Destiny 2

Massive Breakdown of the Iron Banner Auto Rifle and Sidearm (Including Stats, Times-to-Kill, and Recommended Perks)

destiny2 9 - Massive Breakdown of the Iron Banner Auto Rifle and Sidearm (Including Stats, Times-to-Kill, and Recommended Perks)
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If you'd like to hear more in-depth weapon, stat, and perk discussion on these weapons, check out the
episode 168 iron banner ar and sidearm weapons breakdown - Massive Breakdown of the Iron Banner Auto Rifle and Sidearm (Including Stats, Times-to-Kill, and Recommended Perks)
Massive Breakdown Podcast Episode 168!

  • For all the numbers and a full list of guns, the
    edit?usp=sharing - Massive Breakdown of the Iron Banner Auto Rifle and Sidearm (Including Stats, Times-to-Kill, and Recommended Perks)


    Weapon Stats Spreadsheet has you covered.
  • For just things like Barrel and Sight stats, you can go to the
    edit?usp=sharing - Massive Breakdown of the Iron Banner Auto Rifle and Sidearm (Including Stats, Times-to-Kill, and Recommended Perks)


    BSMT Visual Tool.
  • For a complete collection of all my work, you can go to the Massive Breakdown of Massive Breakdowns, The Cumulative Destiny 2 List

Several Things to Note:


  • This is not a comprehensive list of every perk available in the pools, just the ones I recommend.

  • Classes are broken down into Impact Archetypes.

  • These are strictly my opinions, so I'm very aware that a lot of people will probably disagree with them.

  • The Bolded Perk/Perks in each slot mean that I recommend using them the most. If there are no bolded perks, it means that I feel any of the listed perks are fine to use in the slot.

  • Pros and Cons are determined by comparing weapons within the same class, not by all weapons in general, and not by only the weapons within the archetype. If you would like a different or more specific comparison than what I have listed, feel free to ask and I can provide one in the comments.


If you're wondering where the numbers and full list of guns are, the
edit?usp=sharing - Massive Breakdown of the Iron Banner Auto Rifle and Sidearm (Including Stats, Times-to-Kill, and Recommended Perks)


Weapon Stats Spreadsheet has you covered.

Several things to note:

  • This breakdown is for Iron Banner weapons only.

  • Classes are broken down into Impact sub-classes.

  • These are strictly my opinions, so I'm very aware that a lot of people will probably disagree with them.

  • The Bolded Perk/Perks in each slot mean that I recommend using them. If there are no bolded perks, it means that I feel any of the listed perks are fine to use in the slot.

  • All Times-to-Kill are assuming Guardian has 200hp (9 Resiliency).

  • Pros and Cons are determined by comparing weapons within the same class, not by all weapons in general, and not by only the weapons within the archetype. If you would like a different or more specific comparison than what I have listed, feel free to ask and I can provide one in the comments.


Auto Rifles

Adaptive

The Forward Path – Kinetic

Pros – Very high handling. Above average stability, mag size, and aim assist. High reload speed.

Neutral – None.

Cons – Below average range and recoil direction.

  • Time-to-Kill: 0.70s (7 crit 1 body ), 1.20s (13 body)
  • Rate of Fire: 600
  • Impact: 21 (25 crit, 16 body)
  • Range: 50
  • Stability: 48
  • Reload Speed: 64
  • Handling: 72
  • Mag Size: 43
  • Recoil Direction: 60
  • Aim Assist: 71

Perks:

  • Barrels – Rifle Scope SSF/Rifle Scope ST/Red Dot Micro/Red Dot 2 MOA, Cleanshot IS
  • Magazine – Tactical Mag, Flared Magwell, Accurized Rounds, Steady Rounds, Appended Mag
  • Trait 1 – Dynamic Sway Reduction, Pulse Monitor, Feeding Frenzy, Hip Fire Grip, Fourth Times the Charm
  • Trait 2 – Multikill Clip/Tap the Trigger, Swashbuckler, Eye of the Storm, Iron Gaze, Iron Grip

