With the current ammo changes special ammunition is more widely available and fusion rifles despite their lack of use are far too easy and strong in PvP,now I know a lot of people may disagree with me but in competitive and trials of Osiris they are a problem.
They require no precision and they can be easily precharged,that on top of the lack of dedicated servers makes them a huge problem since no primary can outgun a good fusion rifle user,their charge times are what’s basically their TTK but it doesn’t matter since they can be precharged.
I believe that this should be taken away and they should always be a full send charge and burst so that timing actually matters.
PROS:
•within kill range of sidearms,SMGs,basically they take away the need for primary weapons in half of the situations you’d need them in unless it’s pulse or scout range.
•no need for headshots.
•the higher the damage on one the less bolts that need to land,making them very forgiving.
•their charge time matters very little if you have game sense/map awareness since you can pre-charge from cover or just keep getting the charge halfway until you actually need to shoot.
•they can be paired with essentially any primary due to the variety in ranges and archetypes.
CONS:
•charge time(if you’re new to them).
•no precision damage(PvE).
Usage≠strength all the time,and that’s the case with fusion rifles,they’re very easy to use and very strong but as a special weapon they shouldn’t take priority in primary gunfights,other specials can’t compete against primaries the way fusions do which is good! But fusion rifles really shouldn’t be so easy.
A sniper rifle will more often than not be flinched away by primaries and hardscopers can be caught off guard,the sniper rifles also need precision.
Shotguns need to close the gap and they can be inconsistent.
Grenade launchers are very unforgiving if they miss and with enough range they can be dodged,they can also kill the user.
Trace rifles are basically like fusion rifles but far more balanced,because they take priority over primaries but they still be outgunned and countered.
Glances require you to get somewhat close,and you need two shots to kill or a shot and a melee though the melee on them can also be countered.
And no one uses rocket sidearms.
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Edited by eeriearcade: 7/14/2024 3:36:43 PMCharge time is an issue against players who move fast and are unpredictable. I’ve mained fusions since Taken King and some players are near impossible to hit because they bait the shot and change direction at the perfect moment. Charge time can also be a real hindrance against strong players who shotgun ape (you mention shotguns can be inconsistent, but fusions are as well). Fusions can also be super cheesy (aim assist feels more generous than in D1), so I’m not saying they don’t require any nerf, but I don’t think they’re as easy as you make out in your pros and cons list. Good players will take advantage of that charge time.