Hawkmoon has the lowest Aim Assist (at 50) of all handcannons next to Timur's and it has arguably the most severe recoil in the game.
If your accustomed to using Thorn which has a higher AA at 60, almost zero recoil, and high RoF, Hawkmoon will be a challenge to learn. Red Hand, Fulcrum, TDYK and the like have an AA of 75-89. So that's why it's such a noticeable difference to you.
Best advice I can give you is practice. It took a friend of mine about a month before he was even comfortable with it. I've been playing with it since November-ish and at present have a 62% precision kill ratio, which isn't great, but it's not bad. You really have to slow down and pace your shots, you can't spam it like Thorn. As you get better, you'll get faster, but if you spam it now, you'll get nothing but body shots and the lucky headshot. But, once you get past that learning curve, you'll kill without prejudice in PvP with it, and be an absolute monster when you switch to other HC's. My favorite thing right now is out gunning Thorn users with Hawkmoon.
I am pretty miffed about the lucky triple proc shot being removed, but I understand it's less about being OP and more about being perceived as OP. If the community knows it can't one-shot, hopefully they'll be less inclined to call for it to be further nerfed, because it really is a gun that rewards those who are willing to acquire that skill.
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Thanks for the information. I may be thinking the hitbox and aim assist are separate. I have been telling myself that there is a learning curve and even if it is harder to use, that'll only be more rewarding when I learn my rhythm. I suppose my desire to increase the aim assist is also inspired by the fact you [i]can[/i] pull of those shots with Thorn and TLW (which both sport amazing perks) but can't with Hawkmoon (which, by comparison, has less useful/reliable perks). In the update, we'll see the stopping power of TLW and Thorn modified to be more unique, so hopefully this will also assist in getting the Hawkmoon to shine more in its desired role by comparison. I'm also miffed about the "magic bullet" nerf, but considering the rareness of it, it won't be a game changer for the little guy. Still, it's sad to see some of Hawkmoon's appeal go down the drain because of the rare one-shot. It's almost like saying we should nerf the snipers because sometimes someone can 360 no-scope you. Y'know? It's just silly. Anywho, thanks for the input and encouragement. I wholly expected to be roasted by the MLG/pro community to say something along the lines of "try harder, noob". Thanks again.
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Absolutely. Anyone that can use it efficiently likely remembers the pain of learning. And anyway, we Hawkmoon users are highly civilized gaurdians. You will get better with it for sure and when you do, that skill will feel earned and more of an accomplishment as you said. I use it mostly in PvP now since there are just easier PvE options like Fatebringer bit do bring it out on strikes for the fun of it. I think hit box's and AA are linked more deeply than even we realize, and possibly the same thing to be honest. I wish Bungie would give us some clear understanding of the two and how they work together since at present there is way too much discussion/confusion on what is what and what is not. Especially with the introduction of Hidden Hand. I think my biggest concern for Hawkmoon is not really the accuracy reduction but more what the effective difference between range and damage drop off will end up being and how the change in width vs depth for field of view will ultimately impact it. A scope (as you know with Scouts) can make such a huge difference in how you handle a weapon, and that change in field of view is essentially a blanket scope change for hand cannons with no ability to adjust it. I just hope it's not severe enough to make it feel like I have to completely re-learn that weapon type. I guess we will see.