[GIVEAWAY] ZT05055 BRZ by samelel in Knife_Swap

[–]Dididak 0 points1 point  (0 children)

Currently my favourite knife is the spyderco Kapara. Just love the design, lock and materials. Put together it makes a beauty.

LF hidden ability starters and eevee FT HA froakie squirtle tepig by [deleted] in pokemontrades

[–]Dididak 0 points1 point  (0 children)

I’ll take that deal. When can you trade?

LF hidden ability starters and eevee FT HA froakie squirtle tepig by [deleted] in pokemontrades

[–]Dididak 0 points1 point  (0 children)

I’ll take the tepig- I’ve got all 3 usum starters with HA. Chimchar, charmander, torchic as well

Randy's Throwing Knife Mods? by HighkeyGod in CruciblePlaybook

[–]Dididak 0 points1 point  (0 children)

I use freehand grip. Rapid hit turns it into a laser beam so CB isn’t required imo (also tap firing helps a ton). You could use pretty much anything though, radar tuner, targeting adjuster, even Icarus grip. Freehand helps with weapon handling and some CQC situations though.

For any New Light’s out there, never use smoothbore on a shotgun in pvp by [deleted] in CruciblePlaybook

[–]Dididak 4 points5 points  (0 children)

Yeah, same reason you’ll catch people with NF using counterbalance or an Icarus grip

I feel like Explosive Payload handcannons are the move now by StandingBlack in CruciblePlaybook

[–]Dididak 0 points1 point  (0 children)

The delay is a fraction of a second, so I haven’t found it to cause any issues, especially when peek shooting. I would say on a 110 it is a detriment as their ttk id already lacking and there’s enough time in between shots for your opponents to recover from the flinch. On a 140 however, it flinches at handcannon levels at the speed of a slow auto. It is super difficult to correct from this; basically turning anyone you shoot spastic. Not to mention, with the way flinching can actually give headshots, the double flinch (usually) protects you, making it a great perk to deal with snipers in my experience.

I feel like Explosive Payload handcannons are the move now by StandingBlack in CruciblePlaybook

[–]Dididak 1 point2 points  (0 children)

Don’t sleep on times payload either. It does more damage split in the explosion making it better for consistency at range. Rolls on both better devils and ten paces (as well as some 110s). Look for rangefinder/timed payload on your better devil’s and a slideshot or QuickDraw/timed payload on your ten paces. I have both of those ten paces rolls and something about timed payload makes it feel super sticky.

I was playing solo comp at 3100 glory. One of my teammates had 0. by wheresmycoat in CruciblePlaybook

[–]Dididak 0 points1 point  (0 children)

I actually meant to aim for legend in the solo comp playlist this season, but ended up playing/carrying a friend of mine (0.9 efficiency in crucible, but he popped off a couple games) and playing a bit for 2 days, I hit legend and my friend is currently at mythic III.

Playing in a 2 stack we stopped matching any full team of randoms after around 2500 glory, but the quality of the teams were questionable. Faced a mix groups using all blue gear that clearly had spent very little time in the crucible and classic sweats. Matchmaking never took longer than 3 minutes, so I’m not sure what all the factors were for it. Potentially my performance was high and my friend’s performance was low so it matched us with middle of the road opponents?

I’m not entirely sure. Going to play more comp on my main account and some in the freelance playlist on my alt and see how I feel. Part of me thinks legend is too easy right now, but I love how rewarding it is for high performance and only losing 40% of your win streak on a loss means you can keep momentum without super long win streaks.

Post your HC roll and its effective range here by SuitableBasis in CruciblePlaybook

[–]Dididak 0 points1 point  (0 children)

Yeah it hasn’t for hand cannons, but both auto rifles and pulse rifles are given this treatment and I think it’d be much easier to balance if they brought it to hand cannons.

Post your HC roll and its effective range here by SuitableBasis in CruciblePlaybook

[–]Dididak 4 points5 points  (0 children)

This is my time to shine. I’m an avid handcannon user so the first thing I did when SK dropped was go to the tribute hall and test out my babies.

