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Edited by StanleyHalas: 2/26/2015 1:32:42 AM
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Are auto rifles now useless in PVP?

i've only played a little bit since the update so i can't say definitively if they're now the basement dwelling weapon type, but they were already seriously lacking. Before the patch it was all handcannons (TLW, hawkmoon and thorn being the best three guns to use in PVP), and now after further nerfing auto rifles/fusions/shotguns it seems like hand cannons are going to be the only guns worth using. I haven't used a pulse rifle yet since the update, if anyone has and can speak to their effectiveness i would appreciate it. i'm not going to be on again for a few days to test it out any further. EDIT: No consensus so far, not even close. A lot of people think the update had no real effect. But a lot of people think it had a big impact. I feel it had a big impact. Hand cannons weren't really impacted and still reign supreme. Pulse rifles are now improved and can potentially kill with two bursts(depending on accuracy and the rifles stats) and the auto rifles time to kill is much worse. If feels to me like you're forced to either use a sub par gun, or use a hand cannon.

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  • Edited by Big Rip Barney: 2/26/2015 2:36:04 AM
    Boss I am totally with you. Before patch Auto Rifles were already lacking, in my opinion they needed a buff to be able to compete with the Thorn and The Last Word. I play on Xbox so I have no idea about the Hawkmoon. The thing is that Bungie looked at the raw data and saw that Auto Rifles were the most common weapon used. I think that is due to them being the most intuitive weapon. Most FPS have a similar weapon to a Destiny Auto Rifle so they are easy to pick up and play with. At high level play almost no one uses an Auto Rifle, you just are at a disadvantage to the Hand Cannons. The Last Word will wreck just about any weapon close - semi mid range and anything beyond that you got the Thorn. Obviously Bungie wants the majority of its players to start using different weapons the problem is that when they do not look at high level play to "balance" weapons they end up creating a meta where skilled players pick between 2 or 3 different guns and anything else has been dumbed down too much in order to get the average player to make a change. I disagree with the way they are going about it but I do see where they are coming from, if you made it so the Suros could compete with Hand Cannons at high level play then at the average skill level majority of players would chose the Suros over the Hand Cannons. I am totally ok with that but I think Bungie is trying to open players to using all sorts of different weapons. The sad part for me is that they are almost "making" players change weapons in a similar way that they created the "slaughter" rule. I can back out of a lobby if I chose to I don't need some parent figure (Bungie) telling me I played so bad that they will do it for me, some times you want another chance and you just had a fluke game. If the weapons were more balanced yes more players would use the Assault Rifles because they are intuitive to FPS but instead Bungie is "making" players use other weapons by making Auto Rifles bad enough that even if they are intuitive they are just not worth it.

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    109 Replies
    • honestly, if people are getting butthurt about the lack of usage of auto rifles in competitive play, just stick to COD. Destiny isnt a game that should be like every other FPS where it rewards ease of fire and maneuverability over accuracy (running and gunning). If auto rifles were the meta, all the people that would be whining on this thread right now would be people who prefer using handcannons and pulse rifles. IMO auto rifles have a place, they do well in PvE, as they should but if your gonna go play PvP...try to give yourself some variety and watch how rewarding a kill is with a pulse rifle or handcannon. The game has a learning curve and its not like COD, they have other games that reward people who can get close and fire full auto destiny isnt one of them ...adapt to it or just quit.

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    • Heee

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    • Auto rifles are not even worth using in PvE anymore much less PvP. I find handcannons are quite a bit less accurate than before or they have a good bit more variability in the accuracy.

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    • Bump.

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    • The problem is now that they did the buff/nerf auto rifles have been replaced with pulse rifles and handcannons are still cheap, or at least the exotic ones are. 2 or 3 shot with semi upgraded thorn or hawkmoon, and keep in mind that even with the highest sensitivity that doesn't give players a chance to even turn in the shooter's direction. And now that pulse rifles are buffed they kill things just as fast as auto rifles at launch. They need another rebalance or I will never take crucible seriously, just keep using my 2 shot hawkmoon and feeling cheap as hell while doing it, like cheaper than pushing templar off cliff cheap.

