Preface: I am bored at work so this is extremely rambly and long. Succinct but less complete TL;Dr at the bottom.
The particular specialty of “Evaporate the nearest rager/mauler/peon’s chest within 5m into corpse starch” has been plenty useful, and having a speed loader to keep the rounds coming in tandem with the higher rpm is a nice change to individual round loading. However, outside of scenarios where the target is practically 3m from me, the revolver struggles to adequately deal with threats in a way that would meet its design as a rapid fire precision weapon. I believe it largely stems from how it stacks up compared to similar competition, and that the buff it needs has little to do with damage output.
The Agripinaa has the most competition in its predecessor, the Zarona pocket sniper rifle. Higher damage, penetration, and accuracy makes the weapon good at virtually all ranges for all but the hardest armored, which it can still be specced to deal with. Even when necessary, cylinder dumping with the weapon is still feasible thanks to it’s fantastic accuracy, which I believe is the crux of the issue with the Agripinaa. It boasts significantly better stats in the ammo and reload department, and its rate of fire more than makes up for damage, but none of that matters when hitting enemies while mobile is such a crapshoot.
I’m aware that standing still does make the weapon at least somewhat accurate, but my counterpoint here lies in the nature of the game itself, not to mention the other tools at our disposal. The game greatly disadvantages you for sitting still, between accurate shooters and the ever clawing hordes, which the Zarona has literally zero issue dealing with while moving, if you miss it’s almost invariably your own fault (or the server ate your bullet). With the Agripinaa, the moment you touch a movement key any real hope of hitting targets beyond half your effective damage range, ~10m, feels like it’s up to rng to sort out. Knowing that my ability to effectively evade attack and aim is practically being punished for such simple action hampers any benefit the weapon has, because most fights are while you’re in motion, and even with +25 to flak, unless you have yet another damage buff going torso shots aren’t even going to put down the lower health shooters. That you’ve already had to heavily close the gap to. Gunners won’t die to non-crit headshots, and unlike the Zarona bloom is going to make landing that second shot at range much harder to do consistently, nevermind suppression and combat conditions (plus those ghost bullets from earlier suck even harder, since normal precision weapons are ADS and aren’t worried about bloom on the follow-up shot you now have to make).
Now, I certainly don’t want the Agripinaa to just be the “hip fire Zarona” and call it a day. I just find it odd that the gunfighting revolver is really bad at gunfighting. It certainly shouldn’t be able to countersnipe, but when compared even different weapons that serve a similar purpose it brings little to the table beyond “funni magdump.”
For instance we can readily compare it to braced autoguns or even the autopistol both of which share the braced feature of aiming. However, they can still gun n run out to range with meager loss to accuracy and less focus absolute precision. Not to say these weapons shouldn’t be used for precision, but more to say that the revolver with perfect play with its current abysmal accuracy gets 5 kills, while the spray and prays can easily land more without giving up the ability to keep moving.
Probably one of my favorite short-medium gunfighters in the game (as far as a quick swap weapon for gun heavy areas go) is the original laspistol. The sprint and dodge paired excellently with an extremely efficient hip fire that could land shots at great distances even at max rpm. With a huge ammo pool and magazine, shooter squads, shotgunners, volleygunners, pretty much anything with a firearm can’t touch you and isn’t sticking around long enough to try again.
The revolver certainly shouldn’t be so blatantly easy to use at range as those largely because of its damage potential, but that it can’t do this at all while moving leaves it totally reliant on one trick. To this end I’d propose the following:
An increase in base accuracy to the point that braced fire should be able to consistently headshot a 10m target with settled bloom.
Removal of movement accuracy penalty while braced. (Honestly think all braced weapons should be this way, but triply so for the revolver given the imperative nature of precision and low ammo per reload.)
A small-moderate reduction in bloom per shot, with a lower bloom cap. (Comfy rapid double tap at 6-7m for gunners and such, and rager torso and head sized accuracy at 3-4m)
I know fatshark also seems to ascribe to the FatBullet ™ philosophy of aim assist, so theoretically increasing projectile/ray radius, and subsequently sharply decreasing it beyond 10m, could alleviate the amount of accuracy increase.
TL;DR - The Agripinaa isn’t effective enough outside of its one trick magdump thanks to poor accuracy while moving, which the game thoroughly encourages you to do while in this weapons effective range. It lacks neither damage nor capacity, instead simply being penalized as a precision weapon that has no precision. Therefore, an increase in accuracy to comfortably land headshots at 10m, a removal of the accuracy penalty while moving in braced fire, and a decrease to both bloom and the bloom cap to allow a less punishing engagement with the weapons fire rate would convert the weapon from a mildly convenient one trick into a valuable alternative to the Zarona without pushing into the Zarona’s high precision long range niche.
(And maybe also removing bloom while standing still for high noon style shenanigans could be fun )