[quote]
Could I be missing something due to lower usage rates? Sure, and I don’t have enough of the good ones myself to give ‘enough a comparative test drive like I have pulses.[/quote]
Most the weapon types are fairly well balanced right now... Except maybe shotguns.
BUT there are traits on certain gun types/perks which could do with an increase/tweak. Such as recoil on pulses, precision damage on scouts and a reduction in flinch-power on 110 handcannons.
English
-
Someone had called out handcannons as more OP than Pulses, which is what I was commenting on. At the moment it looks like their remark has disappeared into the aether.... I don’t agree with you though that the weapons are in a well balanced spot. Pulses are clearly in a better position overall than other primaries, even though sure, SMGs and sidearms are probably fairly okay within their regime, obfuscated though that may be by Shotguns. I think the special ammo situation is a mess, and I’ve been against the increased heavy ammo since they first made that change, and snipers have long needed significant QoL work across the game.
-
Someone had called out handcannons as more OP than Pulses, which is what I was commenting on. At the moment it looks like their remark has disappeared into the aether.... I don’t agree with you though that the weapons are in a well balanced spot. Pulses are clearly in a better position overall than other primaries, even though sure, SMGs and sidearms are probably fairly okay within their regime, obfuscated though that may be by Shotguns. I think the special ammo situation is a mess, and I’ve been against the increased heavy ammo since they first made that change, and snipers have long needed significant QoL work across the game.
-
Pulses main issue is that there too easy to control at long range... I can 2 burst a person from halfway across a map and land probably 6/8 headshots on average.