Keep bloom.
Get rid of the first shot ghost bullet. When the bloom is tight... it should hit everytime.
If there was no bloom then hand cannons would map again. They might be the best option right now! Without bloom it would be year 1 again.
English
-
They won't map if they get the severe damage falloff outside of intended range to mitigate, as they should. Why do people keep relating bloom and mapping? I don't understand the argument.
-
Because you would map if there was no bloom. If all rounds hit target you could map as the game is currently. You would have to get rid of rifled barrel etc if you were going to implement a damage fall off option. All handcannons without rifled/reinforced would be 100% useless.
-
Their intended range isn't as weak as most think. Take the range in the vid for instance... it's just barely at, if not a few steps out of, intended range and are doing almost max damage.
-
I agree your theory would work... but you can't have perks that double a guns range if by you are going to create massive falloff. Know what I am saying?
-
True. Then the perks would have to grant maybe a 1/5 - 1/4 range increase and not be allowed to stack. Just suggestions from a Cruci-casual though. Bungle won't see it. Even if they did, they won't care.
-
Edited by Kornby: 9/11/2016 7:42:05 PMI like your ideas. If every bullet hit you would at least know the limits of the weapon. My fear is that a God roll hand cannon would be OP.
-
Edited by GTLargo21: 9/11/2016 8:01:15 PMWhat is considered God-Roll (i.e. Eyasluna with truesight, Rangefinder, rifled barrel and Luck in the Chamber) I honestly believe could be prevented from going OP if range perks didn't stack... aside from sight adjustments. I've also seen some responses to bloom posts suggesting a reduction in aim assist. If that were to happen, I could live with it. I could be wrong, but is aim assist what pulls your aim center mass of the target? If so, it's still a lil tricky to pull a headshot with it. Anyway, if the damage falloff is severe enough I think it could work. Constantly hitting a faraway target with your hand cannon using its max RoF is difficult with proper recoil as well. The other side of the argument is they become OP close range, though... which I think is true. If only there was a way for bloom to take effect at only those closer ranges... or maybe increase the recoil along with aim assist reduction to make CQC shots a bit more difficult to land but doesn't leave it up to RnGeezus... Gah! It's really difficult to iron out all the issues. [spoiler]Largo.exe has stopped working. Attempting reboot.[/spoiler]
-
They should be very strong at close range though. Only auto rifles should challenge them up close. They should not be able to challenge pulse rifles etc from mid range +. I think rifled barrel should disappear. It makes pulse rifles challenge scout rifles from range and hand cannons challenge pulse rifles from long mid range. That perk messes up weapon classes.
-
Edited by GTLargo21: 9/11/2016 9:06:30 PMI think that should go in hand with what I said about only boosting range 1/5 - 1/4 and not stacking with other range perks like rangefinder. This way you have a shot at one or the other but if you have rangefinder, you can use the other tier for something else. Rifled barrel isn't the only range booster in that tier either.
-
But it is the best by far (except reinforced barrel). And yeah I agree. Range perks should get a blanket nerf and hand cannons should get a huge accuracy bonus if they are taking slow calculated shots.
-
And also hammer forged.