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Destiny

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Edited by mus: 8/28/2016 3:09:20 PM
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mus

Buff primary weapons

It's time to buff primary weapons. They need to be the best weapons in the game, at this point in the game primaries have been nerfed so many times that you'll be better off running around with a shotgun all game. Hand canons and auto rifles don't have enough range to challenge any snipers. Weapons (minus hand canons) can't kill fast enough to counter shotgunners (especially in a meta where thunder strike/juggernaut/force barrier are very common). In the next patch some things need to be done about primaries. NO MORE NERFS. We are done with those. [b][u]-give hand canons back the accuracy they had before 2.0 -give pulse rifles back their damage they had before 2.0 -give auto rifles back their damage they had in vanilla -scouts may stay the same, they were always inferior to hand hand canons except at long distance. [/u][/b] Bump if you agree. Edit: here is what I predict will be nerfed because we all know the word "buff" is not in bungie's dictionary. -Grasp of Malik archetype damage nerfed to 19 headshot, less range -Medium impact hand canons bloom mechanic intensified, they're being used too much -increased control will not provide Titans with significant lateral movement speed anymore, Titans were never meant to be so fast, it's not how we want you to play the game -blink strike lunge distance nerfed, we find blade dancer had increased usage since the last patch -the hawksaw archetype of pulse rifles will be removed, all weapons in this archetype will be transformed into the slightly slower firing archetype (nirwens). We thought it wasn't fair that nirwens took the same amount of shots to kill as the hawksaw, but shot slower. ........ Add to the list of things Bungie will nerf

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  • i think that pulse rifles should have a overall well set stability. Its a three burst assault rifle, their meant to be superior in accuracy and stability. look at every weapon from black ops into this very stable impact isn't as good but stability is always better than a full auto. It's a strategic base weapon made to do 2 in the chest one in the head measure realistically pulse rifles are superior at a mid/far range compared to full auto rifles. Plus we need sub-machine guns Auto rifles are meant for mid/far range firing not close range. the logic behind most these weapons are also ridiculous fusion rifles should charge way faster put two elements together to send a unstable energy wave towards your enemy. Sniper rifles shouldn't have any target acquisition but be more of a precision weapon based on firing on a perfected landing of a shot. Hand Cannons should have more of a devastating effect causing players to stagger heavily when hit, Shotguns should be more realistic and kill on one shot at about 10 feet from fired from. Auto rifles should cause more stagger the more hits landed. Scout rifles should always have very high range and very high stability and very high impact but rate of fire should always be at a reasonable slower rate the faster the shots the less accuracy the slower the better. Rocket launchers should have a bubble blast effect that get weaker the further it spreads Machine guns should hinder character mobility and speed but increase accuracy do to a lower mobility on strafing. sidearms should have superior accuracy stability rate of fire and reload speed, its a pistol its meant for convenient control at close quarters. the sub machine gun though would be a stable full auto side arm that has a large magazine with a low recoil and range, high rate of fire with a well centered impact.

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