Too damn long, no way i'm reading that:
600s, 15% damage buff in pve.
450s, 15-20% damage buff in pve, some of their original range or aim assist back too.
720s, 10% damage buff.
360s, 10% damage buff.
Auto type perks to Buff:
High-impact reserves damage increase because it's ass.
Tap the trigger, increase the duration slightly.
Under pressure, increase the speed at which the perk becomes active/activates more quickly.
Dynamic sway reduction, same as HiR.
I've made a bunch of these posts as the annual pass has gone on.
They received a pretty minor buff a long while ago that was around 6%, but it benefited them as well in PvP.
I'm ok with that as the first buff they got because it was a tweak to see how they panned out.
And now it's been long enough for me to say, again, that it's time for another buff, but a more substantial one, in pve.
600s are the best all around auto rifle.
Good damage per mag, comfortable enough to use, fitting of the frame adaptive.
I think they've aged a bit poorly even after their 6% buff and they struggle a bit in harder endgame content, even in something like menagerie.
It takes a good chunk of its mag to kill even just basic acolytes at near max level.
I've noticed that as soon as rampage is activated on one of them, that they actually become considerably more comfortable to use, as is the case with pretty much any weapon with rampage but especially on autos.
I think granting them a pve buff of 15%, which is close to the first stack of rampage, is the best middle ground.
It will make them more reliable as well as a lot more usable in pve.
Another thing that should be tweaked is the headshot multiplier.
It's around 3x damage on headshot against trash mobs, making bodyshots absolutely abysmal.
I think it should always be around 2x damage for precision as these weapons consistently hit a good mix of headshots and bodyshots on console.
This is specifically asking for a change to the precision modifier.
450s used to be the kings of year 1.
This isn't even close to the case anymore.
Their damage is pitiful and their range isn't actually much further than the adaptive frames are which makes them less...good.
I think they should give them a fat 20% damage buff (I'd be ok with 15% as well, but 20% is to make up for the buff they didn't get).
This is a large increase for sure, but the damage they currently deal is honestly so bad.
This archetype actually didn't get buffed back when they tweaked auto rifle damage and they really do need something substantial to make up for this (if the other archetypes get buffed as well).
I find their damage struggles in higher end game activities and its why I stopped using breakneck, because it takes so many bullets just to even get it started.
Another issue I have with 450s is their range.
Originally I could understand why they nerfed it as PvP with their range and ttk was absolutely obnoxious to fight and back then pulses had no place because they were mapping even against scouts while granting ridiculous ttk.
I think they should give 450s back some of their original range, or at least aim assist, as they are currently fighting in the same range as the rest of the autos while being the weakest of the bunch.
This is particularly bad as they tend to be keeping precision frame weapons on the lower spectrum for damage...but their range definitely doesn't reflect this for autos.
In response to people's worry with them bringing back 450s range into PvP, I have just 1 thing to say: time to kill.
It's no longer overwhelmingly dominant nor is it even particularly fast.
It's below average compared to the rest of the weapons currently which is the complete opposite of year 1.
720s are actually in a fairly good place.
They do ok damage and a good one isn't too bad to use even in PvP.
I think a bump to their pve damage of 10% will greatly improve their usability without changing it all that much.
Also please make more 720s, we don't have any new ones and haven't gotten any new ones besides misfit.
No exotics either.
360s are also in a pretty ok place.
I think they should be more controllable on console...but that's not my concern as of right now.
I think a 10% buff to keep its current position in line with the others would be the best idea.
Otherwise...not much else is needed besides actually farmable ones that aren't raid drops or gunsmith weapons.
Perks on autos that could use a buff:
High-impact reserves is absolute garbage.
I don't really know what the damage bonus it gives is, but it's so terrible that I legitimately have no reason to use it, this applies to suros as well because it REALLY sucks in pve...not that it's designed for pve...but still.
Under pressure is actually pretty ok, but I would like if it activated a bit more quickly in the magazine.
This applies to dynamic sway reduction too and I would like to see a tweak to make these perks more valuable.
Tap the trigger could last a tiny bit longer as well, but it's bonuses are already good enough.
Just a slight duration increase.
Exotic autos could use some tweaks as well but a lot of exotics do so I won't do too much more to make this post long as hell.
Thanks for reading this if you did.
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Edited by BC1 Edge: 7/23/2019 6:56:33 AMDivide all buffs percentages in your post by 1000. Multiply by 0 - that’s more like the bungie way. Nerfs - multiply all nerf percentages by 1000000 so their only use is to collect dust in the vault - thats the bungie way.
