[i][b]I know that this is mainly only a problem on console as it's always been, not really a PC issue.[/b][/i] But here's a story about some private matches I just had with a friend. Disclaimer: No weapons mentioned used Targeting Adjuster.
[b]EDIT: This is regarding the weapons being used around on [u]console[/u] and nothing stated here is based off of PC experience but just a little bit of PC relevance. If Bungie sees a reason to change them again because of the console side and there's a way for them to adjust the weapons just on specific platforms, I'd be all for it. I'd rather not make things any worse for you PC players if possible. I know it's not as prevailing on there. Felt the need to clarify since a lot of people looking at this post seem to be PC players and may not be seeing the point I'm trying to make. The console experience is pretty different.[/b]
I was using a Jack Queen King 3 and my friend was using Spare Rations at first. We both had some high stability rolls with high range. My JQK3 also had a sight that gave it a ton of range and put it at average stability that I switched to during the session when he switched to Not Forgotten. His Spare Rations had Rapid Hit and Rangefinder while my gun only had Demolitionist and Dragonfly, so his main traits granted more weapon efficiency. Despite that, both of the weapons performed pretty similar to each other at basically the same ranges. Then I started winning pretty hard (not really) and he pulled out his Not Forgotten.
Then I noticed something and checked if he was using Unflinching Hand Cannon on his armor. He wasn't. Doesn't matter what range I was at, I was flinching all over the place while he was nailing his shots from anywhere, even while being shot. Switched back to full stability on my JQK3 and manage to win SOME gun fights with cover, shooting first and all that.
Next match, I pulled my Not Forgotten out. Haven't used it in a while so I didn't have the feel for it at first. But even so, this hand cannon is seriously sticky on console, unflinching-wise and consistency-wise. The flinch was noticeably less compared to my JQK3, maybe also due to the recoil pattern, and the aim-assist is pretty high compared to its listed stats. In fact, if you compare its aim-assist to Spare Rations, it's 79 to 92, which is a pretty noticeable difference normally. JQK3 has 91, Trust (Precision Frame) has 78, Better Devils has 75, Ten Paces has 71 and [i]Service Revolver (Precision Frame) only has 67[/i]. But even with JQK3, you still have to aim the gun decently, flinching or not. Not Forgotten is just aim-in-the-general-direction strong from my experience. It's the same RPM as JQK3, but on console, Not Forgotten just stomps with precision. Speaking of precision...
I don't think the gun's listed stats are the reason that it's strong right now. Pretty sure it's the Precision Frame bit that puts it in that position as one of the strongest console hand cannons. Apparently as the game puts it, the Precision Frame intrinsic perk on hand cannons makes them "fire quickly with [u]high accuracy[/u]." If that underlined bit is true, combine that with its high range, good stability, intrinsic recoil and decent aim-assist, that puts it in its strong place. As far as energy hand cannons go on console, there is hardly a reason to not use Not Forgotten or Luna's Howl over the others and I think that's the big reason why. It boasting its impressive stats plus the ability to 3-tap on top of the Precision Frame benefits just makes NF/LH that good on console and that has always been its deal since before the nerfs.
I think that if they want other elemental hand cannons to see some more love on console, these hand cannons might be due for another adjustment. I don't see the Precision Frame + 3-tap combo that it still currently has working balance-wise and they want to move on from pinnacle weapons anyways. So my proposal is to turn its intrinsic perk into a Lightweight Frame and MAYBE bump up its aim-assist by a small amount to make up for the change a little bit. It could be like the elemental version of Spare Rations if they do it right and it could still be pretty strong due to its good stats and perks. It might even make it better on PC for all I know.
Maybe look into those two hand cannons more if you decide to look into Revoker sometime in the future, Bungie.
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Edited by Kiro - 13: 3/9/2020 3:45:19 AMLunas and NF are spare rations only competition. Your data is also some what incomplete. JQK has no bounce intensity modifier stat Luna's and NF have +5 with with CB stock mod it hits 90. In addition Luna's/NF have high base line stability before perks,also the moment you land one hit the stability jumps from Zen Moment. Lastly when NF and Luna's were changed they kept the 180 recoil pattern while having the damage tool tip move to light weight ratios(68 on critical). The reasoning was that Luna's and NF do not get the 20 mobility light weight frames provide so allowing them to have a more precise recoil pattern was acceptable. The issue is spare rations is just a better weapon though, as since they caped HC range to be universal it means that their is no difference between one hand cannon or the next other then TTK. So if every weapon has the same range players are obviously going to use the one with the best TTK. When you factor in the 20 mobility it provides when it the active weapon with KC, multi KC, or Swashbuckler is when it over takes Luna's and NF. Luna's and NF are not bad by any means they can still dance with Spare Rations and have the same TTK. One just has a few clear advantages. Edit: Yes that 20 mobility adds to your hard stat when it is the current active weapon and does indeed decrease your class ability cool down by 2 tiers.