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#feedback

Edited by Talia Sendua: 8/26/2016 10:14:05 AM
2

About Hand Cannons

First of all, this Post isn't a Call to a Nerf for Hand Cannons, it's only my Opinion. Deal with it. So, Hand Cannons are good to this time you think? No, that's wrong. The Hand Cannons like "Eyasluna" and the Iron Banner Hand Cannon haven't enough Flinch when you are hit while use them. It is like on Mida and i think it is to unfair that the Players haven't Flinch when i hit them 2 or 3 Times in 2 Sec. on their Head with an high Impact Scout-Rifle... They haven't the Perk "unrelenting" on the Weapon because this perk is unavailable on Hand Cannons. So why they have so much Precision while under fire? I can understand the Damage, Range and Stability but the Damage combined with no Flich make them to unfair... They can also drop you in 2,3 Seconds when they have enough Rate of Fire but they all have enough... That is a big Problem. In the last Match i lost 80-90% of all Gunfights against Hand Cannons with my Dead Orbit Omolon Scout... That is terrible and unfair. Fix that.

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  • I recently started using handcannons (my favorite being the First Curse and TLW). I can tell you that when you are using a scout and losing to a handcannon that you are doing someting wrong. Handcannons are in a strange place right now. At long distance pulse and scouts will destroy a handcannon user. Keep your distance, the handcannon user has to be in optimal range to be effective. At long range your scout will always dominate, at short range switch to your short range secondary (fusion, side arm or shotgun). Hand cannons users will always try to close in for the kill, just don't get cornered en keep an eye out for your flanks.

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