands they are the worst primary weapon by far.
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Nothing is up to par with the Pulse Rifle on my Titan.
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No.You can easily throw PRs off by hitting them with high flinch weapons or high caliber rounds, making them useless in all but a true sureshot's hand. Flinch is everything in TTK.
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Wasn't the BR the go to weapon in Halo.... same thing as a pulse
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Don't suck mission succeess
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Auto rifle stability isn't the problem. It's TTK is just too low.
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Seems like a month ago these were posts about handcannons....
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I feel ARs need to put out more damage at closer range. Nothing monstrous. Enough to make that rushing shotgunner think twice about simply tanking all of my bullets that hit their helmet and Felwintersing from afar.
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Pulses need a minor, very minor damage nerf and also more damage falloff at long distances still. Too many times the pulses can compete with a scout at distance. I also think whoever is designing the maps needs to be fired. Almost every map caters to the short-mid ranged weapons hence the shotgun, handcannon, and pulse plague. Most maps don't allow for the scouts and snipers to really shine well or allow for much damage drop off to be noticeable. This being said I would also say that autos still need a very small buff to damage, and fusions need a small adjustment to charge rate.
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I can't count how many times I got 2 shotted from across the map on widows court yesterday.. It's crazy the damage pulse rifles can do from that range.
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Edited by Boomstick1911: 10/21/2015 11:53:37 PMThis is a good start. Personally I believe that the accuracy nerf to Hand Cannons was totally unnecessary, and actually ruined them almost completely aside from Hawkmoon. You can't give a precision weapon bad accuracy, and a ridiculously short range. Shotguns, ARs and Pulse Rifles will outdo them every time. I tried for at least a week to get my Hawkmoon to work, and it just doesn't feel right anymore. SUROS feels okay, but it still takes way too many shots to drop someone.
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I find it concerning that the most balanced playlist so far is mayhem.
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Edited by tre11style: 10/20/2015 12:19:44 PMBungie is going about this all wrong. They keep messing with guns individually based on Stats they are using from game logs. (speaking about Primary guns only) They need to start with a base TTK (time to kill) they are looking for. If it's 2 seconds.. or 1.5.... or 3 seconds. Then from there you tool EVERY High class weapon (not all, you still want good vs bad weapons of a similar class) to match that TTK base PURELY on precision shots. This rewards the player for skill. So for auto rifles, or Pulse, or hand cannon, or whatever.... everything will be balanced base on skill alone. Then you have a specific drop off to damage for body shots... that will lower the TTK to need extra damage for the kill. So for example.. if the TTK base was 2.5 seconds... that could mean for example, lets use spare change... you balance the gun's damage to kill within 2.5 seconds based on Rate of fire, and precision shots to the head. Then take Hawkmoon, and do the same... 2.5 seconds based on rate of fire, vs damage to precision shots. Anything that is a body shot will cause a longer TTK because damage will be less... but this is balance because it was due to lack of skill shooting (or the other person dodging), that creates the difference. NOT, the guns themselves. Until they do this... the game will continue to have a lack of balance on guns. Rare guns, or lower class guns, you make precision shots do less damage to lengthen the TTK.
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They should just make the ones that have more stability have slightly less range and the ones that have more kick to them have more range, so you don't get a freakin laser when you use high stability pulse rifles.
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It's the time of the pulse rifle now and then bungie will nerf it as another claims the throne. This is how it's always been.
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During iron banana I spent the first couple days using the raid auto rifle. I swapped to the raid pulse rifle. The raid pulse rifle is op, my first game with it I went on a 10 kill streak
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ARs need a teeny damage boost. Like, enough to reduce the shots to kill by 1 or 2 bullets. so many times during IB I'd start shooting first, and get over 50% head shots, only to die with them at a sliver.