RoI Destiny PVP Meta Weapon Roll Comprehensive Guide
Dec 2, 2016 10:48:20 GMT -5
TheHawkNY, malgato, and 3 more like this
Post by exxtrooper on Dec 2, 2016 10:48:20 GMT -5
Opening thoughts
With the recent changes in weapon balance over the course of the Taken King returning players may feel a bit lost in terms how they should build their arsenal to gain the most advantages in end-game pvp environment as well as normal crucible. This thread is meant as a guide for which weapons you should use, what perks to get the most out of your weapon, as well as why these weapons are the best at what they do in their respective categories. If you're just looking for a simple list/overview of which weapons are the best for each category here's a tl;dr version, though keep very much in mind that some of these weapons only have potentia to be the bestl if they have a very specific perk roll and can otherwise be one of the worst weapons to use in pvp. Perk rolls, which upgrades to look for is covered in-depth in each section for each respective weapon category. If you already have a good understanding for most of the weapon categories and you're for example just looking for what weapon and roll you should go for on a fusion rifle you can just skip the opening thoughts and get right into it.
There are also a couple paragraphs with some opening thoughts, explanations to game mechanics that might not be incredibly obvious to most, but some might already have a good understanding of. If you read the title of said paragraphs and it looks like the subject is something you're already familiar with, feel free to skip to the sections covering each weapon category.
TL;DR
Primary weapons
Auto rifles: None
Pulse rifles: Grasp Of Malok, Clever Dragon, The Watlz, Blind Perdition (Adept), Hawksaw, Suros PDX-45
Scout Rifles: Mida Multi Tool
Hand Cannons: The Last Word, The Palindrome, Eyasluna
Special weapons
Shotguns: Matador 64, Party Crasher +1, Last-Ditch 001
Sniper Rifles: The Winged Word, But Not Forgotten, Devil's Dawn, Event Horizon
Fusion Rifles: Saladins Vigil, Plan C, Panta Rhei
Sidearms: None
Heavy Weapons
Rocket Launchers: The Titanium Orchid, SUROS JLB-47, The Tamarind, The Truth
Machine Guns: The Unseeing Eye, The Silvered Dread, Unending Deluge III
Swords: None
Preference, Practicality, and "what do you mean i do really good with [insert weapon name here]"
One important thing to note here is that every single gun you take with you in the crucible can take down your opposition in a more than decent matter. There are numerous weapons that are incredibly similar to the ones listed and there's weapons that i'll never mention that are more than capable of getting you the positive KD number on the post-match scoreboard. The point I'm trying to make is weapons in this game use an archetype system for weapon balance and can therefore be very similar to each other and might seem decent enough on their own. What we're trying to find out is whether or not you're using the best possible version of said weapon, with the best possible roll for the exact purpose you're using it. Whether it be a slightly better sight, I tiny chunk of more stability or the tiniest bit of faster ADS (aim down sights) speed, every little bit helps.
You're against real people, and you want to have every single bit of advantage in the engagement before it even starts to yield you the best chance of success. Every tiny bit of advantage will help you in some way or another, sometimes there's some hidden statistics or attributes you would never notice unless you looked very closely in a testing environment. With all that said, before you recommend a weapon or a roll you got that seems like a spectacular instrument of war, is it really the best at what it can do?
How flinch works
Flinch is one of the two most important hidden stats in the game and some weapons even specialize in these attributes to fit a competitive niche. Flinch works as a hidden value present at all times while in a combat environment and is a separate stat starting at 0% and maxing at 100%. However in the event you are hit while ADS the flinch will start at 50% and will increase with each subsequent hit, even if you are hit to the point you get to 100% flinch lowering your weapon will not reset the flinch value. The aim deflection stat (flinch) will reduce to 0% over time when not being hit. While being hit at maxed flinch your accuracy will be drastically reduced and will affect low rate of fire high damage precision weapons the most. Snipers has a multiplier of 1.9 for each hit while in ADS and will therefore get you to max flinch faster than any other weapon. The stability stat reduces the effects of flinch as it'll make your weapon recover faster from the visual deflection. Unflinching reduces the rate in which you reach max flinch. The amount of flinch you get from each hit depends on the weapon type, some weapon types have a flinch multiplier (Hand Cannons have 1.75x Machine Guns and Snipers have 2.00x). The highest rate of fire weapons of each weapon category gives the most flinch. High Caliber rounds and Explosive rounds both increase the amount of flinch given.
Quickdraw and how weapon handling can save your life
Whenever you use your super, use an aerial ability, switch weapons, use your melee, throw a grenade, finish sprinting, shadestep, blink, use twilight garrison, shoulder charge, or get revived it takes a brief moment for your weapon to be brought up to be ready to either reload, fire or ADS. The amount of time this takes is affected by your handling stat. Handling (or equip speed) is a hidden base stat on every weapon which also affects how fast you ADS and can be improved through abilities (Surge, Pulse Wave, War machine), subclass perks (bladedancer quickdraw), exotic perks (Ophidian Aspects), armor perks (second win, last hope), weapon sights and weapon perks (single point sling, injection mold, snapshot, quickdraw). The handling on a weapon determines how "snappy" your weapon feels and can save your life in a very even gunfight simply because you can bring up your sights a lot faster than your opponent. Most handling perks do stack (Injection mold + quickdraw does not stack however, as quickdraw already maxes out handling on your weapon making the combination of the two redundant), but none stack on themselves (two quickdraws do not stack). Meaning if you have both quickdraw on your subclass and quickdraw on your weapon you will still only receive the benefit of one quickdraw perk. However quickdraw/snapshot stack and injection mold/snapshot stack and increase your ADS speed which will make handling almost instant giving you a distinct advantage (a very sought out combination for snipers). Keep in mind some perks completely max out your handling (pulsewave) and some weapons already have max handling by itself (Mida multi tool) meaning you won't be able to improve handling past a certain point in some cases. Some weapons in the meta are very reliant on quickdraw as the handling on the weapon is very slow to make up for its otherwise almost perfect attributes (The Waltz, The Clever Dragon, Event Horizon). Using these weapons without quickdraw on either a bladedancer subclass, ophidian aspects on a warlock or quickdraw in a weapon perk node will leave you at a distinct advantage using these weapons as the time you use to bring up your weapon after an action or the slow ADS might get you killed before the gunfight even starts.
The first value in the optimal TTK is assuming all headshots, the second value is assuming all bodyshots. This gives the fastest and longest time to kill giving you an idea of the importance of accuracy and consistency of the weapon. The "perks required to be effective" gives you an idea of whether or not the roll you have on your weapon makes it worth using, sometimes there's multiple perks needed to make even usable, sometimes one perk acquired will do.
Useful Resources:
Destinytracker Database
Destinyscopes
Planet Destiny Database
Exxtrooper Spreadsheet (May or may not be updated at the time of this post being published)
Most Used Weapons
Primary Weapons:
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Pulse Rifles
Grasp Of Malok
Optimal TTK: 0.80/1.33
RPM: 450 (900 burst)
Damage: 23/16
Aim Assist: 82
Equip speed/Handling: 60
Recoil Direction/Kick: 59
Recommended Rolls: Roll 1 (God Roll), Roll 2, Roll 3
Perks Required to be effective: Braced Frame or Perfect Balance
The Clever Dragon
Optimal TTK: 0.80/1.33
RPM: 450 (900 burst)
Damage: 23/16
Aim Assist: 77
Equip speed/Handling: 29
Recoil Direction/Kick: 59
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Braced Frame or Perfect Balance
The Waltz
Optimal TTK: 0.80/1.33
RPM: 450 (900 burst)
Damage: 23/16
Aim Assist: 75
Equip speed/Handling: 28
Recoil Direction/Kick: 56
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Perfect Balance and Counterbalance
Blind Periditon (Adept)
Optimal TTK: 0.87/1.33
RPM: 415 (900 burst)
Damage: 25/17
Aim Assist: 61
Equip speed/Handling: 71
Recoil Direction/Kick: 60
Recommended Perk Setups: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Static Roll
Hawksaw
Optimal TTK: 0.87/1.33
RPM: 415 (900 burst)
Damage: 25/17
Aim Assist: 60
Equip speed/Handling: 89
Recoil Direction/Kick: 50
Recommended Rolls: Roll 1, Roll 2, Roll 3, Roll 4, Roll 5
Perks Required to be effective: Perfect Balance, Counterbalance or Rifled Barrel
Suros PDX-45
Optimal TTK: 0.87/1.33
RPM: 415 (900 burst)
Damage: 25/17
Aim Assist: 70
Equip speed/Handling: 71
Recoil Direction/Kick: 50
Recommended Rolls: Exact same as Hawksaw
Perks Required to be effective: Perfect Balance, Counterbalance or Rifled Barrel
Pulse rifles are currently regarded as the most versatile weapons in pvp, performing well enough to be used on just about every map. Pulse rifles excel in mid to long range engagements because of their ability to do consistent damage over multiple ranges as well as causing a great amount of flinch. Because of their rate of fire (compared to other meta weapons) as well as consistency in mid-range engagements perks that improve stability for laser-like accuracy at long ranges and high caliber rounds for increased flinch to throw off the aim on your opponent. Because of the nature of the high rate of fire pulse rifles you have to expose yourself more than any of the other meta primaries meaning you'll either have to be very careful with your engagements or simply put as many bullets down as possible.
