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Destiny 2

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3/8/2026 9:58:59 PM
5

Really sick of Heat weapons in PvP

These things are way too accurate, operate well outside of their archetype weapon ranges and have far less weapon drop off than their counterparts. Seriously who thought this was a good idea? They're Pay To Win because if you have Renegades you automatically have a chance to have these overtuned items. They need a severe nerf.

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  • You can farm credits and buy them without owning the Renegades DLC.

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    • They are decent weapons, nowhere near the best around. It’s refreshing having some accurate weapons for once though. Most destiny weapons jump like crazy and it’s annoying when taking fire from hand cannons. At least with heat weapons I feel I have an actual chance to outplay a hand cannon user.

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    • Edited by Wargodmini: 3/9/2026 6:17:07 PM
      The recoil and overheat of the M17 Fast Talker is so terrible, that I have avoided using it in PVE for two months, and only used it a single time for a change of pace, in one part of the Equilibrium dungeon Having said that, I never would have thought it would be as terrible, and as deadly as it is in the crucible (I was on the receiving end), but again, you have something like the immortal, a given death sentence I have never won a 1 vs. 1 against the immortal, and I don't have it On the other hand, I have a god-roll of the smg from GoTD, and it is garbage for any activity, because of it's violent recoil, despite having high stability, and optional ricochet rounds 🤷‍♂️

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      • Edited by Griever: 3/9/2026 6:35:48 PM
        So assuming light.gg is accurate, they literally have the same range. A B7 Pistol with 67 range will start losing damage at 33.05 meters as will a Trust. So that "extra range" you're complaining about is either due to perks that increase range like Keep Away which is only like an extra meter, Overclocked Heatsink increasing their damage per shot by like 1 or 2 per shot, or their stability like the Fast Talker being one of the few smgs I can name at least which can get maxed stability (whether at the start or after a few shots) without absolutely tanking their range, but will still struggle to go above 50 range without destroying the stability. The only other thing I can think of wouldn't be heat weapons themselves, but the fact each of the dungeon weapons are among the best in the game for their archetypes. They're not nerfing Overclocked Heatsink any time soon because the damage is negligible at worst in both modes for how much ammo you're losing, especially if it needs you to invest in the weapon stat to make a difference, and at base they already match the archetypes. What is there to nerf that can't or isn't or isn't already being broken by multiple other guns of the same ROF? Most if not all of which aren't being used simply because they're outdated and don't get the extra perks. The most I can see them doing is making Overclocked Heatsink work like Phase Mag does on the only weapon that could get it (Stochastic Variable) which reduced it's ROF from 900 to 600 with damage to match. Which while that would address the "problem" of the B7 for example being able to kill you in 0.67 seconds, would result in a 180 being turned into a 120 with damage to match and so on if it remains consistent and reduces the ROF by 1/3. Then while you will have "fixed" the ttk for a single type of weapon (which would still be broken on multiple others capable of similar stats/ ease of use or destruction), you'd have the new problem of balancing the new archetypes you just created if any such as the AR firing at 300rpm. You're begging for them to fix a problem that either doesn't exist or can only reasonably result in more problems and you're literally the only person I've seen complain about how good heat weapons are. They're not being nerfed any time soon.

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        • Edited by eliteg: 3/9/2026 2:35:29 PM
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          👍 - 4/23/2026 12:16:27 AM

          The only 2 I can use on PC so far are the sidearm (compact defender) and pulse (all or nothing) ~ sometimes... (I find them all very hard to stay on target on PC > which would be proper and ok if everyone played that way...😬😬😬) ...the m17 that destroys lobbies (I agree with your assessment there) must be controller.. or something else (maybe the shrewd armor haven't tried that.. but yes another pay2win advantage concur) to keep it on target... when it does stay on target.. the range and fire-rate are devastating... B7 and versions of the dungeon auto.. other dungeon weapons can also do this at times... ..they are newer weapons though and like football when you have a new offensive weapon that a defense is not prepared for... we may just need time to adjust... but we know from Bungie's history that newer weapons are generally gonna be on the too much side of [i]cracked[/i]... no problem for that in PVE... but its PVP where we then suffer from lack of weapons (types and age) to use... ...my fall back on everything is the numerous godrolls of Mos Athenor that I have (any flavor you want)... ...anyway for me m17 is a problem and I'll leave those lobbies when there is just people mapping and the score goes out of whack... ...If we ever even see a comment on PVP in a TWID -- I'll be in shock... but I hope so (especially with GG coming up)

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