This is the gun I've been waiting for! Finally a kinetic 600 RPM AR that isn't Ether Doctor. Stat-wise a very impressive weapon. High aim assist, and good range and stability for the archetype are the main calling cards here, while range and recoil direction are the main drawbacks, but if you throw on a long zoom scope and a Counterbalance mod and give this weapon a shot I think you'll find it to be very strong. Perk-wise, I like to try to take as much zoom in my sights as I can, as zoom has a multiplicative effect on range and aim assist fall off, as well as a diminishing effect on recoil which helps to make the gun more easily controlled for non-MnK users. The two Rifle Scopes will be your best bet there, with SSF offering +.5 to zoom and ST offering +.6. With a base zoom of 1.6x you'll end up at 2.1x or 2.2x, which I admit can be on the high end for a primary weapon an the narrow FoV can make some people uncomfortable. If that is the case, your next best bet will be the Red Dots, Micro and 2 MOA which give +.2 and bring you up to 1.8x, the same as the False Promises.

For magazine perks I don't have a strong preference because there is no Ricochet Rounds, so anything that boosts stability, range, reload speed, or mag size will be fine, mostly depending on what MW you get. I personally think, with a longer zoom scope, that you don't need more than 5 additional stability for controller, especially if you get Dynamic Sway or Tap the Trigger as the traits, which means Tac Mag and Flared Magwell are both great options, considering the come with additional stat bonuses to reload speed. For MnK players, Accurized Rounds may be the prime choice, for the extra meter or so of damage fall off.

For the traits, I think the choice in slot 1 is easy, with Dynamic Sway Reduction being the only tier 1 perk. Pulse Monitor since the buff is definitely usable, but it terms of perks that help you win your 1s, DSR is it. In trait slot 2 we have several great options, but I think Tap the Trigger and Multikill Clip are heads and shoulders above the rest. MKC can bring your TtK down from 0.70s to 0.60s with only a single stack (while Swashbuckler takes 2 stacks or a melee kill to decrease the TtK). Tap the Trigger is fantastic on ARs, and pairs especially well with DSR since it activates on the first 2-3 shots, while DSR really starts to kick in after that, so you end up with high accuracy and stability during the entire engagement. You can also use Eye of the Storm, which generally procs at the same time in an engagement as DSR, and makes the gun feel super accurate when it's stacked, but the lack of help is noticeable over the first few shots.

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I'd be remiss if I didn't mention the two new IB perks, Iron Grip and Iron Gaze, even though I don't think either of them will be tremendous for this gun. The problem is I don't think +20 stability is worth killing the reload speed for Iron Grip, simply due to the fact that with the perk set this gun has stability isn't an issue. Similarly, if you turn to Iron Gaze you basically cut your effective range by as much as 25% in order to get more aim assist (on a gun that is already high in AA), and aim assist is also affected by the lack of range, so it drops off sooner. Not to mention you can just stack Scatter Targeting mods to get a similar effect with no downside.

All in all, this is a fantastic gun, a great kinetic companion to Summoner and Gnawing Hunger, and I expect it to be meta for as long as 600 RPM ARs reign supreme.



Sidearms

SUROS Rapid-Fire

The Fool's Remedy – Energy (Solar)

Pros – Above average reload speed, handling, and recoil direction.

Neutral – Average stability.

Cons – Low aim assist. Below average range.