Scout rifles, snipers and hand cannons will rely on peeking around corners and utilizing cover, their strength relies on exposing themselves for as little time as possible while progressively chipping away your health. You get the feeling of getting "insta-killed" when peeking fights like these occour. Don't fight a losing battle, if either of these weapons get the first shot on you, disengage and reposition yourself to turn the tide. Try to engage people who are caught in the open with these weapons, the constant bullets will make it near impossible for them to get their headshots on you.
Don't give the opportunity to peek, spray your bullets to throw off their accuracy, dont be afraid to shoot around a corner to either regenerate your own health by keeping your target at bay or otherwise they'll take damage for trying to keep you. You strength is consistency in an open engagements, fight the traditional firefights, team shot people and throw snipers off with flinch unless they're already taken control of the lane.
There are currently two Pulse Rifle archetypes that are viable, the two fastest firing archetype. There is no defining best one of these archetypes, but one might be better than the other depending on which type of players you're facing. The second fastest firing archetype (Suros-PDX 45, Hawksaw, Blind Perdition (adept)) fire slightly slower putting slightly more pressure on aim and accurate fire (though does flinch almost same amount, as flinch is tied to damage per bullet as well as rate of fire) but can more consistently three burst opponents because of their superior damage. Because of the slower rate of fire you can actually utilize peeking and cover far better than the other archetype. Because of this its more suited for defensive players, but can be used aggressively nonetheless.
The fastest firing archetype (Grasp of malok, Clever Dragon, The Waltz) should be more than familiar to everyone now given its immense popularity due to recent availability. Its one of the few weapons in the game in which you can reliably shoot someone rushing you with a shotgun both reliably and with easy. Because of the immense amount of bullets you can put down range the amount of flinch and surprisingly good accuracy makes it perhaps the best out-of-cover weapons in the game. While the slightly higher damage pulse rifles can outgun its rival in a gunfight, if left out of cover for too long and flinch starts to build up you might find yourself fighting a losing battle most of the time. Because of this, weapons like the Clever Dragon reign supreme in normal crucible matches because the majority of players won't utilize mechanics such as peeking and taking cover. If you're fighting enemies of this nature the fastest firing archetype might suit as a better weapon regardless of playstyle, though might give you bad habits.
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Scout Rifles
Mida Multi-Tool
Optimal TTK: 0.90/1.50
RPM: 200
Damage: 57/38
Aim Assist: 90
Equip speed/Handling: 100
Recoil Direction/Kick: 80
Recommended Perk Setups: Roll 1
Perks Required to be effective: Lightweight and Smart Drift Control
Scout rifles has generally worse handling than most other weapons in the primary category. They require precision aim, next to no missed shots, careful placed engagements as well as positioning and doesn't make up for its weaknesses with efficient time to kill. Doesn't sound very competitive? Thats because they're not, except the one weapon that takes away next to all these weaknesses, the gun being the Mida Multi-Tool. The maxed handling alone on the Mida is enough to use it as it eliminates the greatest weakness of the scout rifle category. Its consistent recoil pattern and strafing potential makes it the only viable scout rifle in this fast paced shotgun-centric meta.
The Mida is a playstyle-check weapon, as you need to keep yourself at a very specific range to consistently win your engagements. It is recommended to be used with a reliable high-impact shotgun to cover as many different engagements as possible with your loadout. Before the nerf that removed high caliber rounds on the Mida I would recommend challenging snipers as you could easily flinch them into oblivion. If you get the first off on a sniper you should commit to the gunfight but otherwise you shouldn't challenge snipers down lanes on maps such as pantheon, blind watch and widows court.
3 headshots and 1 bodyshots will take down any guardian of any armor build (209 damage) and 2 headshots and 2 bodyshots will kill some low armor builds (190 damage). The "chipping" nature of Midas damage profile can make for some unexpected "sudden death" moments for your opponents as opposed to progressively taking down your health nature of pulse rifles. Use this to your advantage, when you know you have the upper hand keep going for those headshots and you should take your opponent down. Midas incredibly high aim assist stat (90!) makes getting headshots a breeze as well as shooting people trying to run into corners. Utilize this as much as you can, prefire when you know someone's about to engage you, chances are you might get a shot off before they're even around the corner as the hitboxes are insane. Play dirty, the Mida-Multi Tool lets you.
Even though I've not listed any of the highest impact scouts I think they deserve a mention and a explanation as to why I don't recommend using them for something other than "fun builds" as well as mixing it up in normal crucible matches. The highest impact scouts (Jade Rabbit, Badger CCL, Hand Of Judgement, Chaos Dogma etc.) can all be utilized to great effect playing defensively on maps with long lanes and power positions. They have a insanely fast TTK (0.80) with enough headshots and can mistaken for sniper when getting insta-killed at range. The problem is in 1v1 engagements present in competitive 3v3s, Trials and rumble matches, once the enemy knows you're using a slow-firing marksman rifle suited for mid to long range engagements if they simply play aggressive enough to get into their advantageous ranges of engagement you're left with a handicapped primary weapon and need to rely on special weapon. At that point you're better off with had cannons if you want to rely on three-shotting people Therefore its something I wouldn't recommend unless the trials map is something along the lines of First Light.
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Hand Cannons
The Last Word
Optimal TTK: 0.53/0.80
RPM: 225
Damage: 75/50
Aim Assist: 30
Equip speed/Handling: 20
Recoil Direction/Kick: 100
Recommended Perk Setups: Roll 1 (Most Recommended), Roll 2, Roll 3
Perks Required to be effective: None
Eyasluna
Optimal TTK: 0.86/1.30
RPM: 138
Damage: 86/57
Aim Assist: 50
Equip speed/Handling: 60
Recoil Direction/Kick: 60
Recommended Rolls: Roll 1 (God Roll), Roll 2, Roll 3, Roll 4, Roll 5
Perks Required to be effective: Rifled Barrel
The Palindrome
Optimal TTK: 0.86/1.30
RPM: 138
Damage: 86/57
Aim Assist: 70
Equip speed/Handling: 46
Recoil Direction/Kick: 94
Recommended Rolls: Roll 1, Roll 2, Roll 3, Roll 4, Roll 5
Perks Required to be effective: Rifled Barrel
The high-range mid-impact Hand Cannons are regarded as the go-to weapon for the most agile and movement based playstyles. This is due to them being polar opposites of scout rifles in terms of mid-air accuracy. Shooting while airborne gives you a harsh bloom penalty giving you a harder time getting your shots off, this isn't an issue with hand cannons increased accuracy while airborne (this can be increased even further with perks like icarus). Because of this, it opens up a lot of playstyle possibilities that are otherwise inefficient with other weapon categories. Starting engagements by jumping around a corner or hovering from above, as well as taking full potential of peeking and using cover is Hand Cannons greatest strength.
