Long Far Gone

Attack

390

Rate of Fire

??

Impact

76

Range

31

Stability

48

Reload

73

Magazine

6

Long Far Gone is a Fusion Rifles in Destiny.

 

 

But I still remember.

 

Long Far Gone Information

  • Archetype: ??
  • Upgraded With: ??
  • Note: ??

 

 

Long Far Gone Location / Where to Find

 

 

Primary Perks

Army of One

Quick unassisted kills with this weapon reduce grenade and melee cooldown.

 

Battle Runner

Kills with this weapon grant a brief boost to the sprint's top speed.

 

Danger Close

This weapon gains increased reload and handling when two or more enemies are in close proximity.

 

Eye of the Storm

This weapon becomes more accurate as your health gets lower.

 

Grenadier

Kills with this weapon reduce the cooldown of your grenade.

 

Hidden Hand

This weapon gains better target acquisition.

 

Hip Fire

This weapon has bonus accuracy while firing from the hip.

 

Hot Swap

Readying this weapon grants a brief period of bonus accuracy.

 

Icarus

Improved accuracy while airborne.

 

Infuse

Consume a more powerful Weapon to boost the Attack value of this Weapon.

 

Kneepads

Slide further while this weapon is equipped.

 

Last Resort

This weapon handles and reloads faster when the wielder is the last living player of their Fireteam.

 

Life Support

Kills with this weapon while critically wounded have a chance to start regenerating health.

 

Rangefinder

Aiming this weapon increases its effective range.

 

Replenish

This weapon's magazine will be refilled whenever you unleash your Super.

 

Spray and Play

Increases the reload speed of this weapon when its mag is empty.

 

Surrounded

This weapon gains bonus damage when three or more enemies are in close proximity.

 

Underdog

This weapon gains a boost to range and handling when health is low.

 

Void

This weapon causes Void damage.

 

Selectable Perks 1

MD-Reflex

Significantly improved handling.

 

OEG

Slightly improved optics, improved handling.

 

Red Dot-ORA

Slightly improved optics, improved handling

 

Red Dot-ORA2

Slightly improved optics, improved handling.

 

Reflex

Slightly improved optics, improved aim assist.

 

Selectable Perks 2

Accelerated Coils

Reduces weapon charge time in exchange for slightly decreased damage.

 

Armor Piercing Rounds

These iridium-core rounds overpenetrate targets. Their mass slows down weapon handling.

 

Braced Frame

Increased Stability Reduced Magazine Size

 

Demotion

This weapon has a chance to stun Fallen Captains.

 

Disciplinarian

This weapon deals a small amount of bonus damage to Fallen enemies.

 

Enhanced Battery

Increases magazine size.

 

Feather Mag

Faster Reload Reduced Magazine Size

 

Hand-laid Stock

Increased Stability Reduced Range

 

Hannibal

This weapon deals bonus damage against Cabal Centurions.

 

Injection Mold

Increased Stability, Faster Handling Reduced Range

 

Lightweight

When held, this weapon grants +2 character Agility.

 

Malleus Maleficarum

This weapon deals bonus damage against Hive Wizards.

 

Mutiny

This weapon deals bonus damage against Fallen Captains.

 

Oiled Frame

Faster Reload Reduced Range

 

Quickdraw

This weapon can be drawn unbelievably fast.

 

Rifled Barrel

Increased Range Slower Reload

 

Single Point Sling

Switch weapons faster. Move quicker while aiming.

 

Skip Rounds

Ceramic-jacketed rounds ricochet on hard surfaces. Their extreme density lets you carry more rounds in reserve. Added mass slows down weapon handling.

 

Snapshot

Aiming this weapon is incredibly fast.

 

Sword of Aegeus

This weapon deals bonus damage against Vex Minotaurs.

 

Will of Light

This weapon deals bonus damage against Taken enemies.

 

 

Multiplier and Archetype

 

 

Archetype RPM Damage Velocity (meters per second) Charge Time ADS (seconds) Reload (seconds) Magazine (rounds) Max Ammo
Balanced 387 or 419 268 or 256 247-273 40-60 0.236-0.267 2.70-2.97 5-7 10-18
Lightweight 438 or 480 250 or 238 231-259 65-85 0.200-0.230 2.46-2.68 3-5 5-11
Precise 355 or 387 280 or 268 239-266 15-35 0.268-0.300 2.78-3.04 5-6 6-11
Rapid 458 or 504 244 or 232 224-251 80-100 0.288-0.313 2.91-3.22 6-8 6-12
Powerful 341 or 355 292 or 280 291-319 0-20 0.270-0.300 2.84-3.13 4-5 6-10

 

 

|  Bandit Mk. 24  |

 

 




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