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Destiny 2

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11/30/2019 12:00:38 AM
54

Why are Sidearms and Bows left out?

Is it just me who thinks that these weapon archetypes are simply outperformed by everything else? Sidearms have short range but decent fire rate, you’d think that would make them lethal at close range,something like SMGs, yeah? Nope, it’s no better than hand cannons’ that have better range and stats. On the other hand we have Bows. Charge time comparable to linear fusion rifles but considerably lower damage. Making optimal and average TTK values way above 1 second. Something that’s very rare in current Crucible meta. Are these weapon archetypes gonna see some improvements or are they gonna continue being left out? Imo, would be nice if we got some (or all) bows using special ammo and sidearms being more lethal at close ranges.

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  • Edited by Mr. Cone: 11/30/2019 9:54:46 AM
    I tend to use a few Sidearms in Console PVP like "Last Dance" and "Lonesome", and I got to say that they're not bad but they're not great either. I've out dueled Recluses, Shotgunners, and Etentillers, but they're all equally as effective in the end. This is because SMGs (Recluse), Fusions (Erentil), and Shotguns (Dust Rock Blues) are easier to use overall and occupy the same ranges as Sidearms. That being said, Sidearms should be the logical alternative to SMGs in close range, but that's not the case since SMGs just mow down targets with ease. This is common because SMGs are easier to use due to the non-reliance on precision damage (it helps, but isn't required) and the high rate of fire, which is directly opposite to the precision focused and slower Sidearms. This is visible in the TTK values and requirements for them. Comparing the Last Dance (.5 OTTK) and a Master of Arms powered Recluse (.47 OTTK), the Sidearm requires 6 Critical hits while the SMG requires only 8 Body shots. Recluse is the outlier here though, since most SMGs can get close to the OTTK of .5 with some help from a damage perk. In the end, Sidearms are overshadowed by their counterparts due to mitigating factors like ease of use and reliance on precision damage, but that's not to say they're any less effective. As for the comparison to Hand Cannons and Sidearms, I'd argue that Sidearms are more of a clean-up weapon or counter-push weapon. Not something you'd mainly use as a primary source of damage, like a Hand Cannon. It's something you pullout when you're getting pinched by a rushing opponent. That's easily reflected by the Handling Stat on many of them, they're fast to swap out most of the time and are pretty effective at linear thinking targets. HC's are more for Dueling rather than Cleaning up, so just because they seem to have the same roles doesn't mean they do.

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