However beware, these advantages comes with a greater bloom penalty than any other weapon category. If you don't pace your shots, especially at further ranges your shots will have a random spread regardless whether your crosshairs is exactly pointed at your targets head. Because of this, during fast paced gunfights you're advised to get one headshot off as fast as possible, then proceed to spray for body shots. This is because 1 headshots and 2 bodyshots will take down most guardians at your optimal range the most consistently.
To negate the bloom penalty as much as possible you want to get range and aim assist improvement perks. The very first thing you should look for with a hand cannon is range. Range will make or break your roll, and there are no substitute resources for having low range on a hand cannon. Because of this, the selection of mid-impact Hand Cannons is drastically lowered because of the requirement of high range. Reinforced Barrel (which I don't recommend using unless you absolutely have to, as the decrease in stability makes follow-up shots harder than it should) and Rifled Barrel both add +24 range to any primary, with the range cap on HCs being 62 this means you need a minimum of 38 range to reach the range cap (a combination of rangefinder and 62 range will bring you beyond this cap).
There's only 3 legendary hand cannons that are available in the game right now with a base range high enough to reach the range cap. The three being Imago Loop, Palindrome and Eyasluna. The reason why you don't see Imago Loop is because if its horrendous handling as well as the 1 in 140 chance of getting a good roll (in short, incredibly rare and doesnt make up for its rarity with effectiveness). Next in line there's the Finnala's Peril (37 range, 1 range below cap with rifled barrel) and last but not least Lord High Fixer (35 tange, 3 below cap with rifled barrel). Old weapons that are no longer available such as the Fulcrum from FWC can also reach the range cap if there's one collecting dust in your vault.
Once you get past the range issue, HCs become "touchy-feely" category of weapons. This means your weapon choice depends on your personal preference more than anything. The two big is The Palindrome and Eyasluna, which you've probably encountered more than enough if you've been playing crucible lately. While the two have the exact same rate of fire and can reach the same monsterous range, the similarities end there:
Recoil
Palindrome: Straight up, slightly to the left
Eyasluna: Strong pull to the right (exact same recoil as Hawkmoon)
Handling
Palindrome: 46 (Below average)
Eyasluna: 60 (High af m8)
Aim Assist
Palindrome: 70
Eyasluna: 50
Because of these major differences in overall weapon handling, and I cannot stress this enough, do not give up on hand cannons before you've tried both. These two weapons are polar opposites of each other in this regard, meaning if you pick up the Palindrome and feel you're doing terrible, you might be a demi-god with a decent Eyasluna. Another factor is hand cannons play differently than most other primary weapons, you're going to be playing differently than you're used to and might make mistakes and lose engagements you otherwise wouldn't. Keep. Going. Once you get used to Hand Cannons it might upon up a brand new way of playing crucible for you and might even start having a good time.
Now, the Last Word. For this part im going to direct you to Aerosteon on reddit as I simply couldn't have said it better.
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Auto Rifles
None
Following the nerfs to the Doctrine Of Passing and Arminus-D, they've been effectively knocked out of the meta as they amount of time you need to expose yourself doesn't make up for its time to kill no easy of use. Because of this there are currently no auto rifles worth using in the current meta. Hopefully this will not be the case following the next weapon balance patch, which is scheduled to come out very soon.
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Special Weapons:
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Shotguns
Matador 64
Two Shot TTK: 1.27
Two Shot TTK Full Auto: 0.63
RPM: 47
RPM Full Auto: 94
Damage Per Pellet: 22
Aim Assist: 50
Equip speed/Handling: 40
Recommended Rolls: Roll 1 (God Roll), Roll 2, Roll 3
Perks Required to be effective: Rifled Barrel or Reinforced Barrel
Party Crasher +1
Two Shot TTK: 1.17
Two Shot TTK Full Auto: 0.58
RPM: 51
RPM Full Auto: 102
Damage Per Pellet: 22
Aim Assist: 70
Equip speed/Handling: 40
Recommended Rolls: Roll 1 (God Roll), Roll 2, Roll 3
Perks Required to be effective: Rifled Barrel or Reinforced Barrel
Last-Ditch 001
Two Shot TTK: 1.27
Two Shot TTK Full Auto: 0.63
RPM: 47
RPM Full Auto: 94
Damage Per Pellet: 22
Aim Assist: 29
Equip speed/Handling: 29
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Just get as many different range perks as you can
Range is everything on shotguns, if you don't have the maximum amount of range and damage possible your opponent might have a slightly further 1HKO range than you, meaning he should, on paper, be able to win every shotgun fight against you in an even fight.
That is everything you need to know about shotguns in one sentence. Despite the fact that every shotgun can 1HKO a max armor guardian only a handful of shotguns can reach a certain damage threshold while reaching maximum range. You want to be as consistent as possible, and you want to have as many boosts to land that 1HKO as you can get, every little advantage helps. Something to keep in mind when validating any shotgun:
32 Range > Agressive Ballistics > Rangefinder
This is the order of which attributes will improve your 1HKO potential the most. This means if you two Matador 64s, one with Rangefinder + Rifled Barrel and one with Aggressives + Rifled Barrel, the one with Aggressive Ballistics will be the most consistent and has the furthest potential 1HKO range. This is because the increased damage of each pellet outweigh the increased range you get from rangefinder, meaning not only is your Matador 64 superior, but you're also wasting a perk slot in this instance (ideally you want both rangefinder and aggressive ballistics of course). The only shotguns you should use aggressive ballistics with is the Last-Ditch 001, as it cant reach max range unless its using range increasing barrels. The only reason to use Last-Ditch 001 over the Party Crasher or Matador 64 is if you're lacking in good rolls or you want to use a shotgun with quickdraw to switch to it faster in tight situations.
Now comes the question, Full Auto or not? Full Auto will increase the spread of your shotgun making it a lot more inconsistent as well as decreasing the overall range by about 15%. Full auto makes up for this by doubling the rate of fire on your shotgun, as well as giving you the ability to hold down the trigger. While the double rate of fire sounds promising, remember that follow-up melee is very common used as a finisher and if they do manage to get the 1HKO and you don't the extra rate of fire doesn't really matter at all. Though on the other hand, if you are rushing point-blank into your opponents either way the decrease in range and consistency isn't really a factor. It comes down to preference and playstyle as well as which class you are using at the end of the day.
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Sniper Rifles
The Winged Word
Two Shot TTK: 0.83
RPM: 72
Can Super Sniper: Yes
Damage: 398/160
Aim Assist: 59
Equip speed/Handling: 53
Recoil Direction/Kick: 62
Recommended Rolls: Roll 1, Roll 2
Perks Required to be effective: Linear Compensator
But Not Forgotten
Two Shot TTK: 0.83
RPM: 72
Can Super Sniper: Yes
Damage: 398/160
Aim Assist: 57
Equip speed/Handling: 53
Recoil Direction/Kick: 61
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Linear Compensator
Devils Dawn
Two Shot TTK: 1.00
RPM: 60
Can Super Sniper: Yes
Damage: 463/186
Aim Assist: 39
Equip speed/Handling: 35
Recoil Direction/Kick: 70
Recommended Rolls: Roll 1, Roll 2
Perks Required to be effective: Linear Compensator
Event Horizion
Two Shot TTK: 1.00
RPM: 60
Can Super Sniper: Yes
Damage: 452/181
Aim Assist: 33
Equip speed/Handling: 33
Recoil Direction/Kick: 79
Recommended Rolls: Roll 1, Roll 2, Roll 3, Roll 4
Perks Required to be effective: Shortgaze SLH10
The only major difference between snipers is whether or not they can do enough damage to one-shot-headshot a guardian during a roaming super (stormcallers, sunbreakers, bladedancers) otherwise the only real difference is they're effectiveness while blinting an enemy (bodyshotting someone with a sniper, then finishing them off with a shot from something like a hand cannon).
Otherwise snipers are the most touchy-feely preference weapons in the game. If you don't like the look of the scope, handling, anything then despite what superior statistics might tell you another sniper might be more suitable for you. Snipers are good for one thing and one thing only, and that is getting the first pick with a single shot, and any sniper can do that.
Above there is listed every single sniper currently available which can sniper max armor guardians in they're super. While The Winged Word and But Not Forgotten are in the same archetype as numerous other snipers in the game (Longbow Synthesis, LDR 5001, 1000-yard stare etc.) they feature barrel upgrades that slightly increase they're impact to the point that they're JUST able to one-shot-headshot supers.
