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Destiny 2

Discuss all things Destiny 2.
Edited by SylvyPuppy: 8/28/2021 7:48:48 PM
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Sidearms are Useless

So I've been using sidearms for roughly a year now (since I started about a year ago), and sidearms are probably the worst gun in the entire game. Most weapons have multiple uses, here's the list of what I would consider better for each game mode not including exotics. PVP: hand cannons, pulse rifles, sub machine guns (some modes), shot guns, linear fusion rifles, fusion rifles, snipers, granade launchers, rocket launchers, and up until this season swords. PVE: sub machine guns, shot guns, fusion rifles, granade launchers, swords, rocket launchers, linear fusion rifles, scout rifles, bows But no where in there are sidearms. They aren't consistent enough to be used in PVP, as one of the fastest time to kill sidearms is an exotic ([armory]devils ruin[/armory]), lets say you actually shoot them instead of charging your blast. This is still a .6s time to kill (4 headshots) for something that's supposed to handle shotguns up close. With the ammo economy how it is, even after the nerf, special ammo weapons are still running rampant. So using a sidearm in crucible is not worth it. Especially if you miss a single headshot, since most sidearms will take an extra bullet to kill if you miss one. Lets talk about PVE now, lets put aside low level PVE content, because any gun can be used there and do well. Anything above your light, for example lets go with a master or grand master nightfall, sidearms do not do enough damage, and do not have enough range to compete with something that can 2 tap you (being generous here). For this season's mods, we have the following options for unstoppable champs: linear/fusion rifles, pulse rifles, and sidearms. Now lets look at a general look at all champion mods. anti barrier: auto rifles overload: stasis/solar melee + swords + bow unstoppable: linear/fusion rifles + pulse rifles + sidearms we can see that there are only heavy and primary ammo for everything, except unstoppable. So if we were to build a build that would fit more scenarios, we would build something like an auto rifle, fusion rifle, anarchy/rocket launcher build in stasis or solar, just to cover all the champ types. But under no circumstance would anyone that's trying to clear a GM nightfall without cheesing the nightfall, or going for some challenge they are imposing on themselves, want to use a sidearm. Pulse rifles? maybe, depends on the GM. However, sidearms are not useful, they don't do enough damage, don't have the range, and put you in harms way the entire time. Now that you've seen me complain I want to at least provide some potential solutions, and perhaps you can see why I made this post. [b][u]Solution PVP:[/u][/b] Now I'm not saying make sidearms meta or anything, but giving them some smaller buffs to make them a better all around gun, that would help a ton. So I would buff their stability, damage, and add a little bit extra range (2-4 meters) Now before you think "oh god no, not a 2 tapping sidearm" no, not that big of damage buff. Damage buffs would primarily be for consistency. I'm going to go down the list of my most used weapons since I have more experience with them, and tell how I think their damage should be buffed. [b][u]260 RPM [armory]Lonesome[/armory]:[/u][/b] currently a 4 shot headshot at 57 damage headshots. Increase body shot damage and reduce headshot multiplier (making headshot damage 57 or no change) and make it a 3 head 1 body, or 2 head 2 body shot. I would go with the first and see if it needs more, and if it does to be used, then buff it again, but keep the headshot damage the same. Increase range [u][b]300 RPM [armory]Seventh Seraph SI-2[/armory]:[/b][/u] currently a 5 shot headshot. Increase body shot damage keep headshot multiplier, making this a 4 shot headshot to bring it inline with the [armory]devil's ruin [/armory](another 300 rpm sidearm) (with the damage change, the range could stay the same, as this would be a skill shot that you are taking) [b][u]325 RPM [armory]Brass Attacks[/armory]:[/u][/b] currently a 4 head 1 body shot. This is a two burst weapon, meaning it does 45 in the crucible for headshots. I would decrease the stability of this weapon type specifically, and increase the damage, making it a 4 shot (or two 2 burst shots) The reason I say decrease the stability is because this has a lot of recoil for what it does, and it doesn't do it well. But if you could two burst an opponent, it would do its job well. This is more of a skill shot in the first place, especially on controller where recoil is felt the most. (again range could stay the same as this is a skill shot) [u][b]360 RPM [armory]Farewell[/armory]:[/b][/u] As with 260 RPM sidearms, increase the body shot damage, but keep headshots the same, making it a 4 headshot 1 body shot for consistency. Increase stability and handling. No change on range. [u][b]450 RPM [armory]The Fool's Remedy[/armory]:[/b][/u] Increase range and stability, otherwise this weapon is actually fairly balanced. [b][u]491 RPM [armory]The Vision[/armory]:[/u][/b] I don't use these sidearms as much, as the recoil on controller is pretty high, especially when I get flinched. So I have no input on these 3 burst sidearms as I don't want to taint the waters with misinformation. Not game-breaking changes to PVP, but this would give them a nudge in the direction of actually being usable in crucible. [b]PVE changes:[/b] overall damage and range buff. You are putting yourself in harms way, there is no reason at all to use any of these guns with little to no reward for it. With this, don't buff [armory]Devil's Ruin[/armory], as the potential DPS is insanely high with a very specific build because of [armory]Mechaneer's Tricksleeves[/armory] and [armory]Devil's Ruin's[/armory] charge attack. This is just my opinion, but sidearms are the least used gun type in the game, so I thought I'd give my two sense as someone who's mained them for a good while now.

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