Ok so autos got a huge buff. That’s great! It doesn’t matter how annoying and brain dead I think hardlight is, buffing primaries is a step in the right direction. This has put HC’s in a tough spot though. Especially on console.
With The HC range nerf autos have roughly 4 more meters of range before damage falloff than HC’s and the falloff is not anywhere near as severe. This means that if you get pushed back just a few more meters you must 5 shot someone with a hc and by that time you are dead. It just seems that the logical thing to do is revert the hc range nerf or at least meet somewhere in the middle.
Everyone is free to play how they want and use whatever makes them happy, but lets just even out the playing field!
-
Edited by DuBChiri2: 3/22/2020 2:49:58 AMHandcannons actually have MORE average range if we exclude scopes. My gnawing hunger with near max range (so probably around 70+) only hits up to 29 meters. A general handcannon with range finder handles the same general range. Autos also suffer from damage drop off dramatically. With the new buff it's not as bad as it used to be, but just 2 points puts it back into the 0.80 range which is very bad in terms of ratio. 150 Handcannons can lose up to about 20 points and still kill in 4 shots which isn't great, but not bad at all. If you don't have a high range roll or scopes, most autos work within 23-26 meters which is pretty bad. I have an arc logic with range finder and it's so bad. 720s have even lower average range. Handcannons don't need 33+ meters to be a viable weapon type and they shouldn't have that either. Some tuning to damage is fine, but range is not a good idea. Actually, 110s should definitely get range and a little to 140s. 150s and 180s I'd just leave alone.