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#feedback

9/14/2016 5:06:21 PM
9

I'm kinda okay with handcannon accuracy bloom

I'm actually somewhat okay with handcannon accuracy bloom, that isn't to say that I think it's fine how it is currently but just that as a concept I don't think it needs to be completely removed. This is because for the longest time handcannons have supposed to be high damage close range revolvers/pistols that reward a skilled hand and pacing your shots. Key thing being PACING YOUR SHOTS. If you pace your shots and are at the appropriate range than "ghosts bullets" or accuracy bloom is not the menace many make it out to be. But yes, if you use a close range gun outside of it's appropriate range and spam the trigger then yes, you will run into accuracy problems and you're bullets will often miss. I don't seem anything wrong with that, not maybe at the moment the penalty is too high but as a concept I believe it completely aligns with handcannons main weapon philosophy of being a high damage close ranges revolver where you need to pace your shots.

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  • Swiftlockにより編集済み: 9/14/2016 8:21:37 PM
    I don't see how pacing your shots will counteract the problems that bloom currently provides. Even if you pace your shots and your dot is on the target's head, bloom in its current form may still cause you to miss the target entirely if they're just a smidge outside of the mid-far sweet spot. Being punished so frequently because RNG decided that your bullet shouldn't hit the target is just bad game design for a weapon that's supposed to be accurate and powerful. Like you hinted towards, bloom should kick in at extreme ranges so that hand cannons aren't consistently competing with scout rifles, but as it stands right now, bloom causes more problems than it solves, and most HC's are just in a bad spot right now because of it.

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