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I will agree with you on the aim assist since Bungie themselves have commented on how massive the handcannon aim assist is, however even by their standards it needed because handcannon ttk suffers a lot more from missing than almost any other archetype in the game.
if you nerf anything damage related with hc's then they are going to become almost useless in every encounter because they need that 3-4 shot and missing one time can cause you to lose most of your fights
if you nerf the usability with ammo or recoil then in pve they go from a fun thing to use in lower level content to the literal worst choice
also increasing recoil on hand canons would be pretty useless as they shoot slow enough where you don't even really need to do any recoil control, you would need to add an insane amount to start effecting people
Let's say:
A 140RMP handcannon with 2 crits 1 body goes 70,70, 47. With missing only 1 crit or being out of range once, your TTK goes from slightly over 1 second to almost 2 seconds.
With NTTE or really any pulse, it shoots in bursts, and 5 crits 1 body kills. Optimal TTK is a little over 1 second, and missing a shot or crit boosts that only a few more fractions of a second. Your range is much longer so that is less of a variable.
Handcannons are not overpowered due to their inconsistency and being punishing if used incorrectly. If you are able to hit all/most shots and have a god roll, they may feel overpowered. But in a trials/comp match, if you get flinched off once, you just outright lose the duel to a pulse/auto/smg.
It goes from 0.87 to 1.3.
The optimal TTK is 0.67, and missing even a single crit against 9 or 10 resil, or 2 against 8 or less resil will dump your TTK down to 1.2. It's substantially more punishing than a hand cannon.
Hand cannons in general are very weak, and lose in direct gunfights to almost any other weapon in the game, as well as having the 3rd worst average range in the game, only above SMGs and sidearms. The reason they are prevalent is that they serve as a jack of all trades, capable of competing at all engagements sub 30-35m, which is where the majority occur. When using a hand cannon, you can take almost any fight you want, whereas an SMG player has to focus on closing the gap, or a pulse player needs to be aware of putting distance between him and his foes. This allows higher skilled players to have a greater average influence on a match and have greater freedom of strategy during a match. Hand cannons are objectively inferior to scout rifles, having the same damage profile as 150s despite shooting slower, and have nowhere near as much range, the only reason people dont use scouts is the fact they feel very uncomfortable.
Hand cannons are also more valuable than pulses or autos in teamshooting. Generally big chunks of damage are preferred, and the ability to instantly steal 70 of your enemies' health is very potent, rather than rapidly burning down 108 in a burst, requiring you to be exposed, and accurate, longer. Additionally, they tend to have higher handling than other options, which also makes experienced players favour them more. They are entirely balanced by being very weak objectively, but very convenient and comfortable to use, which makes them arguably the best balanced weapon type in the game.