Hand cannons used to stand out as high-risk, high-reward weapons. Back in the 150 RPM days, they rewarded strong fundamentals: shot timing, positioning, and accuracy. They weren’t the fastest at TTK, but they felt sharp—they demanded skill, and delivered satisfaction when mastered.
Today, hand cannons sit at 140 RPM with a 1.0s TTK. That wouldn’t be a problem—if the rest of the sandbox wasn’t dominated by near-recoil-free weapons with significantly faster kill times. Auto rifles and pulse rifles routinely achieve 0.6–0.8s TTKs, often with far greater ease of use, more forgiveness on missed shots, and better range coverage.
In contrast, missing a single headshot with a hand cannon means you lose the duel, especially against players running team-shot setups or sitting at mid-long range. In a meta that leans heavily toward passivity—corner holds, cover peeking, and grouped play—the current state of hand cannons punishes aggression and solo play far more than it rewards precision.
This isn’t about buffing damage. It’s about restoring identity and balance. A 150 RPM archetype wouldn’t automatically break the sandbox—it would give hand cannon players a skill-based option that aligns with the weapon’s original design: a tool for dueling, not for trading shots at range with laser-stable pulse rifles.
Bringing back 150s doesn’t mean every hand cannon becomes dominant. It means those who want to rely on peak-shotting and aim discipline can actually compete on level footing—without relying on gimmicks or perks to stay relevant.
The sandbox thrives on diversity and meaningful choice. Right now, hand cannons feel like a relic of a faster, more engaged game flow. Restoring 150s could bring that spirit back—no power creep needed, just a small nudge toward rewarding skill.
Thanks for reading.
-
1 Replyaren't HCs usually a 0.78 for 140s?
-
1 ReplyTerrible take. 140rpm HCs kill in 0.87s, not 1s like you stated. 150rpm HCs would kill in 0.8s. Most pulses kill between 0.67s to 0.93s. Autos are a little slower than that. HCs are the best options for peek-shooting, and they are likely the best for team-shooting as well. They REMAIN the top primary in the game especially in high skill lobbies. The trade-off for ysing a HC is that they don't have the fastest TTK or greatest range. Lol, but they basically have everything else going for them, and numbers don't lie.
-
Hand cannons are fine, and have consistently made top ten appearances in trials kills for the last eight-ish years. In fact, one would argue about their ease of use, but with new PVP meta dropping we may have to wait and give it time to really establish a new meta. Why don’t we buff special grenade launchers though, since EVERY special weapon got a 20% damage increase in PVP last update except special grenade launchers? 😅😅
-
Just bump your weapon stat and 3 tap with a precision 180
-
For me, i'm getting killed with 0.5 second ttk with any weapon. And my weapons often have a 3 seconds ttk.
-
Hand cannons will forever be overpowered.. the ease of use is one thing… the enormous hit box makes landing crits very easy… The ttk is largely irrelevant due to the chunk damage… You can happily peek shoot an auto user hitting easy crits and their only choice is to disengage or die… They become even more overpowered with minimal coordination…. If anything hand cannons need both a hitbox nerf and a range nerf…
-
Mid to long range teamshot setups are 120s which I think should be nerfed. I’m all for bringing back 150s since it will hopefully reduce 120 hc usage.
-
2 Replies140rpm is 0.87 ttk 120rpm is 1 second