The need to revert Doctrine autos, give Mida back high caliber rounds, remove bloom and give all legendary hand cannons +5 range. Increase Low Rof autos so it is 7 shot headshot, 30 damage, 8 shot body shot, 26 damage. Increase Medium Rof autos to 9 shot head shot, 25 damage and 10 shot body shot, 21 damage. As I said, make high Rof autos back to before the nerf. Pulse rifles need their damage reverted to before the buff, and give medium and low rof pulses either a damage buff or range and stability buff. Reduce Grasp range a bit though (by 5 or so, not much, just so that it can't 3 burst from far away). Low and Mid rof scouts need an increase to mag size and slight buff to stability on some of them. Hand cannons, as I said +5 range on legendaries. Remove bloom on bullets and fix ghost bullets/target acquisition. Low rof Hand Cannons need a big range buff, around 10-20 range increase and 5-10 stability, with an increased reload speed too. They kill really slow, so they need to be very consistent from far away as well. And a universal ammo increase for all primaries, but hand cannons in particular.
Exotics: All exotics are effected by these changes, unless it specifically states to be legendaries only. Hawkmoon should be un-nerfed, Mida should get high caliber rounds back. Hard Light needs to have it's recoil fixed, it just kicks no matter what. Red death needs to become a low rof archetype and should be able to two-burst. Have spinning up on suros activate faster.
And feedback is appreciated :)
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I agree with all except the portion about Hand Cannons. If they had no ghost bullets at all, image how EXTREMELY BROKEN they would be. Bungie's options are to nerf bux fix ghost bullets on hand cannons, or to leave them the way they are. Look at how extremely common the Eyasluna is! With the changes on hand cannons you proposed, we would go back to a hand cannon only HoW meta. Other than that, the changes are pretty good.
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100 Right !
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[quote]Low rof Hand Cannons need a big range buff, around 10-20 range increase and 5-10 stability, with an increased reload speed too. They kill really slow, so they need to be very consistent from far away as well. And a universal ammo increase for all primaries, but hand cannons in particular.[/quote] DIIISSS! TFC is my favorite gun, and I can't wait to have a Timur's Lash in RoI
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Few problems: 1) Rapid autos are fine. They kill 2 frames slower now (OMG) but are still beastly, consistent, and don't require headshots to be effective. If you're not wrecking with Doctrine, it means your aim is bad or you're not at the right engagement distance (change scope?). Spraying random bullets is no longer as effective. 2) MIDA with HC rounds was REALLY OP. It was ignored in Y1 because of Thorn. I'm fine with HC rounds being [b]added as a perk[/b] (to replace the useless Field Scout), but intrinsic HC rounds with no drawbacks was BS. You couldn't be competitive with any other weapon in this sniper infested meta. It already has a great reliable archtype with quick TTK and rate of fire, low zoom, huge magazine, and godly handling/reload/aim assist. Then, a giant speed buff on top of all that. Speed is crazy important for spacing in competitive play. [b]It's fine right now. [/b]Compare to Sm4sh, where most all the top tier characters are very fast. 3) Scouts are also fine. They already have massive magazines and great stability.
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Yeah, that rapid fire autos revert wouldn't make much of a difference, and I think swapping Mida Field Scout with High Caliber rounds is actually an amazing idea. But if you look at some medium rate of fire scouts, some only have base 13 bullets in the mag. And any perk lowering puts the bullets to a whopping 9. 9 Shots where it is a 4 shot kill at best? I think only the 13 mag ones need an increase, even of just 2 or 3 bullets. And if you look at the base stability of certain L Rof scouts, Hand of Judgement, 24 base stability, Colovances Duty, 29, Last Extremity, 36, these guns rely on something like hand laid stock to be an effective weapon in PvP and PvP. No mid rof scouts need a stability buff though.
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Those scouts don't recoil as much because of the slow RoF, so they don't need as much stability. They can cross map at TLW speed so it's supposed to be one of their weaknesses.