The reason why most players prefer the elusive Shortgaze SLH10 scope is because it offers the least amount of zoom while also increasing aim assist. Due to the close quarters nature of most maps this has become the most preferred scope. While the Ambush sight offers the same zoom, it also penalizes the user with decreased aim assist, which is the reason Shortgaze is picked instead.
Besides the scope, the most important perks are Snapshot and Quickdraw. If you're using a class that doesn't offer you quickdraw getting the perk is an absolute must. The ability to quickly switch to your primary in tight situations as well as getting faster ADS time is undoubtedly the best perk you can possibly get on a sniper. In the event the class you're using does offer quickdraw snapshot is the ideal choice as the increased ADS stacks with quickdraw making it near lighting fast.
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Fusion Rifles
Saladins Vigil
Charge Time: 0.87
Charge Rate: 16
Damage Per Bolt: 51
Total Damage Per Burst: 357
Aim Assist: 65
Equip speed/Handling: 39
Recoil Direction/Kick: 73
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Rifled Barrel or Braced Frame (do not use accelerated coils)
Plan C
Charge Time: 0.80
Charge Rate: 22
Damage Per Bolt: 47 (Base) 48 (Field Choke)
Total Damage Per Burst: 329/336
Aim Assist: 40
Equip speed/Handling: 100
Recoil Direction/Kick: 85
Recommended Rolls: Preference
Perks Required to be effective: Preference
Panta Rhei
Charge Time: 0.80
Charge Rate: 24
Damage Per Bolt: 46
Total Damage Per Burst: 322
Aim Assist: 51
Equip speed/Handling: 59
Recoil Direction/Kick: 80
Recommended Rolls: Roll 1, Roll 2
Perks Required to be effective: Rifled Barrel or Braced Frame
Fusion rifles are a very weird weapons and the most unique weapon category in Destiny. Fusion rifles will charge for less than a second then proceed to fire 7 bolts in quick succession that has no damage fall-off. They do not have headshot modifiers, aiming for center-mass is recommended. Stability will tighten the spread of the burst assuring the bolts won't fly past your target in a uncontrollable pattern, range increases the projectile speed of each bolt and will drastically increase your consistency over longer ranges and assure multiple of your bolts hit on moving targets. Rangefinder will slightly increase your zoom and therefore tighten the spread even further, acting as some kind of counterbalance for fusion rifles. They are indeed very odd set of weapons.
Because of these factors both stability and range are very important on fusion rifles. Both tremendously help with your consistency, and whichever is the highest priority is up to your personal preference, but the general consensus is most competitive fusion rifles have enough stability as it is, making increased range the superior choice.
Before the Rise Of Iron expansion there were a lot of debate as to which were the best fusion rifles, but with the introduction of the Saladins Vigil it's very hard to argue against it not being the overall best. Saladins Vigil has an incredibly balanced set of stats, with a manageable charge rate as well as just enough impact to 4 bolt kill just about any guardian. The 4-bolt kill archetype of fusion rifles are very sought after as they are incredibly consistent and can one-burst opponents at ludicrous ranges. The reason why the Saladins Vigil has risen above all is the barrel upgrades, taking the damage of each bolt from 49 to 51 as well as making the recoil more vertical, which helps you tremendously with no downsides whatsoever.
Fusion Rifles rely on anticipating your opponents movement, as well as confidence in your ability to one burst you opponent. If you manage to land almost all of your bolts on a juggernaut titan the damage from the 2-3 first bolts should finish of the shield while the rest take care of the titan resulting in a clean, satisfying one-burst kill. While most fusion rifles are best used defensively, using something with a faster charge rate like the Panta Rhei can be used succesfully in a aggressive matter. Most of your enemies won't expect being voop'd at certain ranges, they'll take they're time trying to finish you off with a primary or make the mistake thinking you're going to rush them with a shotgun. Learn your enemies movements, and use they're confidence as a way of surprising them with a good voop across the map, in the face.
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Heavy Weapons:
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Rocket Launchers
The Titanium Orchid
Optimal TTK: Boom
Damage: A lot
Blast Radius: 68
Velocity: 82
Aim Assist: 48
Equip speed/Handling: 47
Recoil Direction/Kick: 70
Recommended Rolls: Roll 1, Roll 2
Perks Required to be effective: "Grenades and Horseshoes"
Suros JLB-47
Optimal TTK: Boom
Damage: A lot
Blast Radius: 84
Velocity: 74
Aim Assist: 60
Equip speed/Handling: 50
Recoil Direction/Kick: 60
Recommended Rolls: Roll 1
Perks Required to be effective: "Grenades and Horseshoes"
The Tamarind
Optimal TTK: Boom
Damage: A lot
Blast Radius: 68
Velocity: 83
Aim Assist: 40
Equip speed/Handling: 54
Recoil Direction/Kick: 65
Recommended Rolls: Roll 1
Perks Required to be effective: "Grenades and Horseshoes"
The Truth
Optimal TTK: Boom
Damage: A lot
Blast Radius: About the size of cuba
Velocity: 48
Aim Assist: 70
Equip speed/Handling: 80
Recoil Direction/Kick: 50
Recommended Rolls: Roll 1
Perks Required to be effective: Javelin
Recommended Ornament: Heart Of Gold
Velocity and "Grenades and Horseshoes" (Proximity based detonation perk) are the two most important, and only factory that matter concerning rocket launchers. Any rocket launcher with those two factors will do you good. In this legendary-heavy based meta, the exotic slot can be reserved for your very own Truth exotic launcher which just about anyone should have by now. There's not a single rocket launcher in the game that can hold more than 2 rocket without the help of a heavy ammo boost from an exotic chest piece. Using an exotic chest piece for the sole reason of increasing your rocket launcher capacity by 1 for one instance each match isn't highly recommended as other exotics might be more useful elsewhere (increasing sniper rifle or shotgun ammo for example).
Proximity based detonation coupled with high velocity is more consistent than tracking. There is no legendary rocket launcher that can roll both tracking and proximity, there's only two rocket launchers in the game with these attributes, the exotic launchers Gjallarhorn and The Truth.
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Machine Guns
The Unseeing Eye
Optimal TTK: 0.50/0.50
RPM: 360
Damage: 62/50 (Linear Compensator)
Aim Assist: 60
Equip speed/Handling: 30
Recoil Direction/Kick: 60
Recommended Rolls: Any
Perks Required to be effective: Field Choke and Field Scout
Required perks to reach ammo soft cap in PVP: Field Scout + 1 Machine Gun Armor Boost (52 Ammo)
The Silvered Dread
Optimal TTK: 0.40/0.53
RPM: 450
Damage: 51/41 (Aggressive Ballistics) 50/40 (Linear Compensator/Accurized Ballistics)
Aim Assist: 51
Equip speed/Handling: 46
Recoil Direction/Kick: 77
Recommended Rolls: Roll 1, Roll 2, Roll 3, Roll 4
Perks Required to be effective: Field Scout
Required perks to reach ammo soft cap in PVP: Field Scout (68 Ammo)
The Unending Deluge
Optimal TTK: 0.50/0.60
RPM: 600
Damage: 37/29 (Without any damage barrels)
Aim Assist: 40
Equip speed/Handling: 40
Recoil Direction/Kick: 70
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Surplus
Required perks to reach ammo soft cap in PVP: Surplus + 1 Machine Gun Armor Boost + Heavy Ammo Armor Boost (96 Ammo)
Every single machine gun in the game kills significantly faster than any primary, therefore the most important attribute of any machine gun is prolonged use. The three machine guns listed above, with the right set of upgrades gain the highest ammo capacity during heavy rounds in PVP. There's a certain "soft cap" to how much ammo you can gain, if you have multiple armor upgrades that increase heavy machine gun capacity on the Unseeing Eye for example you'll gain 5 more rounds, which isn't worth sacrificing armor to achieve.
Because of the ammo issue, the selection of machine guns is severely limited as there are very few year 2 and year 3 machine guns that has the ability to roll field scout. Given you have an open exotic slot the Nemesis Star and Thunderlord are suitable substitutes as they both have the field scout perk.
