So I see a lot of topics about the hand cannon being inferior. And don't get me wrong I absolutely agree, but there are certain things Bungie cannot do. I will explain why the [b]damage[/b] of Hand Cannons simply can not be buffed. And what actually can be done to balance it.
Now, If you take the Hand Cannon with the most Impact (and least RoF), according to my tests in PvP crucible, It does 50 Damage to body and 75 damage as headshot.
In case of bad math skills:
50 + 50 + 50 = 150
75 + 75 =150
Seeing as the base player health is somewhere [i]right above 150[/i], that means theres a tiny sliver of health left after a couple of headshots or three center mass.
[b]Important part of this long-winding spiel:[/b]
Therefore, if you added even a slight damage boost to the Hand Cannons, the stronger ones would become [b]Two Shot[/b] weapons. Meaning; [i]Bap Bap youre dead before you could even raise your Shingen-C Autorifle to aim[/i].
If they did buff the damage, they would have to remove the more powerful Hand Cannons, resulting in very little variance in the weapon class (stat wise). Ergo, its probably not happening.
[b]Heres what I would encourage you to ask them to do instead:[/b]
[spoiler]
• [b]Very slightly[/b] raise the [b]rate of fire[/b] without nerfing impact. Same addition across the board on all Hand Cannons, in percentage of total. (Total being Sahara full auto facemeltting bullethose.)
• Raise the [b]Range[/b] of these weapons so you have the same damage at least as far as the Scout rifles. (No need to increase the aim-assist range, Im just talking about the damage drop-off curve).
• Drastically decrease the amount of [b]suppression[/b] received from incoming fire when using Hand Cannons. (Making it slightly easier to aim).
• Increase the stability (make the gun move, not the whole screen)
• Don't have time for a whole Dirty Harry speech during the [b]Reload[/b] animation. I don't [i]feel lucky[/i].
• [b]Decrease[/b] the snap-on aim-assist in PvE. Yes I said decrease, because it seems theres more aim assist in PvE than in PvP. This is understandable for competitive reasons, but having a different style of aim in PvE can ruin your aim in PvP. Just a hunch.
• Consider improving the magazine capacity by +1. Making the capacity[b] 6 and 7 instead of 5 and 6[/b] respectively. (It already looks like they run on batteries.)
In the end this still gives you that wild west kudos, because there still is a gun with 6 rounds in it. Everyone wins.
[/spoiler]
-Edit1- [b]And in case DeeJ/bungie actually sees this thread:[/b]
[spoiler]•Option to disable aim assist.
•Separate slider for ADS sensitivity.
•Option to disable aim acceleration.
•Option to disable drift control
•Hitbox for AA can be smaller than hitbox for hitscan[/spoiler]
-Edit2- FYI I dont personally have anything agaist a Damage buff to the HandCannon. I just think a 33% reduction in an [i]established[/i] kill time is unlikely to happen.
But it would have to be in the form of increased [i]critical damage[/i], leaving the impact/attack/base damage as it is.
[b]
-Edit3- This thread was created Pre-release as a response to the beta. The changes we where looking for have already been implemented. See the patch notes for details. Thank you for reading.[/b]
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Just a heads up to everyone posting, this post was made over a year ago.
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I clicked on "Spoiler" and my computer exploded.
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I'm fine with the hand cannons no-matter how many nerfs and buffs affected them, all i want is more reserve ammo :/
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Necrobump
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great post man im with u on the hand cannon i just wish thay were not so hard to use in pvp
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plz add to your Edit1 that you would like an option to not show your weapons on your back, looks ugly having a rocket launcher on my back when im trying to look like a fast agile ninja
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I agree I hope your suggestion happens or is visible in a better, perhaps rare hand cannon
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Halo CE pistol in Destiny.
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Edited by Sumpskildpadde: 8/5/2014 9:22:41 AMBut you have to take that shield down before you can even make the head shots. THEN you have to hit the enemy 3-4 times to kill them. Your clip is gone before that. Then you have to reload for 10 -blam!-ing seconds... Conclusion: the enemy has PLENTY of time to raise that shingen-c and mow you down...
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*two shot kill with headshots. A bit of a challenge don't you think?
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Lets wait to see the full game. If tey get anymore powerful could be a teo shot. Ce all over again.
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I have read a lot of the posts and tend to agree, generally,with one response, that it should be buffed (in some way) due to "average kill time" not "potential kill time". Not my real point. I have not read anything to lead me to believe that [i]weapon weight[/i] is a thing...but I think it should be. A movement modifier could be cool for PvE and PvP. Carry light weapons, move faster, close distance, etc.
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only change to the handcannon that would really improve the gun is the kick animation lessen that and you have a monster of a gun both in damage accurracy and fire rate
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How many times did you get killed in online PvP by a hand cannon when you were using an auto rifle? That might be the reason to all this lol
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When i think handcannon i think of hellboy's gun. Not a pistol, not a handgun, a handCANNON. It should be powerful, non spammable, slow to reload, and in the special slot. Powerful - high damage, maybe slugs for penetration or frags for aoe depending on type Non-spamable - high recoil, slow reload, low ammo Special slot - high power low ammo fits with pulse and shotgun. As someone suggested move sniper to heavy. The sniper shouldnt be the goto power secondary for most content.
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You get a potato chip!
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I could be wrong but i don't think Deej even looks at #feedback. If you look at his activity, he only likes and replies to random threads from #Destiny that are barely related to the game...
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All it needs is higher crit damage. Keeps it precision but prevents spam.
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Like this idea a ton. I have been saying you can't make it a 2 shot kill weapon but reduce reload speed and give an extra bullet would go a long way. I saw an old trailer where they had 7 round hand cannons. I think the reload was even slower lol.
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It might make more sense if the hand cannon was moved to the special weapon slot. You could have your auto rifle and hand cannon
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What i expect from a "revolver" type of gun in a multiplayer is for the gun to pack a punch but requires you to have great aim.
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Haven't thought of it that way and completely agree
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If not damage it needs more ammo as it seems to be pretty equivalent to a scout rifle
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Good OP, lot of thought, logic and reasoning, but only one problem: You have to remember that PvP is balanced. Remember how in Iron Banner your gear actually mattered, well in regular Crucible matches damage, armour, shields, HP were pretty much balanced out for every person and every piece of equipment. Therefore; if they did change the Hand Cannon and double the damage for PvE play then they could simply retain and slightly alter the modifiers for it in PvP to change it either ever so slightly or not at all...although you have to admit, having to use either half or two thirds of your magazine to kill someone every time when I only use between a quarter and half with my auto-rifle, pulse rifle or scout rifle...I thought the Hand Cannon was a Primary Weapon? Not a secondary sidearm which is what it feels like at the minute.
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These tweaks would be a huge improvement. I'm going to try the hand canon again when Destiny launches and give it the fairest chance I can. I was one that migrated to the scout fairly quickly.
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[quote]Don't have time for a whole Dirty Harry speech during the Reload animation. I don't feel lucky.[/quote] Genius.