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6/1/2019 9:16:57 PM
3

Autos could use a buff in pve (using gambit numbers).

Since you can do private gambits by yourself, I used it as a testing ground. These were all done against a red bar legionary and I'm using the average base magazine sizes for this and all are kinetic. 720 rpm auto with 51 rounds: 30 per crit = 1530 600 rpm auto with 41 rounds: 35 per crit = 1435 450 rpm auto with 33 rounds: 41 per crit = 1353 360 rpm auto with 33 rounds: 56 per crit = 1848 Now let's compare them to handcannons. 180 rpm HC with 11 rounds: 126 per cit = 1386 150 rpm HC with 12 rounds: 149 per crit = 1788 140 rpm HC with 10 rounds: 166 per crit 1660 110 rpm HC with 08 rounds: 200 per crit 1600 (The 08 is just so it matches up.) These numbers aren't too far off, but magazine makes a significantly larger effect on dps per magazine with handcannons than with autos. Since most enemies in this game die within a magazine or 2, the gaps between damage and how the weapons themselves function can really cripple auto rifles when near perfect conditions aren't met, because it's significantly harder in pve to land consecutive headshots with autos (on console and from my own large experience with both) than with handcannons. The difficulty itself doesn't necessarily matter, but the results don't sell autos in the least and even something like breakneck isn't better than just general rolled handcannons for pve. Each auto should receive between a 15-20% damage buff in pve. The reasoning being, is that autos are one of the worst burst ad clear primaries in the game, with it taking multiple rounds to kill trash mobs and the reward for hitting all crits ends with a lower benefit, thus making autos too slow and generally not offering anything useful. Handcannons, even if they did lower long term dps than autos if they got buffed, they would still be significantly better for burst ad clear and general damage not to mention jump shooting, peek fire, etc. A 15-20% buff is a lot, but they have to do something good. In pve, these things are garbage without rampage and it really shows. A 30% damage boost on a 450 doesn't even tie with a 150 rpm handcannon without ANY damage buff. 360s are up there for damage, but a 140 rpm handcannon with just 2 more rounds does higher damage, and literally 3/4 of the handcannons with just 2 more rounds does higher potential damage than 50% of the autos can deal with rampage.

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  • Enemies in Gambit are level 10 and thus have very little health. Damage is more percentage based so you want to use the highest level enemies you can get bigger numbers. The larger your numbers are the smaller the margin of error becomes.

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