I will go more in-depth about machine guns in a separate guide.
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Happy roll hunting!
With the recent changes in weapon balance over the course of the Taken King returning players may feel a bit lost in terms how they should build their arsenal to gain the most advantages in end-game pvp environment as well as normal crucible. This thread is meant as a guide for which weapons you should use, what perks to get the most out of your weapon, as well as why these weapons are the best at what they do in their respective categories. If you're just looking for a simple list/overview of which weapons are the best for each category here's a tl;dr version, though keep very much in mind that some of these weapons only have potentia to be the bestl if they have a very specific perk roll and can otherwise be one of the worst weapons to use in pvp. Perk rolls, which upgrades to look for is covered in-depth in each section for each respective weapon category. If you already have a good understanding for most of the weapon categories and you're for example just looking for what weapon and roll you should go for on a fusion rifle you can just skip the opening thoughts and get right into it.
There are also a couple paragraphs with some opening thoughts, explanations to game mechanics that might not be incredibly obvious to most, but some might already have a good understanding of. If you read the title of said paragraphs and it looks like the subject is something you're already familiar with, feel free to skip to the sections covering each weapon category.
TL;DR
Primary weapons
Auto rifles: None
Pulse rifles: Grasp Of Malok, Clever Dragon, The Watlz, Blind Perdition (Adept), Hawksaw, Suros PDX-45
Scout Rifles: Mida Multi Tool
Hand Cannons: The Last Word, The Palindrome, Eyasluna
Special weapons
Shotguns: Matador 64, Party Crasher +1, Last-Ditch 001
Sniper Rifles: The Winged Word, But Not Forgotten, Devil's Dawn, Event Horizon
Fusion Rifles: Saladins Vigil, Plan C, Panta Rhei
Sidearms: None
Heavy Weapons
Rocket Launchers: The Titanium Orchid, SUROS JLB-47, The Tamarind, The Truth
Machine Guns: The Unseeing Eye, The Silvered Dread, Unending Deluge III
Swords: None
Preference, Practicality, and "what do you mean i do really good with [insert weapon name here]"
One important thing to note here is that every single gun you take with you in the crucible can take down your opposition in a more than decent matter. There are numerous weapons that are incredibly similar to the ones listed and there's weapons that i'll never mention that are more than capable of getting you the positive KD number on the post-match scoreboard. The point I'm trying to make is weapons in this game use an archetype system for weapon balance and can therefore be very similar to each other and might seem decent enough on their own. What we're trying to find out is whether or not you're using the best possible version of said weapon, with the best possible roll for the exact purpose you're using it. Whether it be a slightly better sight, I tiny chunk of more stability or the tiniest bit of faster ADS (aim down sights) speed, every little bit helps.
You're against real people, and you want to have every single bit of advantage in the engagement before it even starts to yield you the best chance of success. Every tiny bit of advantage will help you in some way or another, sometimes there's some hidden statistics or attributes you would never notice unless you looked very closely in a testing environment. With all that said, before you recommend a weapon or a roll you got that seems like a spectacular instrument of war, is it really the best at what it can do?
How flinch works
Flinch is one of the two most important hidden stats in the game and some weapons even specialize in these attributes to fit a competitive niche. Flinch works as a hidden value present at all times while in a combat environment and is a separate stat starting at 0% and maxing at 100%. However in the event you are hit while ADS the flinch will start at 50% and will increase with each subsequent hit, even if you are hit to the point you get to 100% flinch lowering your weapon will not reset the flinch value. The aim deflection stat (flinch) will reduce to 0% over time when not being hit. While being hit at maxed flinch your accuracy will be drastically reduced and will affect low rate of fire high damage precision weapons the most. Snipers has a multiplier of 1.9 for each hit while in ADS and will therefore get you to max flinch faster than any other weapon. The stability stat reduces the effects of flinch as it'll make your weapon recover faster from the visual deflection. Unflinching reduces the rate in which you reach max flinch. The amount of flinch you get from each hit depends on the weapon type, some weapon types have a flinch multiplier (Hand Cannons have 1.75x Machine Guns and Snipers have 2.00x). The highest rate of fire weapons of each weapon category gives the most flinch. High Caliber rounds and Explosive rounds both increase the amount of flinch given.
Quickdraw and how weapon handling can save your life
Whenever you use your super, use an aerial ability, switch weapons, use your melee, throw a grenade, finish sprinting, shadestep, blink, use twilight garrison, shoulder charge, or get revived it takes a brief moment for your weapon to be brought up to be ready to either reload, fire or ADS. The amount of time this takes is affected by your handling stat. Handling (or equip speed) is a hidden base stat on every weapon which also affects how fast you ADS and can be improved through abilities (Surge, Pulse Wave, War machine), subclass perks (bladedancer quickdraw), exotic perks (Ophidian Aspects), armor perks (second win, last hope), weapon sights and weapon perks (single point sling, injection mold, snapshot, quickdraw). The handling on a weapon determines how "snappy" your weapon feels and can save your life in a very even gunfight simply because you can bring up your sights a lot faster than your opponent. Most handling perks do stack (Injection mold + quickdraw does not stack however, as quickdraw already maxes out handling on your weapon making the combination of the two redundant), but none stack on themselves (two quickdraws do not stack). Meaning if you have both quickdraw on your subclass and quickdraw on your weapon you will still only receive the benefit of one quickdraw perk. However quickdraw/snapshot stack and injection mold/snapshot stack and increase your ADS speed which will make handling almost instant giving you a distinct advantage (a very sought out combination for snipers). Keep in mind some perks completely max out your handling (pulsewave) and some weapons already have max handling by itself (Mida multi tool) meaning you won't be able to improve handling past a certain point in some cases. Some weapons in the meta are very reliant on quickdraw as the handling on the weapon is very slow to make up for its otherwise almost perfect attributes (The Waltz, The Clever Dragon, Event Horizon). Using these weapons without quickdraw on either a bladedancer subclass, ophidian aspects on a warlock or quickdraw in a weapon perk node will leave you at a distinct advantage using these weapons as the time you use to bring up your weapon after an action or the slow ADS might get you killed before the gunfight even starts.
The first value in the optimal TTK is assuming all headshots, the second value is assuming all bodyshots. This gives the fastest and longest time to kill giving you an idea of the importance of accuracy and consistency of the weapon. The "perks required to be effective" gives you an idea of whether or not the roll you have on your weapon makes it worth using, sometimes there's multiple perks needed to make even usable, sometimes one perk acquired will do.
Useful Resources:
Destinytracker Database
Destinyscopes
Planet Destiny Database
Exxtrooper Spreadsheet (May or may not be updated at the time of this post being published)
Most Used Weapons
Primary Weapons:
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Pulse Rifles
Grasp Of Malok
Optimal TTK: 0.80/1.33
RPM: 450 (900 burst)
Damage: 23/16
Aim Assist: 82
Equip speed/Handling: 60
Recoil Direction/Kick: 59
Recommended Rolls: Roll 1 (God Roll), Roll 2, Roll 3
Perks Required to be effective: Braced Frame or Perfect Balance
The Clever Dragon
Optimal TTK: 0.80/1.33
RPM: 450 (900 burst)
Damage: 23/16
Aim Assist: 77
Equip speed/Handling: 29
Recoil Direction/Kick: 59
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Braced Frame or Perfect Balance
The Waltz
Optimal TTK: 0.80/1.33
RPM: 450 (900 burst)
Damage: 23/16
Aim Assist: 75
Equip speed/Handling: 28
Recoil Direction/Kick: 56
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Perfect Balance and Counterbalance
Blind Periditon (Adept)
Optimal TTK: 0.87/1.33
RPM: 415 (900 burst)
Damage: 25/17
Aim Assist: 61
Equip speed/Handling: 71
Recoil Direction/Kick: 60
Recommended Perk Setups: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Static Roll
Hawksaw
Optimal TTK: 0.87/1.33
RPM: 415 (900 burst)
Damage: 25/17
Aim Assist: 60
Equip speed/Handling: 89
Recoil Direction/Kick: 50
Recommended Rolls: Roll 1, Roll 2, Roll 3, Roll 4, Roll 5
Perks Required to be effective: Perfect Balance, Counterbalance or Rifled Barrel
Suros PDX-45
Optimal TTK: 0.87/1.33
RPM: 415 (900 burst)
Damage: 25/17
Aim Assist: 70
Equip speed/Handling: 71
Recoil Direction/Kick: 50
Recommended Rolls: Exact same as Hawksaw
Perks Required to be effective: Perfect Balance, Counterbalance or Rifled Barrel
Pulse rifles are currently regarded as the most versatile weapons in pvp, performing well enough to be used on just about every map. Pulse rifles excel in mid to long range engagements because of their ability to do consistent damage over multiple ranges as well as causing a great amount of flinch. Because of their rate of fire (compared to other meta weapons) as well as consistency in mid-range engagements perks that improve stability for laser-like accuracy at long ranges and high caliber rounds for increased flinch to throw off the aim on your opponent. Because of the nature of the high rate of fire pulse rifles you have to expose yourself more than any of the other meta primaries meaning you'll either have to be very careful with your engagements or simply put as many bullets down as possible.
