Yeah, don't get the first light being strikedown at all, also combo out of shove attacks skips to third swing for some reason. I'd rather just heavy swing with the old one.
If you aim while moving, and stop to steady aim, the crosshair decays extremely slowly. If you stop and THEN aim, the crosshair collapses to its minimum size instantaneously. The accuracy is extremely good, it just behaves stupidly. Deadshot makes it much much worse if you have 0% stamina. Ridiculously bad.
stand perfectly still, crouched, super far away from any target in the mt and take shots, see where it lands the gun suffers from some pretty nasty inaccuracy even on first shot, it's not by any means extremely good the behaviour really is weird, occasionally when sliding the reticle will kinda bounce around the screen for a bit before settling, no clue what causes it as it happens without deadshot jank or suppression
@@telopots i have only ever had it happen with deadshot. Using Skwuruhl's updated crosshair fix i havent seen it at all without deadshot locked in. I don't have any problems hitting anything at range on my current setup, and i am conscious of the distance using the readout on pings.
@@FeedingWolves0 This is on zealot, using the same mod, crouched, first shot. Frame before the shot goes off. ibb.co/WNh2bGP Frame when it does go off. ibb.co/nc9G1Bs It completely misses the target. Frame before the shot goes off. ibb.co/nc9G1Bsibb.co/56YNWBT Frame when it does go off. ibb.co/M9F92pb It randomly strayed down and hit the sniper in the body, way below the crosshair placement. The reason you think it doesn't have inaccuracy is because of the insane bullet magnetism the gun has got, but as evidenced by the second shot I posted hitting your target isn't the same thing as hitting where you're aiming
@@telopots Just the nature of raycast projectiles, i suppose. I come from a lot of games that handle accuracy this way, and since it can actually be predictably manipulated like every other game using the same method (Halo for example), still consider it perfectly acceptable if its a byproduct of how the revolvers are implemented. Each targets hitboxes will have a certain degree of "pull" on the bullet, and the relative scale of each hitzone will decide where you put the crosshair to properly guide the bullet towards or away from certain hitzones. There's lots of examples of this in Halo, where across Halo:CE up to Halo 3, the basic AR was changed in small ways across those games that made it better or worse to aim above a specific enemy type, or at the neck to properly force headshots to register. Destiny also still does this. Since i'm not about to ask the devs to completely rework it from the ground up, it's just another skill to learn for the revolver specifically. Either way, my groups success rate with long range shots with the new revolver are all very similar and none of us find it to be inconsistent or disobedient to the crosshair barring the occasional no reg. That being said, you dudes seem to have whacky server issues every other upload so god only knows when it comes down to hit detection. I get that you're saying its inaccurate to the crosshair, but i just don't find the gun itself inaccurate. Is that slide shit you saw with skwuruhls mod btw? never had it happen.
@@FeedingWolves0 can't manipulate when the game just decides to miss for you as provided in the example pics I've shown, it's ridiculous to assume that for "you guys" the game suddenly doesn't work the same way if you haven't "felt" the gun be inaccurate that's perfectly fine it's another matter entirely to claim it doesn't have first shot inaccuracy on a finesse archetype weapon, which is nonsensical game design there's no skill to learn, crosshair is on enemy head, bullet either hits body or misses at random fwiw I haven't seen the reticle spazzing out since the last patch
I wanna see what kind of smite psyker you come up with. Currently running one with smite that's basically a fun psyker with Shriek and as little warp resistance as possible so I can speedrun to 100 and set groups on fire. Also took the perk for smite that makes things it hits take 10% more damage, but left the other perk. Just hit it for a few seconds it spreads to a group and then get to swinging. If its an especially large horde I'll run it up to 70-100% and hit shriek. Melee twin is my fave to fight btw. Way more interesting than the other one who usually gets bullied right away.
How do you get the new revolver to reliably kill stuff? I feel like I'm shooting nerf darts when I use it. Mine's not optimized or anything, but I'd have thought that I wouldn't need to hit every single headshot to kill something in less than 5 bullets.
Trickshooter and the weakspot damage bonus is all i needed for most things. Honestly the thing feels best when used on a ex stance build with surgical. Reciprocity and the 25% base makes surgical force a crit almost every single shot. Once you have 1-2 stacks of trickshooter it one taps the majority of things you would like it to whether it crits or not. My revolver is by no means even good stat wise. Things ridiculous, had a 350k boss damage game with it yesterday. Worth noting that the crosshair is lying, the thing is almost pinpoint accurate. You can very easily tap heads at 50+ metres. It's not even hard. If they fix the bug with deadshot that makes the crosshair travel 2 inches of screenspace every single time you aim with 0% stamina whether you're in ex stance or not, i'll run that and drop surgical for hand cannon.
Yeah, I noticed that it was very accurate, so I changed to crosshair to the agripinaa shotgun slug reticule, so I can actually aim it properly. I guess I just need more stats and blessings, because as a base weapon, it's pretty meh on difficulty 4 and 5
Crit. Fs really doesnt know hot to balance - they nerfed the og revolver when it was handcannon and surgical (both augmenting crit) that was op. I hate it when they balance weapons around blessing - now you really want to maximising your crit, and if youre doing that you have to use handcannon. Bad balancing!