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
-
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.