Scout rifles, snipers and hand cannons will rely on peeking around corners and utilizing cover, their strength relies on exposing themselves for as little time as possible while progressively chipping away your health. You get the feeling of getting "insta-killed" when peeking fights like these occour. Don't fight a losing battle, if either of these weapons get the first shot on you, disengage and reposition yourself to turn the tide. Try to engage people who are caught in the open with these weapons, the constant bullets will make it near impossible for them to get their headshots on you.
Don't give the opportunity to peek, spray your bullets to throw off their accuracy, dont be afraid to shoot around a corner to either regenerate your own health by keeping your target at bay or otherwise they'll take damage for trying to keep you. You strength is consistency in an open engagements, fight the traditional firefights, team shot people and throw snipers off with flinch unless they're already taken control of the lane.
There are currently two Pulse Rifle archetypes that are viable, the two fastest firing archetype. There is no defining best one of these archetypes, but one might be better than the other depending on which type of players you're facing. The second fastest firing archetype (Suros-PDX 45, Hawksaw, Blind Perdition (adept)) fire slightly slower putting slightly more pressure on aim and accurate fire (though does flinch almost same amount, as flinch is tied to damage per bullet as well as rate of fire) but can more consistently three burst opponents because of their superior damage. Because of the slower rate of fire you can actually utilize peeking and cover far better than the other archetype. Because of this its more suited for defensive players, but can be used aggressively nonetheless.
The fastest firing archetype (Grasp of malok, Clever Dragon, The Waltz) should be more than familiar to everyone now given its immense popularity due to recent availability. Its one of the few weapons in the game in which you can reliably shoot someone rushing you with a shotgun both reliably and with easy. Because of the immense amount of bullets you can put down range the amount of flinch and surprisingly good accuracy makes it perhaps the best out-of-cover weapons in the game. While the slightly higher damage pulse rifles can outgun its rival in a gunfight, if left out of cover for too long and flinch starts to build up you might find yourself fighting a losing battle most of the time. Because of this, weapons like the Clever Dragon reign supreme in normal crucible matches because the majority of players won't utilize mechanics such as peeking and taking cover. If you're fighting enemies of this nature the fastest firing archetype might suit as a better weapon regardless of playstyle, though might give you bad habits.
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Scout Rifles
Mida Multi-Tool
Optimal TTK: 0.90/1.50
RPM: 200
Damage: 57/38
Aim Assist: 90
Equip speed/Handling: 100
Recoil Direction/Kick: 80
Recommended Perk Setups: Roll 1
Perks Required to be effective: Lightweight and Smart Drift Control
Scout rifles has generally worse handling than most other weapons in the primary category. They require precision aim, next to no missed shots, careful placed engagements as well as positioning and doesn't make up for its weaknesses with efficient time to kill. Doesn't sound very competitive? Thats because they're not, except the one weapon that takes away next to all these weaknesses, the gun being the Mida Multi-Tool. The maxed handling alone on the Mida is enough to use it as it eliminates the greatest weakness of the scout rifle category. Its consistent recoil pattern and strafing potential makes it the only viable scout rifle in this fast paced shotgun-centric meta.
The Mida is a playstyle-check weapon, as you need to keep yourself at a very specific range to consistently win your engagements. It is recommended to be used with a reliable high-impact shotgun to cover as many different engagements as possible with your loadout. Before the nerf that removed high caliber rounds on the Mida I would recommend challenging snipers as you could easily flinch them into oblivion. If you get the first off on a sniper you should commit to the gunfight but otherwise you shouldn't challenge snipers down lanes on maps such as pantheon, blind watch and widows court.
3 headshots and 1 bodyshots will take down any guardian of any armor build (209 damage) and 2 headshots and 2 bodyshots will kill some low armor builds (190 damage). The "chipping" nature of Midas damage profile can make for some unexpected "sudden death" moments for your opponents as opposed to progressively taking down your health nature of pulse rifles. Use this to your advantage, when you know you have the upper hand keep going for those headshots and you should take your opponent down. Midas incredibly high aim assist stat (90!) makes getting headshots a breeze as well as shooting people trying to run into corners. Utilize this as much as you can, prefire when you know someone's about to engage you, chances are you might get a shot off before they're even around the corner as the hitboxes are insane. Play dirty, the Mida-Multi Tool lets you.
Even though I've not listed any of the highest impact scouts I think they deserve a mention and a explanation as to why I don't recommend using them for something other than "fun builds" as well as mixing it up in normal crucible matches. The highest impact scouts (Jade Rabbit, Badger CCL, Hand Of Judgement, Chaos Dogma etc.) can all be utilized to great effect playing defensively on maps with long lanes and power positions. They have a insanely fast TTK (0.80) with enough headshots and can mistaken for sniper when getting insta-killed at range. The problem is in 1v1 engagements present in competitive 3v3s, Trials and rumble matches, once the enemy knows you're using a slow-firing marksman rifle suited for mid to long range engagements if they simply play aggressive enough to get into their advantageous ranges of engagement you're left with a handicapped primary weapon and need to rely on special weapon. At that point you're better off with had cannons if you want to rely on three-shotting people Therefore its something I wouldn't recommend unless the trials map is something along the lines of First Light.
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Hand Cannons
The Last Word
Optimal TTK: 0.53/0.80
RPM: 225
Damage: 75/50
Aim Assist: 30
Equip speed/Handling: 20
Recoil Direction/Kick: 100
Recommended Perk Setups: Roll 1 (Most Recommended), Roll 2, Roll 3
Perks Required to be effective: None
Eyasluna
Optimal TTK: 0.86/1.30
RPM: 138
Damage: 86/57
Aim Assist: 50
Equip speed/Handling: 60
Recoil Direction/Kick: 60
Recommended Rolls: Roll 1 (God Roll), Roll 2, Roll 3, Roll 4, Roll 5
Perks Required to be effective: Rifled Barrel
The Palindrome
Optimal TTK: 0.86/1.30
RPM: 138
Damage: 86/57
Aim Assist: 70
Equip speed/Handling: 46
Recoil Direction/Kick: 94
Recommended Rolls: Roll 1, Roll 2, Roll 3, Roll 4, Roll 5
Perks Required to be effective: Rifled Barrel
The high-range mid-impact Hand Cannons are regarded as the go-to weapon for the most agile and movement based playstyles. This is due to them being polar opposites of scout rifles in terms of mid-air accuracy. Shooting while airborne gives you a harsh bloom penalty giving you a harder time getting your shots off, this isn't an issue with hand cannons increased accuracy while airborne (this can be increased even further with perks like icarus). Because of this, it opens up a lot of playstyle possibilities that are otherwise inefficient with other weapon categories. Starting engagements by jumping around a corner or hovering from above, as well as taking full potential of peeking and using cover is Hand Cannons greatest strength.
However beware, these advantages comes with a greater bloom penalty than any other weapon category. If you don't pace your shots, especially at further ranges your shots will have a random spread regardless whether your crosshairs is exactly pointed at your targets head. Because of this, during fast paced gunfights you're advised to get one headshot off as fast as possible, then proceed to spray for body shots. This is because 1 headshots and 2 bodyshots will take down most guardians at your optimal range the most consistently.