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Edited by Mr-AI_Sluigi123: 7/22/2019 6:36:12 PMI can at least help you out on what each perk, that you've talked about on the overall post, currently works (please correct me if needed, and I'll update this post): - High Impact Reserves > Once you have ~40% of your mag size left, you start gradually increasing your damage output, til you reach the last bullet/burst in your mag dealing 1.3x damage. - Under Pressure > Once you've reached 2/3rds of your mag size left you start gradually increasing its stability, and gaining more control of its recoil, till you've reached its maximum potential at 1/3rd of your mag size. - Tap the Trigger > Once you've started holding down the trigger, it significantly increases your stability and reducing its recoil for ~1 second. - As for Exotic Auto Rifles, I've made an opinionated suggestion post, a few months ago, about how to make Hard Light viable in any mode; as for the others, I haven't gotten to them yet. If you want to go take a quick read on my post about Hard Light, you can do so right here: [url]https://www.bungie.net/en/Forums/Post/251842787[/url] Aside from this, this is a good read, and I do agree with you about the Auto Rifles about not feeling right in line with the other weapons out there, but please do keep in mind that SMGs and Sidearms have to be in line with the Auto Rifles as well, so that way all 3 of them are not too strong over the other.
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just accept not every gun type is viable in pvp. why does it have to be?
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Tap the trigger is more of a PvP perk why would you need that in pve????
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And pvp. Something to tame this hand cannon meta. I really would have no problem if that entire class of weapon was either nerfed into the ground or just deleted so Bungie stops being tempted to make them overpowered like they always do
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At this point im not going to say buff them. Just give them explosive rounds.
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Exotic autos could also use some looking at. Sweet Business is rendered rather pointless with the existence of Prometheus Lens, which accomplishes every goal Sweet Business was intended to meet, but far better. Suggestion: give Sweet Business to have one, single, 1,000 round magazine. It's "reload on ammo pickup" perk doesn't even work much of the time(you can easily test this), and it is impractical even if it did. Actium War Rig is mandatory to make the weapon work, but even then it is still very poor and its lack of representation shows this. Hard Light has the potential to be a very good exotic auto, but the screen shake makes the gun feel as if it has very low stability, rendering its lack of damage fall-off irrelevant. The catalyst is doubly useless because of this; while other weapons with max stability have no recoil, Hard Light has the 'recoil' of a 360RPM auto. Cerberus +1 has inverse range scaling, meaning the closer you are, the less damage it does. This is entirely illogical to the weapon's purpose, and renders it quite weak when it otherwise sounds good on paper. Suros isn't anything special in PvE, and I'm not sure how to change this. I don't think it's designed for PvE in the first place, so it gets a pass from me. [b]For all the exotic autos, they all suffer a similar conundrum; anti-synergy.[/b] Sweet business is supposed to be a bullet hose, but it requires getting in melee range to try and proc the ammo-pickup auto reload, but at that point it's better to just use melee; Hard Light has max stability and no damage fall-off, yet the screen shake renders it impossible to make use of; Cerberus+1 is like a hybrid between a shotgun and auto-rifle, inaccurate and incredibly difficult to use at range, yet close range is where it is the weakest.
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Just pve? I have yet to see anyone use an auto rifle in crucible
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Buff ARs in all activities, how many ARs do you see these days in PvP? It's easy to balance but they can't be arsed.
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600 autos are still my favorites
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Great post!
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I see, so you mean all other weapons should be nerfed.
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I agree with mostly everything you've said. Hopefully this will happen since more poeple are making posts about autos and scouts.
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The only real purpose of ARs in the current version of D2 is the elimination of thralls and screebs. In that respect, it was a must-have weapon in completing the Forsaken campaign as a solo player. The weapon is pretty useless against shriekers and HVT's, which means your second weapon had better be a fusion rifle or hand cannon. The only way that Bungie can evaluate whether ARs would be overwhelming with a +20% dmg buff is to allow Eva Levant to sell a potion that boosts it for a short period of time. Eva is my favorite drug peddler, btw.
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DuBChiri2 You make some valid points and i agree that eververse must be removed from this game but, Whether we wanted it or not, we've stepped into a war with the Cabal on Mars. So let's get to taking out their command, one by one. Valus Ta'aurc. From what I can gather, he commands the Siege Dancers from an Imperial Land Tank just outside of Rubicon. He's well protected, but with the right team, we can punch through those defenses, take this beast out, and break their grip on Freehold
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I agree with pretty much everything here. Very good research
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In more of a pulse type person but would actually enjoy using my breakneck
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They do very little damage in PVE and trace rifles run out of ammo so quick they are useless now in even in low-level content. Use a sniper-shotgun aka hand cannon.
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Delete autos from the game, such a boring gun.
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They're fine. Only at Max level am I taking down enemies left and right even with exotic pulses in a single clip. Autos have forgiving attributes that causes them to tone down damage. You can't really say "whoa that guy with the auto rifle ia so skilled" when alot have minimum recoil and longer clips. It's like saying hand cannons should hit harder than snipers on precision damage. Many autos are top tier right now and I see many in pvp. just because meta is something doesn't mean what isn't meta is trash. Gnawing hunger, misfit, ringing nail, I've seen all of these today in pvp (I use gnawing all the time myself.) Hard light, Cerberus+1 even see some good just business players.
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Yes. Please.
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High impact buff you say? Absolutely I say
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Agreed
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Also PvP, Thank you (o3o)/