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I realize that they're not actually ghost bullets. I only made metion of that phrase to point to the issue, given that misnomer by the community before the issue was understood. The explanation of RNG accuracy is well outlined in the video link in my original post.
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I m not english so i don t understand your answer... I think that without Ghost bullets hand cannons would look like scouts ...less range, but with more damage Like in y1 where hand cannons had incredible precision
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Damage fall off is important for the distinction between HCs and ScRs, so is zoom ADS, and bloom. But completely seperate from bloom due to spamming, is this RNG accuracy issue. When a single shot is taken from an at rest position, there should be no bullet deflection. Nor should there be any when there is an acceptable time gap between shots. The linked video however, shows this not to be the case. There is an element of RNG on every bullet, rendering the gun inconsistent in all but the closest situations (even for HCs with longer ranges intended for shorter mid-range engagements). Bloom, damage fall off, ADS zoom, small magazine, large recoil, and generally longer reload already hinder the HC class as they should. Hit box reduction at distance could be a further adjustment in place of randomly jumping bullets. Scouts do not suffer all these other hinderances, and I believe that they constitute an already more than fair tradeoff for the increased damage.
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Damage fall off is important for the distinction between HCs and ScRs, so is zoom ADS, and bloom. But completely seperate from bloom due to spamming, is this RNG accuracy issue. When a single shot is taken from an at rest position, there should be no bullet deflection. Nor should there be any when there is an acceptable time gap between shots. The linked video however, shows this not to be the case. There is an element of RNG on every bullet, rendering the gun inconsistent in all but the closest situations (even for HCs with longer ranges intended for shorter mid-range engagements). Bloom, damage fall off, ADS zoom, small magazine, large recoil, and generally longer reload already hinder the HC class as they should. Hit box reduction at distance could be a further adjustment in place of randomly jumping bullets. Scouts do not suffer all these other hinderances, and I believe that they constitute an already more than fair tradeoff for the increased damage.