To negate the bloom penalty as much as possible you want to get range and aim assist improvement perks. The very first thing you should look for with a hand cannon is range. Range will make or break your roll, and there are no substitute resources for having low range on a hand cannon. Because of this, the selection of mid-impact Hand Cannons is drastically lowered because of the requirement of high range. Reinforced Barrel (which I don't recommend using unless you absolutely have to, as the decrease in stability makes follow-up shots harder than it should) and Rifled Barrel both add +24 range to any primary, with the range cap on HCs being 62 this means you need a minimum of 38 range to reach the range cap (a combination of rangefinder and 62 range will bring you beyond this cap).
There's only 3 legendary hand cannons that are available in the game right now with a base range high enough to reach the range cap. The three being Imago Loop, Palindrome and Eyasluna. The reason why you don't see Imago Loop is because if its horrendous handling as well as the 1 in 140 chance of getting a good roll (in short, incredibly rare and doesnt make up for its rarity with effectiveness). Next in line there's the Finnala's Peril (37 range, 1 range below cap with rifled barrel) and last but not least Lord High Fixer (35 tange, 3 below cap with rifled barrel). Old weapons that are no longer available such as the Fulcrum from FWC can also reach the range cap if there's one collecting dust in your vault.
Once you get past the range issue, HCs become "touchy-feely" category of weapons. This means your weapon choice depends on your personal preference more than anything. The two big is The Palindrome and Eyasluna, which you've probably encountered more than enough if you've been playing crucible lately. While the two have the exact same rate of fire and can reach the same monsterous range, the similarities end there:
Recoil
Palindrome: Straight up, slightly to the left
Eyasluna: Strong pull to the right (exact same recoil as Hawkmoon)
Handling
Palindrome: 46 (Below average)
Eyasluna: 60 (High af m8)
Aim Assist
Palindrome: 70
Eyasluna: 50
Because of these major differences in overall weapon handling, and I cannot stress this enough, do not give up on hand cannons before you've tried both. These two weapons are polar opposites of each other in this regard, meaning if you pick up the Palindrome and feel you're doing terrible, you might be a demi-god with a decent Eyasluna. Another factor is hand cannons play differently than most other primary weapons, you're going to be playing differently than you're used to and might make mistakes and lose engagements you otherwise wouldn't. Keep. Going. Once you get used to Hand Cannons it might upon up a brand new way of playing crucible for you and might even start having a good time.
Now, the Last Word. For this part im going to direct you to Aerosteon on reddit as I simply couldn't have said it better.
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Auto Rifles
None
Following the nerfs to the Doctrine Of Passing and Arminus-D, they've been effectively knocked out of the meta as they amount of time you need to expose yourself doesn't make up for its time to kill no easy of use. Because of this there are currently no auto rifles worth using in the current meta. Hopefully this will not be the case following the next weapon balance patch, which is scheduled to come out very soon.
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Special Weapons:
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Shotguns
Matador 64
Two Shot TTK: 1.27
Two Shot TTK Full Auto: 0.63
RPM: 47
RPM Full Auto: 94
Damage Per Pellet: 22
Aim Assist: 50
Equip speed/Handling: 40
Recommended Rolls: Roll 1 (God Roll), Roll 2, Roll 3
Perks Required to be effective: Rifled Barrel or Reinforced Barrel
Party Crasher +1
Two Shot TTK: 1.17
Two Shot TTK Full Auto: 0.58
RPM: 51
RPM Full Auto: 102
Damage Per Pellet: 22
Aim Assist: 70
Equip speed/Handling: 40
Recommended Rolls: Roll 1 (God Roll), Roll 2, Roll 3
Perks Required to be effective: Rifled Barrel or Reinforced Barrel
Last-Ditch 001
Two Shot TTK: 1.27
Two Shot TTK Full Auto: 0.63
RPM: 47
RPM Full Auto: 94
Damage Per Pellet: 22
Aim Assist: 29
Equip speed/Handling: 29
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Just get as many different range perks as you can
Range is everything on shotguns, if you don't have the maximum amount of range and damage possible your opponent might have a slightly further 1HKO range than you, meaning he should, on paper, be able to win every shotgun fight against you in an even fight.
That is everything you need to know about shotguns in one sentence. Despite the fact that every shotgun can 1HKO a max armor guardian only a handful of shotguns can reach a certain damage threshold while reaching maximum range. You want to be as consistent as possible, and you want to have as many boosts to land that 1HKO as you can get, every little advantage helps. Something to keep in mind when validating any shotgun:
32 Range > Agressive Ballistics > Rangefinder
This is the order of which attributes will improve your 1HKO potential the most. This means if you two Matador 64s, one with Rangefinder + Rifled Barrel and one with Aggressives + Rifled Barrel, the one with Aggressive Ballistics will be the most consistent and has the furthest potential 1HKO range. This is because the increased damage of each pellet outweigh the increased range you get from rangefinder, meaning not only is your Matador 64 superior, but you're also wasting a perk slot in this instance (ideally you want both rangefinder and aggressive ballistics of course). The only shotguns you should use aggressive ballistics with is the Last-Ditch 001, as it cant reach max range unless its using range increasing barrels. The only reason to use Last-Ditch 001 over the Party Crasher or Matador 64 is if you're lacking in good rolls or you want to use a shotgun with quickdraw to switch to it faster in tight situations.
Now comes the question, Full Auto or not? Full Auto will increase the spread of your shotgun making it a lot more inconsistent as well as decreasing the overall range by about 15%. Full auto makes up for this by doubling the rate of fire on your shotgun, as well as giving you the ability to hold down the trigger. While the double rate of fire sounds promising, remember that follow-up melee is very common used as a finisher and if they do manage to get the 1HKO and you don't the extra rate of fire doesn't really matter at all. Though on the other hand, if you are rushing point-blank into your opponents either way the decrease in range and consistency isn't really a factor. It comes down to preference and playstyle as well as which class you are using at the end of the day.
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Sniper Rifles
The Winged Word
Two Shot TTK: 0.83
RPM: 72
Can Super Sniper: Yes
Damage: 398/160
Aim Assist: 59
Equip speed/Handling: 53
Recoil Direction/Kick: 62
Recommended Rolls: Roll 1, Roll 2
Perks Required to be effective: Linear Compensator
But Not Forgotten
Two Shot TTK: 0.83
RPM: 72
Can Super Sniper: Yes
Damage: 398/160
Aim Assist: 57
Equip speed/Handling: 53
Recoil Direction/Kick: 61
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Linear Compensator
Devils Dawn
Two Shot TTK: 1.00
RPM: 60
Can Super Sniper: Yes
Damage: 463/186
Aim Assist: 39
Equip speed/Handling: 35
Recoil Direction/Kick: 70
Recommended Rolls: Roll 1, Roll 2
Perks Required to be effective: Linear Compensator
Event Horizion
Two Shot TTK: 1.00
RPM: 60
Can Super Sniper: Yes
Damage: 452/181
Aim Assist: 33
Equip speed/Handling: 33
Recoil Direction/Kick: 79
Recommended Rolls: Roll 1, Roll 2, Roll 3, Roll 4
Perks Required to be effective: Shortgaze SLH10
The only major difference between snipers is whether or not they can do enough damage to one-shot-headshot a guardian during a roaming super (stormcallers, sunbreakers, bladedancers) otherwise the only real difference is they're effectiveness while blinting an enemy (bodyshotting someone with a sniper, then finishing them off with a shot from something like a hand cannon).
Otherwise snipers are the most touchy-feely preference weapons in the game. If you don't like the look of the scope, handling, anything then despite what superior statistics might tell you another sniper might be more suitable for you. Snipers are good for one thing and one thing only, and that is getting the first pick with a single shot, and any sniper can do that.
Above there is listed every single sniper currently available which can sniper max armor guardians in they're super. While The Winged Word and But Not Forgotten are in the same archetype as numerous other snipers in the game (Longbow Synthesis, LDR 5001, 1000-yard stare etc.) they feature barrel upgrades that slightly increase they're impact to the point that they're JUST able to one-shot-headshot supers.
