Queenbreakers' Bow: Difference between revisions

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(This is one of my favourite weapons so it may be unavoidable to input personal experience as i type this)
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"Queenbreaker" was the label given to the Fallen who first rose to betray the [[Mara Sov|Queen]]. Their coordinated attempt on Her Grace's life was quick and violent. Most of the Queenbreakers were eliminated, their line rifles taken as trophies. Some remain at-large.
"Queenbreaker" was the label given to the Fallen who first rose to betray the [[Mara Sov|Queen]]. Their coordinated attempt on Her Grace's life was quick and violent. Most of the Queenbreakers were eliminated, their line rifles taken as trophies. Some remain at-large.


Known as Queenbreakers' Bows, the very weapons once used in an effort to assassinate the Queen of the Reef are now prized possessions for Guardians—not only for their storied history, but for the chance to get their hands on fully functional Fallen weaponry.
Known as Queenbreakers' Bows, the very weapons once used in an effort to assassinate the Queen of the Reef are now prized possessions for Guardians— not only for their storied history, but for the chance to get their hands on fully functional Fallen weaponry.


==Lore (Destiny 2)==
==Lore (Destiny 2)==
''"Despite the Breakers' treachery, Her Majesty still stands."''
'''"Despite the Breakers' treachery, Her Majesty still stands."'''


Three cloaked figures trek through a cave on a windswept asteroid. As they walk, they joke. They tell stories. They are a [[fireteam]].
Three cloaked figures trek through a cave on a windswept asteroid. As they walk, they joke. They tell stories. They are a [[fireteam]].
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==Gameplay==
==Gameplay==
This is a [[Wire Rifle|wire rifle]]; it uses the same projectile effects and makes the same distinct sound as one. Its design is clearly meant for Fallen eyes, as player Guardians can only use one scope at a time (can't look through it like binoculars). The weapon's charge time and damage changes depending on which scope is equipped; with the long-range Marksman sights, the charge time is longer but the base damage is greater. With the short-range Combat sights, the charge time is shorter at the cost of lesser damage. The weapon is capable of precision damage; precision shots will generally kill all non-major enemies, and the Hidden Hand trait combined with its already high aim assist stat will help ensure the player will rarely miss the intended target. The ability to change scopes to fit the situation gives the weapon a flexible utility for encounters that combine close-quarters and long-range enemies in one setting. Finally, its Arc damage make it very effective against units with [[Absorption shield|shields]], such as Captains or Knights.
This is a [[Wire Rifle|wire rifle]]; it uses the same projectile effects and makes the same distinct sound as one. Its design is clearly meant for Fallen eyes, as player Guardians can only use one scope at a time (can't look through it like binoculars). The weapon's charge time and damage changes depending on which scope is equipped; with the long-range Marksman sights, the charge time is longer but the base damage is greater. With the short-range Combat sights, the charge time is shorter at the cost of lesser damage. The weapon is capable of precision damage; precision shots will generally kill all non-major enemies, and the Hidden Hand trait combined with its already high aim assist stat will help ensure the player will rarely miss the intended target. The ability to change scopes to fit the situation gives the weapon a flexible utility for encounters that combine close-quarters and long-range enemies in one setting. Finally, its Arc damage make it very effective against units with [[Absorption shield|shields]], such as Captains or Knights.
The two scope choices are simplified as follows:
*Marksman sights: Long-range, slower charge, maximum impact. Scope displays charge and ammunition status.
*Combat sights: Close-range, faster charge (about half that of Marksman sights), lower impact. Scope displays ability energy levels.


Compared to a sniper rifle, the main disadvantages are that precision damages and range won't be as high as that of a true sniper (and never will as it does not share the same multiplier) and the shots require time to charge. This charge rate combined with bullet travel time (which sniper rounds ignore) will significantly hinder this weapon's performance. A lot of times, what looked like a head shot will register as a body shot because the target strafed a tiny bit while the shot was fired. Most of its perks do not really stand out on their own and are marginal. The advantages are that the Queenbreakers' Bow has no scope glint (this has changed as of Rise of Iron to upon aim-down-sights), provides much more situational awareness than a sniper could, much faster reload time, and higher rate-of-fire. The Bow also provides a very generous amount of ammunition reserves at 55 rounds with no armour modifiers, an absurd blessing for Crucible players who had to suffer through numerous patches that further restricted the availability of Special ammunition.
Compared to a sniper rifle, the main disadvantages are that precision damages and range won't be as high as that of a true sniper (and never will as it does not share the same multiplier) and the shots require time to charge. This charge rate combined with bullet travel time (which sniper rounds ignore) will significantly hinder this weapon's performance. A lot of times, what looked like a head shot will register as a body shot because the target strafed a tiny bit while the shot was fired. Most of its perks do not really stand out on their own and are marginal. The advantages are that the Queenbreakers' Bow has no scope glint (this has changed as of Rise of Iron to upon aim-down-sights), provides much more situational awareness than a sniper could, much faster reload time, and higher rate-of-fire. The Bow also provides a very generous amount of ammunition reserves at 55 rounds with no armour modifiers, an absurd blessing for Crucible players who had to suffer through numerous patches that further restricted the availability of Special ammunition.


Another strong contrast to other sniper rifles is the excellent hip-fire accuracy, a natural trait for most fusion rifles. This coupled with the Hip Fire trait makes the Bow viable for any range. Hip-fire accuracy is something that sniper rifles have virtually none of. One can say the real reason for its Exotic status is the very fact it is a fusion-sniper hybrid. Whether or not this is enough to justify having this weapon over existing sniper rifles or another viable Exotic in a primary/heavy weapon slot will ultimately belong to individual experience, fun factor, or preference.
Another strong contrast to other sniper rifles is the excellent hip-fire accuracy, a natural trait for most fusion rifles. This coupled with the Hip Fire trait makes the Bow viable for any range. Hip-fire accuracy is something that sniper rifles have virtually none of. One can say the real reason for its Exotic status is the very fact it is a fusion-sniper hybrid. Whether or not this is enough to justify having this weapon over existing sniper rifles or another viable Exotic in a primary/heavy weapon slot will ultimately belong to individual experience, fun factor, or preference.
The two scope choices are simplified as follows:
*Marksman sights: Long-range, slower charge, maximum impact. Scope displays charge and ammunition status.
*Combat sights: Close-range, faster charge (about half that of Marksman sights), lower impact. Scope displays ability energy levels.


==Destiny 1==
==Destiny 1==
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