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    • Edited by fender19: 2/27/2015 12:50:54 AM
      Honestly, I think everybody is falling back on a conservative fallacy to complain about things changing. Look at the goals for weapon usage patterns, and consider the company's history and design philosophy. Halo's competitive balance revolved around the battle rifle, a weapon that rewarded tracking and precision (3 body shots, 1 headshot to finish). When used properly it beat out the assault rifle, but when used improperly (5-6 hits) the assault rifle/SMG/whatever became competitive with its time to kill, while being much easier to use. In Destiny things are obviously different, but we expect the same philosophy to apply to archetypes. Handcannons should generally have the best time to kill, because if you miss you increase time to kill significantly. The best players should be using them. Pulse rifles should be somewhere in between, easier to use for tracking and less punishing when you miss, but still relying on precision damage to beat auto rifles and compete with handcannons. Overall, theoretical TTK should be: handcannons < scout rifles < pulse rifles < auto rifles, with ease of use following the opposite trajectory, and increased range favoring scout rifles over handcannons and pulse rifles over auto rifles. Because advantages depend on range and operator performance, and some are easier to use than others, you have a really great system where understanding of the advantages helps you set up the right confrontation, and skilled execution is rewarded, while unskilled execution is punished. A good player can manipulate situations to suit his loadout. Overall, the best players will generally choose a precision weapon, because their execution is perfect. Realistically, auto rifles should be the worst in terms of potential time to kill, while pulse rifles really should be the most flexible. Handcannons should be the best, but with miss-and-you're dead consequences. Exotics change that formula up. The guns are supposed to look and feel overpowered, but not break the game, and to challenge your play style with their strengths and their idiosyncrasies. In other words, they're supposed to provide advantages in certain situations, but also have drawbacks to balance that out and introduce some gamesmanship into the equation. Unfortunately, balancing the basic archetypes previously discussed against these further differentiated niches becomes very difficult, and while 80% of them are fine, another 20% are out of balance with everything else. In the context of the nerfs, there are a couple relevant weapons to discuss, and not necessarily in a particular order. Suros Regime, then, is first. 1.0 Suros simply didn't have drawbacks. At any range it was ridiculously deadly. It rewarded tracking or precision. It simply had the best stats and a perk that just increased damage even further and could arbitrarily induce life-saving health regeneration. The first auto rifle nerf was necessary, because Suros best time to kill did not match up with the difficulty of achieving that time to kill. The same was basically true of the vanquisher and the shadow price; they worked far too well relative to how easy it was to maximize their effectiveness. TLW followed a similar trajectory. TLW has always been top tier for one on one fights. It had a ridiculous RoF, and was reasonably accurate. You could spam the heck out of it at short or medium range and outgun anybody. It wasn't the easiest thing in the world to hit straight headshots with, and the 8 rounds mag meant you couldn't miss too much, but overall the time to kill was still unbeatable out to long range, and it could compensate for poor accuracy with spamminess and still have a very good TTK. This nerf has made TLW more reasonable, with a major advantage preserved at close range, but much more inaccuracy at medium range. It can still be used effectively, but you have to pace out your shots to the range you're at, and you can't spam without risking a miss and having to reload, which will get you killed. This is better overall, and better accomplishes the goals Bungie laid out for the weapon. Thorn follows a different trajectory. Thorn started out pretty good. After all, it could always 2 hit. However, people were upset that it was so hard to make it work the way that they wanted it to. It makes sense; up against TLW, Suros and the Mythoclast 1.0 versions it was difficult to use, punished failure, and even at its best could still lose to the others. It then got buffed, and became overpowered. Thorn needs 2-3 hits max, has a high RoF, is accurate, stable, and generally doesn't have drawbacks. More importantly, however, its competitors have been taken down several notches. The current Thorn might have fit with 1.0 Suros and the mythoclast, but with the current weapons it's broken. Thorn's 2 hit kill should have a commensurate penalty for missing; frankly, I think they had it right in the first place when it had a smaller mag (miss too many times and you are screwed) and lower stability (operator really needs to be on point to re-aim second shot). It would still be deadly in the hands of a capable operator, but it would punish the unworthy and create more opportunities for a talented other-weapon user to force the Thorn user into making a mistake, and capitalize on it. I am an avid Thorn user myself, but I'll go ahead and say that this thing probably needs a nerf. Last, I'm going to address Red Death. It's now a very flexible weapon, with a pretty quick 2 hit kill within short-medium range, and a very consistent 3 hit at most combat ranges. I'd say that it's now top tier. With perfect accuracy it is just barely beat out by handcannons in time to kill, but it can't do it at quite the same variable range because of the stability. The fact that it went from a novelty to a top tier weapon so abruptly is striking, but I would argue that it actually fits the intended usage pattern better than ever. It's supposed to be flexible and relatively easy to use, but hard to master, and the Time to Kill increase (2 bursts with headshots, 4 with body shots) actually reflects your mastery. It should get beat out by handcannons, but only when they're on top of their game. If a handcannon user misses, they should be ready to get killed by the 2nd or 3rd burst, because that's the price of using the handcannon - you miss and you're dead. Anyway, the moral of the story is this: overall, I think balance is actually improving and moving toward a better theoretical model that has reasonable risk/reward relationships for all of its weapons. Not all weapons should be equal. It's not interesting when the time to kill is the same for every weapon and the only variable is operator accuracy; situational advantages and risky but rewarding usage patterns actually increase the degree to which the game focuses on planning and strategy, which is ultimately better for competitiveness. If Thorn (and I guess hawkmoon, I'm xbox) get a more reasonable nerf, I would say Red Death should be calibrated a bit so it's a consistent 3 hit kill. However, as it stands, I think Red Death is doing what it should be doing. Auto rifles might have been hit a little bit too hard, but I think it still makes sense that they be at the bottom of the totem pole. There SHOULDN'T be a reason for any top players on destinytracker to use an auto rifle over a precision weapon, because top players are the kind of people who strategize and maneuver well to leverage their narrow advantage.