The reason why most players prefer the elusive Shortgaze SLH10 scope is because it offers the least amount of zoom while also increasing aim assist. Due to the close quarters nature of most maps this has become the most preferred scope. While the Ambush sight offers the same zoom, it also penalizes the user with decreased aim assist, which is the reason Shortgaze is picked instead.
Besides the scope, the most important perks are Snapshot and Quickdraw. If you're using a class that doesn't offer you quickdraw getting the perk is an absolute must. The ability to quickly switch to your primary in tight situations as well as getting faster ADS time is undoubtedly the best perk you can possibly get on a sniper. In the event the class you're using does offer quickdraw snapshot is the ideal choice as the increased ADS stacks with quickdraw making it near lighting fast.
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Fusion Rifles
Saladins Vigil
Charge Time: 0.87
Charge Rate: 16
Damage Per Bolt: 51
Total Damage Per Burst: 357
Aim Assist: 65
Equip speed/Handling: 39
Recoil Direction/Kick: 73
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Rifled Barrel or Braced Frame (do not use accelerated coils)
Plan C
Charge Time: 0.80
Charge Rate: 22
Damage Per Bolt: 47 (Base) 48 (Field Choke)
Total Damage Per Burst: 329/336
Aim Assist: 40
Equip speed/Handling: 100
Recoil Direction/Kick: 85
Recommended Rolls: Preference
Perks Required to be effective: Preference
Panta Rhei
Charge Time: 0.80
Charge Rate: 24
Damage Per Bolt: 46
Total Damage Per Burst: 322
Aim Assist: 51
Equip speed/Handling: 59
Recoil Direction/Kick: 80
Recommended Rolls: Roll 1, Roll 2
Perks Required to be effective: Rifled Barrel or Braced Frame
Fusion rifles are a very weird weapons and the most unique weapon category in Destiny. Fusion rifles will charge for less than a second then proceed to fire 7 bolts in quick succession that has no damage fall-off. They do not have headshot modifiers, aiming for center-mass is recommended. Stability will tighten the spread of the burst assuring the bolts won't fly past your target in a uncontrollable pattern, range increases the projectile speed of each bolt and will drastically increase your consistency over longer ranges and assure multiple of your bolts hit on moving targets. Rangefinder will slightly increase your zoom and therefore tighten the spread even further, acting as some kind of counterbalance for fusion rifles. They are indeed very odd set of weapons.
Because of these factors both stability and range are very important on fusion rifles. Both tremendously help with your consistency, and whichever is the highest priority is up to your personal preference, but the general consensus is most competitive fusion rifles have enough stability as it is, making increased range the superior choice.
Before the Rise Of Iron expansion there were a lot of debate as to which were the best fusion rifles, but with the introduction of the Saladins Vigil it's very hard to argue against it not being the overall best. Saladins Vigil has an incredibly balanced set of stats, with a manageable charge rate as well as just enough impact to 4 bolt kill just about any guardian. The 4-bolt kill archetype of fusion rifles are very sought after as they are incredibly consistent and can one-burst opponents at ludicrous ranges. The reason why the Saladins Vigil has risen above all is the barrel upgrades, taking the damage of each bolt from 49 to 51 as well as making the recoil more vertical, which helps you tremendously with no downsides whatsoever.
Fusion Rifles rely on anticipating your opponents movement, as well as confidence in your ability to one burst you opponent. If you manage to land almost all of your bolts on a juggernaut titan the damage from the 2-3 first bolts should finish of the shield while the rest take care of the titan resulting in a clean, satisfying one-burst kill. While most fusion rifles are best used defensively, using something with a faster charge rate like the Panta Rhei can be used succesfully in a aggressive matter. Most of your enemies won't expect being voop'd at certain ranges, they'll take they're time trying to finish you off with a primary or make the mistake thinking you're going to rush them with a shotgun. Learn your enemies movements, and use they're confidence as a way of surprising them with a good voop across the map, in the face.
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Heavy Weapons:
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Rocket Launchers
The Titanium Orchid
Optimal TTK: Boom
Damage: A lot
Blast Radius: 68
Velocity: 82
Aim Assist: 48
Equip speed/Handling: 47
Recoil Direction/Kick: 70
Recommended Rolls: Roll 1, Roll 2
Perks Required to be effective: "Grenades and Horseshoes"
Suros JLB-47
Optimal TTK: Boom
Damage: A lot
Blast Radius: 84
Velocity: 74
Aim Assist: 60
Equip speed/Handling: 50
Recoil Direction/Kick: 60
Recommended Rolls: Roll 1
Perks Required to be effective: "Grenades and Horseshoes"
The Tamarind
Optimal TTK: Boom
Damage: A lot
Blast Radius: 68
Velocity: 83
Aim Assist: 40
Equip speed/Handling: 54
Recoil Direction/Kick: 65
Recommended Rolls: Roll 1
Perks Required to be effective: "Grenades and Horseshoes"
The Truth
Optimal TTK: Boom
Damage: A lot
Blast Radius: About the size of cuba
Velocity: 48
Aim Assist: 70
Equip speed/Handling: 80
Recoil Direction/Kick: 50
Recommended Rolls: Roll 1
Perks Required to be effective: Javelin
Recommended Ornament: Heart Of Gold
Velocity and "Grenades and Horseshoes" (Proximity based detonation perk) are the two most important, and only factory that matter concerning rocket launchers. Any rocket launcher with those two factors will do you good. In this legendary-heavy based meta, the exotic slot can be reserved for your very own Truth exotic launcher which just about anyone should have by now. There's not a single rocket launcher in the game that can hold more than 2 rocket without the help of a heavy ammo boost from an exotic chest piece. Using an exotic chest piece for the sole reason of increasing your rocket launcher capacity by 1 for one instance each match isn't highly recommended as other exotics might be more useful elsewhere (increasing sniper rifle or shotgun ammo for example).
Proximity based detonation coupled with high velocity is more consistent than tracking. There is no legendary rocket launcher that can roll both tracking and proximity, there's only two rocket launchers in the game with these attributes, the exotic launchers Gjallarhorn and The Truth.
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Machine Guns
The Unseeing Eye
Optimal TTK: 0.50/0.50
RPM: 360
Damage: 62/50 (Linear Compensator)
Aim Assist: 60
Equip speed/Handling: 30
Recoil Direction/Kick: 60
Recommended Rolls: Any
Perks Required to be effective: Field Choke and Field Scout
Required perks to reach ammo soft cap in PVP: Field Scout + 1 Machine Gun Armor Boost (52 Ammo)
The Silvered Dread
Optimal TTK: 0.40/0.53
RPM: 450
Damage: 51/41 (Aggressive Ballistics) 50/40 (Linear Compensator/Accurized Ballistics)
Aim Assist: 51
Equip speed/Handling: 46
Recoil Direction/Kick: 77
Recommended Rolls: Roll 1, Roll 2, Roll 3, Roll 4
Perks Required to be effective: Field Scout
Required perks to reach ammo soft cap in PVP: Field Scout (68 Ammo)
The Unending Deluge
Optimal TTK: 0.50/0.60
RPM: 600
Damage: 37/29 (Without any damage barrels)
Aim Assist: 40
Equip speed/Handling: 40
Recoil Direction/Kick: 70
Recommended Rolls: Roll 1, Roll 2, Roll 3
Perks Required to be effective: Surplus
Required perks to reach ammo soft cap in PVP: Surplus + 1 Machine Gun Armor Boost + Heavy Ammo Armor Boost (96 Ammo)
Every single machine gun in the game kills significantly faster than any primary, therefore the most important attribute of any machine gun is prolonged use. The three machine guns listed above, with the right set of upgrades gain the highest ammo capacity during heavy rounds in PVP. There's a certain "soft cap" to how much ammo you can gain, if you have multiple armor upgrades that increase heavy machine gun capacity on the Unseeing Eye for example you'll gain 5 more rounds, which isn't worth sacrificing armor to achieve.
Because of the ammo issue, the selection of machine guns is severely limited as there are very few year 2 and year 3 machine guns that has the ability to roll field scout. Given you have an open exotic slot the Nemesis Star and Thunderlord are suitable substitutes as they both have the field scout perk.
I will go more in-depth about machine guns in a separate guide.
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Happy roll hunting!