Did my own testing with a trash melk roll with T3 handcannon and this is just ridiculous. I expect every Vet running around fanning everything to death in the next few days. Kinda sucks out the fun of any challenge.
PERFECTLY BALANCED.
This is empowered surge staff bug psyker on steroids.
The true Chads wanted the challenge to be kept but the majority of people here and on reddit ask for both buffs AND nerfs to the AI director/spawning, because their brittle ego’s can’t take playing on a lower difficulty instead.
I don’t mind strong weapons but it’s no fun when the enemies get further and further nerfed. See the Rager hp nerf, director spawn nerfs, etc.
1-2 tap on almost anything depending on weakspot/crit aim. Bodyshots are consistent 2 taps with Executioners active.
Takes 3-4 fanned shots on a crusher without exec. Less with executioner’s stance active.
Strange, I would think they would lower the damage on this pistol. Maybe up the clip size (but I understand that would complicate the models and such). Or greater ammo reserve. It sounds like it does the same damage as Zarona, or meaningful enough with same/similar breakthroughs.
It’s probably the combination of high rending from Hand Cannon, rapid-fire, and being precise when the guy is aiming right at weak points. Remember that chaos spawns are really hard to do the latter on with their movement and attacks, so this is one of those ‘spherical cow’ situations.
Now, plague ogryns or beasts of nurgle are not gonna have a good time.
Pretty sure the new veteran tree is doing the heavy lifting here, not the weapon itself (Hard to tell). I’d like to see it compared to other weapons using the same build!
Realistically, the change only made Hand Cannon more of an essential pick on Revolver, since not having it is 2.5x less carapace damage instead of 1.8x less