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Destiny

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Edited by ojehosaphat: 4/8/2017 7:05:35 PM
6

Handcannon fix

So as everybody is aware, there is a balance problem with handcannons in the crucible. One archetype reigns above all and the other two go largely unused. My proposition is to simply apply real world ballistics to these video game weapons. The concept is simple: As a general rule of thumb, if two otherwise identical projectiles are fired from the same gun at the same speed and trajectory in a static setting, the lighter of the two objects will fly further almost every time. Why is it, then, that Bungie makes it so that the low-impact (see: lower caliber) handcannons have lower range than a high-impact handcannons? It simply makes no sense. The only exception to this is rounds with larger powder charges, such as a .44 magnum (think First Curse). What would this look like in application? Let's take a look: Low-Impact (Thorn, Free Will, The Wail): These currently unused weapons would take on the average and maximum range values currently assigned to the mid impact handcannons. They would also have the highest average and max stability values for handcannons. To balance, you would need a minimum of two headshots and two body shots to kill a 200 health guardian (67 to head (still 3-headshot kill)/34 to body) within its now-longer effective range. *I understand that The Last Word falls into this category and as such would need special individual attention. As it was never intended to be an ADS weapon, my solution would be to give it mid-impact values when fired from the hip out to 15 meters, then low-impact values past that. When ADS, low-impact damage from any range and a large bloom cone. Mid-Impact (Eyasluna, Fatebringer, Hawkmoon): Everybody's go-to archetype. This class of cannon would go largely untouched, but receive the range values currently assigned to the low-impact cannons. It remains a deadly threat in the short to medium ranges without completely overshadowing the other two handcannons. I love this handcannon as much as the next guardian, but it doesn't make any logical sense for these to have better average range than low-impact cannons. The big boys (First Curse, Ill Will): The highest impact handcannons would be able to achieve the highest average and max range values for handcannons, with a precision modifier two make it a two headshot killer on a 200 health guardian (100 to the head/65 to the body) within its effective range. To balance this beast, tradeoffs for two-shot-kill potential would be lowest base stability, smaller round count (6 or less, no mag upgrades), severe and unpredictable recoil, a larger bloom for quick shots, minimal necessary aim assist values, removal of Luck in the Chamber for this archtype (replaced by Final Round) and the inability to 3-shot to the body (unless Final Round is proc'd). This makes it so that shot placement is of the utmost importance, but the reward for doing so is great. I'm open to suggestions/criticism and always kind words. Let me know what you guys think.

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  • If you make high impacts a two headshot kill it would just shift from one archetype to the next. The only solution I've been able to think up is to modify the damage. Require three headshots at max damage from the mid archetype, 4 for the high rate of fire and one with two body shots for the high impact ones. That seems to be an easy fast balance that should give you a reward for using a different type of hand cannon. Right now there is no reason to use the other types. They're just not efficient. Raise their efficiency by modifying all three types damage numbers and it should balance it out.

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