Special Weapons have a slightly larger airborne accuracy penalty than Primary weapons at 0 Airborne Effectiveness stat, reduced to 0 at 100 stat.While we are okay with encouraging players to build into using their Primary weapons more effectively in the air, we do not believe a prevalence of airborne one-hit kill options is good for PvP. All Special weapons have had their in-air accuracy significantly reduced.: +30 to Fusion Rifles and Linear Fusion Rifles.Necrotic Grips: +30 to Weapons of Sorrow.Actium War Rig: +30 to Auto Rifles and Machine Guns.Lucky Pants: +20 to Hand Cannons after readying a Hand Cannon.Sealed Ahamkara Grasps: +50 to all for 5 seconds after a melee hit.Mechaneer's Tricksleeves: +50 to Sidearms.
Exotic armor: armor that revolves around being airborne, or works on specific weapons, grants a bonus or penalty in the -50 to +40 range (or higher if conditional). The Whisper of Hedrons Stasis Fragment: +20 after freezing a target. The Tempered Metal ability: +20 after getting a Solar weapon kill. The Heat Rises ability: +70 while Heat Rises is active (i.e., on consuming your grenade). Some examples of hand-tuned Legendary weapon stats:. Ace of Spades: 14 (as an example of an Exotic that is already plenty strong enough and doesn't need to excel here). Some examples of Exotic weapon outliers:. Higher tiers of Legendary weapons (Trials, raid, Nightfall) use the upper end of these ranges, as with other stats. Valid stat ranges for Legendary weapons (Exotics sometimes exceed these). Certain weapon perks, such as the redesigned Air Assault. The Icarus Grip/Adept Icarus weapon mod: +15. Exotic weapons typically get bumped up, i.e., higher stat than Legendary weapons in that archetype (unless they're already extremely strong). The weapon's base Airborne Effectiveness stat, with ranges varying from 0 to 10, and 0 to 30 depending on the weapon archetype. The Airborne Effectiveness stat comes from three sources: weapon, subclass, and armor. Before, 0.667 degrees airborne accuracy penalty. Before and after examples of accuracy cone penalty:. With decent aim you will land more body shots instead of crits. To make this easier you will need to build into airborne. What this means overall is that you'll get fewer misses due to randomness from the accuracy cone while airborne, but reliance on aiming is much higher at low stat. Pellet Shotgun spread angle - +25% at 0 stat, 0 at 100-stat (i.e., more Shotgun spread at low Airborne Effectiveness stat). #Destiny 1 best trace rifle full#
Previously while airborne, players would get full aim assistance for headshots provided their aim assist cone overlapped the head at all. This controls how forgiving headshots are while airborne - if this is zero, you must be pinpoint aiming precisely at the head to get the headshot, otherwise you'll get a body shot even if your aim assist cone overlaps the head. Headshot aim assistance: 0 at 0 stat, 1 degree at 100-stat on Primary weapons, Slug Shotguns, Linear Fusion Rifles and Machine Guns, 0.5 degrees on Sniper Rifles. Accuracy cone penalty for Special weapons: a slightly lower penalty than currently at 0 stat, zero penalty at 100 stat.Accuracy cone penalty angle for Primary weapons: a lower penalty than currently at 0 stat, zero penalty at 60-100 stat.
auto-aim angle, reticle friction/adhesion angle) - a high-penalty to this angle at 0 stat, and a low or zero penalty at 100 stat. This stat influences several aspects of airborne gunplay:.A 70-stability stat Hand Cannon, 5 Resilience, one Unflinching Hand Cannon armor mod:.A 100-stability-stat Suros Pulse Rifle (with Suros Synergy active), 10 Resilience, No Distractions and two Unflinching Pulse Rifle armor mods, while buffed by Rally Barricade:.Examples (note that sources of flinch resistance stack multiplicatively):.Mentioning here because it's a related change, the Resilience character stat now grants flinch resistance of 0% at 0 stat, 10% at 100 stat.Note that a stability stat of below 20 will technically have a small flinch resistance penalty, but only around five weapons have a stability stat in that range.10%: Fusion Rifle, Shotgun, Sniper Rifle, Grenade Launcher (both Breech and Drum), Linear Fusion Rifle (both Special and Heavy versions), Rocket Launcher.20%: Pulse Rifle, Scout Rifle, Sidearm, Machine Gun.Here's the breakdown for flinch resistance with 100 stability:.Note that higher zoom weapons are more affected by flinch, which we took into account when tuning these numbers.