I'm not a PvP pro by any means (I just like to have fun and play around with perk combinations), but I've been playing around with a few hand cannons recently trying to see which perks I like better. I have some pretty godly rolls but that is not the topic for today. Today I would like to offer a tip about the Spray and Play perk (the one where you reload faster once the mag is empty).
[b]It is my belief that Spray and Play truly shines in the middle of a mid or close-range gunfight. If your clip is low in the middle of an engagement and you know you don't even have enough in the chamber to land the 1v1 kill (basically when your chamber holds only two bullets in this situation) OR if you find that there are multiple enemies where you only prepared for 1v1 and you have the perk, I suggest using some steps to get the most out of the perk.
[/b]
Essentially the steps are:
1) Move to cover (probably laterally) when a) you have two bullets in the chamber b) more enemies pop up unexpectedly.
2) Fire your remaining shots to reload quickly to a full mag.
3) Profit.
Bonus SGA: Don't be afraid to reload normally whenever you feel safe to do so. Don't wait for your mag to become empty just so you can use the perk. [b]Wait for situations like the one above. [/b]
[b]Because you can see enemy positions constantly the Third Eye perk will also benefit you greatly using this because once you're finished reloading you can begin prefiring in the general direction where you're being stalked. [/b]
There have actually been numerous times over the course of seeing how viable this perk was where this came in handy and it's not something I would have thought of as useful. The great part is so obviously that you don't need a kill in order to benefit from this and it does offer you a unique advantage.
At first I really preferred outlaw/feeding frenzy no matter what on HCs (particularly with reactive reload/LitC/Crowd Control). While those are still great and superior for certain rolls, I wanted to share my usage of Spray and Play. Hopefully somebody thinks about the perk in a new way and considers it before trashing a viable Hand Cannon roll.
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