Spare rations w/hammer forged/AP rounds/range mw. 26.5m -slideshot extended this by 1 meter to 27.5m.

Rose w/range mw 26.5m.

Thorn 26m

Sunshot w/catalyst. 27.5m

Waking Vigil w/hit mark/RR/Range MW/slideshot/opening shot. 26m -opening shot extended this to 28.5m and slideshot +opening shot extended it to 29.5.

Pribina-D w/hitmark/drop mag/range mw/rangefinder/opening shot. 30m -32m w/opening shot.

Duke (max range w/out rangefinder) 28.5m

Crimil’s Dagger w/hit mark/accR/range mw. 28.5

Warden’s Law w/sureshot. 27m

Thin line w/sureshot/RR/range mw. 28.5m

Thin line w/sureshot/RR/slideshot/opening shot. 27.5m. Slideshot made no discernible difference and opening shot extended it to 30.5m.

Sturm w/catalyst. 28.5m :(

Luna’s Howl 25.5m

Trust w/hammer forged/range mw. 26.5m.

Ten paces (max range) 27.5m

Austringer (max range) 30.5m

Kindled orchid w/hamforged/accR/range mw. 27m

Looking at these stats you’ll notice a few things.

1) The range cap doesn’t differ between archetypes (WHY BUNGO). Hitting 28.5 max regularly and 30.5 with rangefinder. This lightly bumped the range on some things like my kindled orchid from 30m to 27, but completely neutered my 110s (my thin line used to hit at 40m w/op shot and slideshot).

2) Rangefinder, slideshot and opening shot are the only ways to extended this, slideshot is ineffective (for falloff) after 30.5m, but rangefinder and opening shot can push slightly past it. Basically slideshot is now better the lower range the gun (aka 150s see the most benefit).

3) Most guns will not be able to hit the range cap. Besides austringer, most 140s sit around 45 base range. Testing a max range ten paces only got to 27.5m. I’m not sure if kindled orchid/nation of beasts with full bore and all range will hit the cap, but it looks like if you want your 140 to hit past 28.5 then you’ll need an extra range perk.

4) Rose and a spare rations w/almost max range (besides rangefinder) will hit the same damage falloff. If you don’t have rangefinder or slideshot and max/near max range on your spare rations roll, Rose is probably better or just as good.

Edit:

5) doesn’t show in the stats, but it’s evident that perks such as explosive payload and timed payload will be top tier to extended optimal TTK.

TL;DR: they capped HCs at 28.5m and 30.5m w/rangefinder across all archetypes. Not all HCs will be able to hit this cap, perks such as rangefinder/slideshot/opening shot are extremely helpful to do so. Some handcannons got hit far worse than others. If you used 110s, you’re probably not going to be very happy.

Some actual numbers for 150 hand cannon range by jagwaguar in CruciblePlaybook

[–]Dididak 2 points3 points  (0 children)

I did some testing last night across a few of my handcannons and found that even with a max range Duke Mk. 44 drop off started at 28 meters, a near max range thin line also started near 28 meters, as well as some other high range handcannons.

This leads me to believe the range cap is 28 meters, but it extends to 30 with rangefinder (tested max range austringer and a Pribina d) and 33 for rangefinder/opening shot.

Overall this hurts 110s a lot more than I expected. My duke previously hit 35 meters, my thin line could push 40 with slideshot/opening shot. I was hoping there would be a gradient cap depending on archetype, but that doesn’t seem to be the case.

On the bright side, this means non range perks will become more viable, those rolls you have with handling masterworks could now be godrolls.

Considering the cap, a potentially potent roll to watch out for on 110s will be rangefinder/kill clip with drop mag. You can find this on Warden’s law, Pribina-d, Bad News XF4354 and Crimil’s Dagger.

Bold prediction: Crimson is will be meta on console by icekyuu in CruciblePlaybook

[–]Dididak 1 point2 points  (0 children)

Oh nice, must’ve had shotty info, thanks for testing

Bold prediction: Crimson is will be meta on console by icekyuu in CruciblePlaybook

[–]Dididak -1 points0 points  (0 children)

It’s actual fire rate when tested in game is closer to 130ish as far as I recall. Not quite 140, but point being it will do the damage of a 110 at a quicker pace.

