Autos are usually thought of as being short to mid range weapons by most of the community and I think we can all agree that the effective range they shoot at most of the time is ok, but something that's been bugging me more as time goes on is how they have created auto rifles since year 1.
When most think of a 360 rpm auto rifle, most would probably say that those are designed to be the more long range weapons due to their range stat.
Something most wouldn't notice, is that every single auto rifle they've created with a fixed scope is always a short zoom scope and that includes the 360s such as age old bond and gahlrans right hand.
Now I know some of you won't really think much of that, but what happens when using a shorter zoom scope, is that you actually get decreased range because of the zoom of the weapon and not just the range stat.
I'm sure a lot of you have gotten a gnawing hunger at some point and found it's range to be uncomfortably low.
The most ranged one I've had was only able to shoot up to 26 meter with damage fall off.
To put it into perspective, ace of spades has a 30+ meter range for fall off to start being applied.
Nearly 5 meters more range...but yet the damage auto rifles deal is on the lower end, despite a good chunk of them operating under the 30 meter mark.
I have a spare rations with hammer forged rifling, ricochet rounds, and range finder and it can fire up to 35 meters without damage fall off.
My age old bond with fullbore and ricochet rounds only hits at 36 meters, despite its max range stat.
This is honestly ridiculous considering how much more power handcannons offer in pve.
Capable of one shotting ads, bursting down tankier enemies, having better overall accuracy, better in air and hip fire accuracy.
So many more benefits while auto rifles shake and are built with crippling range in mind.
There are ways to make your autos have more range, but it's only possible on one's that allow you to swap scopes.
I have an ether doctor with a medium zoom scope, ricochet rounds and a range masterwork and it can hit at 36 meters without fall off.
Another example that will likely confuse you guys:
Do any of you remember dire promise from year 1?
It's a 150 rpm handcannon and it's range stat and general perks compared to spare rations is a joke...but it still hits at 28 meters.
MORE examples:
90 range stat hazard of the cast only shoots at 31 meters, that's full bore and a range masterwork for only 31 meters.
A crappy service revolver with accurized rounds and a stability masterwork, 28 meters NO range finder.
Pribina-d with extended mag and true sight hcs, really crappy handcannon, 30 meters.
How is this even remotely fair?
Handcannons on average operate at the same or longer ranges than auto rifles do, but yet autos put out lower pve damage and shake like a train unless you sacrifice range for stability?
Their potential range should NOT be what makes autos so damn weak.
Potentially getting 40 meters with a 360 with max range and a long zoom scope just doesn't make sense that they lose so much more damage.
This has to be changed, because it's stupid.
Edit: they buffed auto rifle damage by 25-30% in pve depending on the combatant.
Handcannons also got a buff in damage of 30% but only against minors and what appears to be a decrease in range for adaptive and lightweight handcannons because they gave them a faster recovering firing animation which boosts accuracy.
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Handcannons have more range & more precision than Auto Rifles, what a fcuking joke
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Bungie will never dare do a high impact auto rifle ever again. Im not talking Galrhans right hand either, im talking more with a higher rate of fire
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Handcannons as a whole are having there effective range from the range stat reduced and the 2 frames mentioned are going to have a better firing pattern that was requested do to bloom. Auto are fine in pvp but they needes the damage increase in pve even galran.
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Edytowany przez użytkownika GiantSlayer: 9/12/2019 5:37:06 PMI second that opinion. Autos need all the help they can get
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Just extend the barrels by a meter
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Breakneck is going to be op in gambit (if you are solely dedicated to making orbs and motes)
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The 25%-30% buff should bring them back to D1 status. Just enough punch to be a great ad clearer but not enough to take down majors. I’m pretty excited for the weapon changes, if it comes close to the gunplay in D1 it’ll be something to behold. And yes, I realize you made this post before the twab.
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Balance in this game is a scarcity. HCs beat ARs at their own game, Pulses do the same to Scouts as do GLs to Rockets and, less so, Snipers to Linear Fusions. Too many weapons that are objectively worse than other weapons. Today's TWAB could prove very interesting.
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I hope AR users get a buff, but can we please leave HCs alone? I personally hate ARs. I don't like how they feel and exclusivelyuse HCs. But I agree ARs need a buff to compete. But please please just leave HCs alone...
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Look at the TWAB
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Edytowany przez użytkownika Hydrilus: 9/12/2019 8:33:47 PMIt's a shame really. I used to love using AR's but they just can't compete with a number of pulse rifles out there, or handcannons, for both PvE and PvP. I loved the Iron Banner AR, Orimund's Anvil, it was awesome when it came out as ARs were still viable, but then a couple patches later, a new pulse and hc meta arose and autos were terrible. Sad.
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yeah auto rifles need some love in general in both pve and pvp they are good but not real good like blast furnace or bygons or the two curcible hand cannons that shall not be named good