Morning Guardians,
Just this weekend, I was lucky enough to acquire a gun I have been searching for since day one of Destiny: Hawkmoon. In less than a few hours, I brought it to max and started hitting strikes and crucible. Now, I've been an avid scout rifle user since the beginning, and I've done several hours of play with hand cannons. Before all the stat changes, The Devil You Know was my primary until it became obsolete in The Dark Below (later again made viable by House of Wolves to my dismantling dismay). Since then, weapons have seen all sorts of changes, tweeks, nerfs, and buffs.
Out of all the weapons I've used thus far, I've been somewhat offput by Hawkmoon's seemingly tiny hitbox. I've been playing around with all my hand cannons including The Last Word, Thorn, Red Hand IX, and Regulator Mk. 56. Out of all of them, Hawkmoon seems the most difficult to land. Now, from reading patch notes, it was targeted by our community as being too powerful at range, therefore nerfed in its ability to acquire targets and maintain acquisition over repeated shots. This seems noticeably different compared to the other HCs.
On my Warlock, I run Thorn in PvE and can drill crit boxes all day. On my Titan, she rocks The Last Word, and mops up mobs with both ADS and Hipfire crits. My hunter and her Hawkmoon on the other hand, are hit and miss on the critbox (specifically against the Fallen and Cabal). Even with the Gunslinger's trance aiding in Stability, I'm still struggling to hit a crit even with a calm focused red dot, square over the crit zone at a distance. This shot would proc on Thorn, TLW, and my non-exotics, but I feel there is a significantly less chance on the elusive PS Exclusive.
Now, understanding the preview for the new weapon reworks, this "accuracy" is intended to be decreased once more. While I'm on board for a strength & weakness "balance" across all weapons, I'd like to have some additional sandbox attention on hitboxes. Thorn's hitbox needs a little decreasing, TLW feels just right, and Hawkmoon is a little underwhelming. On my Red HandIX (with hidden hand and Zen movement), I feel it behaves similar to TLW with a natural response to reticule and registered hit. Making these marksman weapons harder to handle is understanding by increasing recoil or target acquisition aid as one goes into ADS. They should be pinpoint accurate in close, to medium engagements with slight deviation in long range engagements, yet still rewarding for a calm and steady hand.
TL:DR - Hawkmoon's hitbox and accuracy seems to have suffered a bigger hit than intended compared to other HCs in its class on the last update. I'd like to either see some attention to this on the next update, or regulate the noticeable difference across all High Impact HCs.
[b]Update:[/b] It is quite possible that the comparison to Thorn is imbalanced considering the visually larger projectiles of the Thorn. Perhaps those projectiles aid in the shot registering withing the associated hitboxes.
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Hawkmoon is a great weapon! Buy it needs a mini boost to its stability. If the weapon is going to be an exotic weapon its base stats should be higher than other hand cannons! I believe the stability on the weapon needs to be buffed by 20% or less. Hawkmoon takes time to master and you must land your shots. With that being said hawkmoon should out perform legendary weapons. Since the buff to hawkmoon I still can't land exact shots on my target. Being a full-time user of hawkmoon in year 1 it was a pvp monster but now I believe bungie should look at the weapon a little closer. It needs to be better!
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Personally I love Hawkmoon, it's more satisfying to use rather than turning to Thorn or Last Word... Honestly the aim assist for Hawkmoon isn't the best but that's the challenge of the gun. The sights on Hawkmoon are amazing for mid to long range precision hits which is probably the best part of the gun. My primaries are centered around hand cannons due to the high impact and vast damage output (usually 3 or 4 shot kill in PvP). Kinda want off topic but my point is Hawkmoon is a challenging hand cannon to tame but once you get use to it you can land consistent precision hits in PvE and PvP. Overall Hawkmoon is the most challenging of the exotic hand cannons to master but is probably the most satisfying once mastered.
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I'm still getting used to a fully upgraded Hawkmoon. The range seems quite good on it, but that's getting nerfed with the other HC's. I do find that it seems to have a smaller hitbox than the Loner.Rebel HC I was previously using. Still getting used to HC's though, having previously been a staunch Scout Rifle Man. I still have a fondness for my Badger CCL with Explosive Rounds & Firefly perks in PvE though. Although the Mida Multi is really growing on me too.
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Hawkmoon has the lowest Aim Assist (at 50) of all handcannons next to Timur's and it has arguably the most severe recoil in the game. If your accustomed to using Thorn which has a higher AA at 60, almost zero recoil, and high RoF, Hawkmoon will be a challenge to learn. Red Hand, Fulcrum, TDYK and the like have an AA of 75-89. So that's why it's such a noticeable difference to you. Best advice I can give you is practice. It took a friend of mine about a month before he was even comfortable with it. I've been playing with it since November-ish and at present have a 62% precision kill ratio, which isn't great, but it's not bad. You really have to slow down and pace your shots, you can't spam it like Thorn. As you get better, you'll get faster, but if you spam it now, you'll get nothing but body shots and the lucky headshot. But, once you get past that learning curve, you'll kill without prejudice in PvP with it, and be an absolute monster when you switch to other HC's. My favorite thing right now is out gunning Thorn users with Hawkmoon. I am pretty miffed about the lucky triple proc shot being removed, but I understand it's less about being OP and more about being perceived as OP. If the community knows it can't one-shot, hopefully they'll be less inclined to call for it to be further nerfed, because it really is a gun that rewards those who are willing to acquire that skill.
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I mean, I am all for the updates on Hawkmoon. The chances of a triple stack are so low, there is nearly nothing lost by eliminating that magical super-bullet. (Though that is part of Hawkmoon's mysticism and appeal. Sad to see it go.) I'm even okay with reducing the damage bonus by 3% (wasn't really a problem to begin with, but a few extra hit points isn't a major issue). However, I'm nearly certain the hitbox on Hawkmoon is about 15-25% smaller than comparable hand cannons. Fix that, and I'll be so much more content with its performance. At this point, a Loner.Rebel with Luck in the Chamber and Final Round has a better hit chance and handling than Hawkmoon.