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Destiny 2

Discuss all things Destiny 2.
Edited by Talia Sendua: 3/22/2023 2:43:59 PM
88

Ok Bungie, can you adjust SMGs or buff auto rifles in range? At this point, SMGs completely make AR irrelevant.

In both PvE and PvP Auto Rifles are literally the unwanted cousin at the party compared to SMGs. Auto Rifles do only 1 thing good. Having not so high recoil on range than SMGs. They have no extra gimmick like causing more flinch or having lower range fall-off than SMGs. AR have no better perk pool than SMGs. AR also don't have more utility in PvP than SMGs. At this point you could completely remove AR from PvP and almost no one would notice them being gone. That's how useless they are. The 2 top guns right now both with 5% usage are Ikelos SMG and The Immortal from Trials. That makes 10% for both of those 750RPM SMGs ALONE in the entire PvP sandbox. Just for reference, NTTE is almost 1.8% lower as the 3rd most used gun at the moment. Meanwhile the first AR used in competitive PvP meta is at 11th place with Quicksilver Storm (1.33% usage overall), the LITERAL Destiny 2 version of a Call of Duty weapon. The 2nd most used AR is Rufus Fury on[b] 29TH PLACE[/b] with a usage of 0.865% overall. If there is only 1 good exotic auto rifle that is close to the Top 10 and between Top 10 and 29th the majority is other weapons, that means Auto Rifles simply suck. Why are SMGs so much better than AR? Why, JUST WHY? Are you afraid of another "Gnawing Hunger" Meta? SMGs at this point have a much better range in case utility than auto rifles. And SMGs are meant to have LESS range than auto rifles. We are right now in a spot where SMGs outclass Auto Rifles in every aspect in PvP and only in very skilled hand and with good positioning an AR user is able to counter the SMG player (or literally any gun). I play both PvP sandboxes (they are the same, just different player pools). I played long enough on console for the last year and I play long enough on PC to know that SMGs are out of hand and suppress Auto Rifles from being useful in PvP. That needs to change. Edit: Also, just for the record. I did mention this SMG problem 3 seasons ago. If Bungie would have acted faster based on feedback like mine, we wouldn't be in this situation.

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  • Edited by Muffincup: 3/22/2023 6:31:48 AM
    They really need to understand the real intended purposes of weapons. Like the average distance of real combat is 200-300 meters, and AR platforms are the standard for that. Something like an SMG is only being used specifically for urban combat or close quarters, those subsonic rounds are supposed to hit like a truck, but an AR can still get the job done pretty well. Its basically a length issue, not power, but they took a bit too much power away. In this game we have mostly close quarters and that's it. There is almost no such thing as long distance engagement, and mid distance is pretty much short range, save for a corridor at times, so yeah they're not as useful as they should be. I feel they do need to be tuned better to be effective at average engagement distances for Destiny maps, but I think the biggest factor in the dismal weapon balance of this game is that alot is just built for shotguns, sidearms, and SMGs, and even sidearms are completely useless. They used to be able to compete some, but that has changed. Bungie needs to be building maps more for all the weapon types. Scouts often feel underwhelming, simply because they fire too slow for the map sizes, for example, but that's hard to balance in close quarters focus PvP, so I cut slack for that. We just need more maps that work for medium to long range weapons so they can actually get good use, and some minor buffs could help too, I feel. If they just built up maps to be less close quarters everywhere, and more mid range focus, I don't doubt balance would be easier to accomplish, and more variety would become more common. They also keep building things like short range scouts, or ranged SMGs, and they just need to stop that all together. Keep the weapons and their perks in their specific talent groups. Scouts are specifically for long range, keep them there. SMGs are mid-close, and they shouldn't be an AR. Just my input, don't want to claim I'm right, but that seems like the glaring issue to me. Oh! What I found surprisingly enough to most, I'm sure, is that the Seventh Seraph Carbine with a good Vorpal roll, or even Swashbuckler, is actually a pretty decent gun for PvP.

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