  • Time-to-Kill: .67s (5 crit 1 body ), 0.93s (8 body)
  • Rate of Fire: 450
  • Impact: 35 (34 crit, 24 body)
  • Range: 34
  • Stability: 64
  • Reload Speed: 44
  • Handling: 63
  • Mag Size: 15
  • Recoil Direction: 94
  • Aim Assist: 58

Perks:

  • Sights – Control SAS/Quickdot SAS, FarPoint SAS/Target SAS (MnK), ShortSpec SAS, Tactic SAS
  • Magazine – Ricochet Rounds, Flared Magwell, Light Mag, Alloy Mag, Appended Mag, High-Caliber Rounds, Armor Piercing Rounds
  • Trait 1 – Moving Target/Hip Fire Grip, Pulse Monitor, Subsistence, Feeding Frenzy
  • Trait 2 – Kill Clip/Iron Grip/Iron Gaze, Quickdraw, Eye of the Storm, Rangefinder

An archetype that, I'll be honest, I never gave much thought to due to the lack of available randomly rolled models, I'm coming around to seeing their benefits. A fast optimal TtK, and blazingly fast body shot TtK, lead this weapon to be very easy to use within the optimal, albeit short, engagement range. Stat-wise, the lack of aim assist is a little disturbing, but the stability and recoil direction are both solid enough on there own, and the lowish range doesn't actually hurt it a ton, as long as you understand you'll basically be operating inside shotgun range. Normally that would turn me off of a weapon, but the Fool's Remedy has great hip fire and in air accuracy by default, and the lack of reliance on crits to land a fast TtK has really given me a new strategy for dealing with apes, of basically jumping and/or hip firing and spamming shots into targets as they close, and it's proving to be surprisingly effective.

For sights on sidearms, I like to prioritize stability and handling as a controller player, so I focus on Control and Quickdot, while the MnK users who prefer range could go with FarPoint or Target, but keep in mind those both have handling penalties associated with them so if you're wanting to max out handling it may not be beneficial for the fraction of a meter of additional range you get (the range stat on sidearms only gives a very small fraction of a meter per point, making it nearly useless at smaller values). For the magazine, Ricochet Rounds is the best bet for the stability and range boosts, since most of the other options give bonuses to reload (already fast by default) or mag size, or just range, which again has a minimal effect at the +5 level.

For the traits, I personally love Moving Target on sidearms, the buff to AA and movement speed with ADS is very noticeable, but you can go 100% the opposite direction and roll with Hip Fire Grip, which just got a buff and basically makes this weapon feel every bit as good hip firing as it does ADS. Pulse Monitor is also very decent, with it basically maxing the handling on the gun and refilling the magazine when you get down to critical health.

In the second trait slot, I love Kill Clip so much, it basically turns the gun into a chainsaw and drops the optimal TtK to a blisteringly fast 0.53s with 3 crits and 2 bodies, basically as fast and easy to use as a heavy machine gun at close range. I also think the two new perks, Iron Grip and Iron Gaze, are especially good on this sidearm. Iron Gaze helps the aim assist, and the range is already so short that it actually hits the bottom cap, and so the penalty doesn't have much of an effect on the gun which is fantastic! Keep in mind if you use Iron Gaze you do not want to try to buff range with the sites, because Iron Gaze will override that and remove the benefit. Iron Grip is also nice for the same reason, that it hits the bottom cap of reload speed, but even slow reload speeds on sidearms are still fast, and you can swap to a mag perk like Allot Mag or Flared Magwell and get the speed back up if it really does bother you, and the additional stability is very noticeable on controller. Quickdraw is also an option, but if you have a handling sight the benefit is only a few points due to the high base handling, and you can get that with Light Arms Dexterity armor perks.

It might not be the best right now, but I still highly recommend giving this weapon a shot.



TL;DR

Must Have

  1. The Forward Path – Kinetic Adaptive AR – Long or Medium Zoom Sight, Any reload/stability/range mag, Dynamic Sway Reduction, Tap the Trigger/Multikill Clip

Pretty Good

  1. The Fool's Remedy – Solar SUROS Rapid-Fire Sidearm – Control SAS/Quickdot SAS, Ricochet Rounds, Moving Target/Hip Fire, Kill Clip/Iron Grip/Iron Gaze

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