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      • The high impact ones are still very good. It's just that the changes have allowed other weapons to compete. Still very easy to wreck the joint with Suros on all but the smallest maps. But the SMG like ARs got pummeled into a coma by the nerf bat. They were marginal weapons in PvP even before this most recent nerf. They are so bad now...ridiculously long TTK...that you'd have to be crazy to use one now for anything other than specific (read: exotic) bounties. I ran the Thorn bounty for the second time yesterday, with Ateheons Epilogue. I had reasonable success with it a couple of months ago. But yesterday, trying to use it was downright painful. Next to impossible on small maps like Anomaly.

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      • No

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      • Played some nice games with the vanquisher VIII, bad thing is i got kicked often

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      • Wow auto rifle users tears are quite tasty

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        6 Replies
        • idk how they are but I wanted to use Hardlight but I heard it sucks now.

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        • We're just going to have to adjust to the new damage outputs... Went with Praedyth's Timepiece for a while yesterday... Worked pretty well. Fires about as fast as an auto rifle, and with the stability perk on, it has virtually no recoil at all...

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        • FIX AUTORIFLES THEY WERE GOOD BEFORE NOW THEY ARE EXTREMELY HARD TO USE AND WHAT'S THE POINT OF EVEN USING ARS, IF A PULSE RIFLE CAN THREE SHOT YOU IN THE HEAD FROM PRETTY MUCH ANY DISTANCE. BUFF ARS SO WE CAN COMPETE WITH PRS

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        • Auto rifles are the training wheels of the crucible Other weapon types have a higher skill requirement because they require pacing of your shots and greater accuracy. It makes sense that weapon types with higher skill requirements have an increased damage output as a reward for mastering them. Auto rifles, especially high stability ones, are so easy to use that they should never be able to compete with the other weapon types being weilded by skilled users. The only positive auto rifles should have over other weapon types is ease of use.

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        • Yea autorifles have needed a buff for a while now. They are definitely the worst class of weapons for both pvp and pve.

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        • I really like Autos for the versatility and I decided to test out the nerf today myself. I think before this latest patch I felt I could compete with most In a 1 v 1 situation. The autos felt balanced. I use For the People and usually do pretty well. After playing a few hours of pvp I can honestly say now its a struggle to stay in the top 3. The nerf really hurt. It was a little too much. Its basically made AR's completely pointless in certain firefights. Especially in firefights where they SHOULD excel. Nerfing the range slightly would've been fine but that damage is very noticeable and the nerf to damage was too much. That one or two bullets mean a lot espeacially when it takes 2 shots to die from a goddamn handcannon. Bungie pretty much wants the Crucible played the way they want which means handcannons and pulse rifles only. I used to be able to go on streaks with this weapon at least. Now Im not so sure. They should've buffed Pulse rifles and left AR's alone aside from the slight range nerf. The damage on top of that really screwed AR's. Its like Bungie is saying "Ya know that weapon you really like using, We are gonna nerf it til its useless. If its popular we are gonna ruin it for you. Now USE the weapons we want you to use" Its like a bunch of hipsters.

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        • Yeah they aren't good anymore :/

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        • I still find it very hard to believe that after all the complaints on the announcement topic that Bungie made about the weapon changes about a month ago and being the most commented on topic with hundreds and hundreds of people disagreeing with the AR's nerf Bungie still went ahead and done it without giving what the consumers been complaining about a single thought which pretty much confirms that Bungie do not care about what we need, they don't care about what we want and they will do whatever they want. I had little hope that maybe Bungie would come out and say that they heard the community and wouldn't nerf the AR's but nope they still went ahead and done which again confirm that they do not care about what we the gamers of destiny think.

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          1 Reply
          • Me and my Suros don't work together anymore but Monte Carlo has been beast for me

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            2 Replies
            • Why are people acting like they suck now -_- they hear it's a nerf and all hell breaks loose, although damage was only nerfed by like 2%. if dat 2% less damage got u killed then u probably shouldn't be playing pvp... but hey, who am I to judge

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              11 Replies
              • After some extensive testing, with all types of guns, red death is CRAZY good, hand cannons are the same, scouts are the same and auto rifles are only good against other auto rifles unless it's not a fair fight

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              • If you hit head shots with the auto rifle then there good but body shots there trash

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              • My Vanquisher VIII performs beautifully.

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              • You can do ok with ARs but it's really hard to do well with them now. My hardlight got hit hard. But my vanquisher viii not as much.

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              • Leave AR alone and buff Pulse rifles=Both weapon classes are useable and its about preference. How hard was that to do Bungie?

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