We want accuracy to go back to where it was when hand cannons can actually be fired and hit their marks I'd you could contend with recoil, player movement and flinch. The severe damage fall off already implemented now would more than make up for being able to accurately pop a few shots one after the other.
With bloom in effect
with the damage falloff, and all the things mentioned above that hand cannoners need to deal with, they have certainly mixed up a disastrous cocktail that -blam!-ed up hand cannons at the moment.
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