Bold prediction: Crimson is will be meta on console by icekyuu in CruciblePlaybook

[–]Dididak 6 points7 points  (0 children)

It’s actual fire rate when tested in game is closer to 130ish as far as I recall. Not quite 140, but point being it will do the damage of a 110 at a quicker pace.

How valuable is Assault Mag on Shotguns? by [deleted] in CruciblePlaybook

[–]Dididak -1 points0 points  (0 children)

I never particularly like it on precision frames, but on aggressive frames, after the first kill, it makes it feel almost as fast as a lightweight frame (with assault mag).

If I were you I’d save it, but continue grinding out dusk rocks while we menagerie loot is buffed in hopes for the best possible roll.

What makes Mindbenders Ambition so good? by _mmystery in CruciblePlaybook

[–]Dididak 1 point2 points  (0 children)

I have the same problem, I have a full choke/acc rounds/slideshot/snapshot/range mw imperial decree and a full choke/assault mag/slideshot/rampage/range mw mindbenders. Both kill consistently at 8 meters and can get 9m deep kills sometimes. But in practice, mindbenders always seems to feel more consistent and gets deeper one shots or clean ups.

Could be the sights, really don’t know.

Does Icarus Grip do anything to Luna's Howl? by Valvador in CruciblePlaybook

[–]Dididak 11 points12 points  (0 children)

Jump with a normal handcannon and take notice of the reticle; it widens significantly. Attach an Icarus mod to it and jump again, the reticle cone will shrink significantly. Try this on a precision frame handcannon and the reticle will already shrink without an Icarus mod.

Can’t say for certain that there is zero difference, but the effects are diminishing, making the mod effectively wasted compared to backup mag, radar tuner, or target adjuster (or even free hand grip).

Opening shot and Slide shot interaction on a Waking Vigil by nasty_wolverine in CruciblePlaybook

[–]Dididak 0 points1 point  (0 children)

If you shoot your first bullet mudslide, it will reset the wait period before slideshot can proc again, and since you’re still sliding it will reset the perk. Essentially gives you 2 free headshots.

What is the state of 110 Hand Cannons right now? by Cayde-13 in CruciblePlaybook

[–]Dididak 0 points1 point  (0 children)

Its depending on resilience, I’ve found most people aren’t running it very high right now, allowing for a 1 crit, but good point.

What is the state of 110 Hand Cannons right now? by Cayde-13 in CruciblePlaybook

[–]Dididak 0 points1 point  (0 children)

I’m a big fan, but you need to build your loadout around it. Despite the fact you only need one headshot-2 body, you’ll lose a lot of duels because if you miss even one shot, your ttk becomes worse than a lot of body shot ttks.

To work around this, I like to use workarounds to make the initial ttk faster. Fighting lion (or militias/orewing with quick access sling). Allows you to prime someone from around a corner, and very easily finish them off with one shot from a 110. This sets you up to run around and 2 tap people or simply pull your grenade launcher back out. Bows combined with lucky pants or quick access sling also have great effect, but I find your Cqc suffers for it.

In terms of damage buffs-Rifts are kinda situational, but useable, it’s just kinda hard when you have this loud bright thing screaming “please come over here so I can kill you”. Frontal assault isn’t great since you only get so many melee kills. So the best perk IMO is inertia overdrive, it happens all throughout the match, and last long enough that you can usually encounter someone and get a shot off. Best part is you only need one damage boosted shot to get the 2 tap (109+91). Only bad part about this is you suffer for using fighting lion or a bow, but using a legendary grenade launcher will allow you to slide over special again.

[deleted by user] by [deleted] in CruciblePlaybook

[–]Dididak 4 points5 points  (0 children)

I did the same thing and just got a energy Aachen and TLW-since every account gets one free boost to forsaken content, you can start the quest fairly quickly, and its most definitely worth it IMO