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Edited by ParrotTom: 4/19/2024 3:37:54 AM
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I would guess the reason why scouts are weaker is because they have like 10X the range, much more manageable recoil thanks to animations and/ or models, and also have like 50-100% more ammo. If scouts should be as strong as hand cannons, then hand cannons should be just as easy to use, effectively meaning either all of them are converted to precision frames (keeping their current ROF), or they should all get like 30 extra stability to help with some weapons having so much recoil, bad sights, or such clunky models that you spend just as much time trying to find the target or the sights of the gun as you spend shooting at it. Hell, idk about current sandbox, but I'm pretty sure scouts were already stronger in PVP. More specifically: 140s and 150 HCs require 3 crits to kill even at 0 resilience whereas 150 scouts I think can do it up to T4 resilience 180 scouts required 2 crits and 2 body to kill long the HCs got that buff 260 scouts I think only needed like 3 or 4 crits and 2 body 200 scouts require 3 crits 1 body I think And 120 scouts/ HCs require 2 crits 1 body. Easier, generally safer, and kill just as quickly in PVP. They don't need those advantages in PvE.
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  • Hand cannons have a much higher aim assist base meaning even with a higher aim assist stat hand cannons always win also scouts only have about 20-40 meters more range which is about double a hand cannon they're also less forgiving with barely any body shot power and they take almost 2.5x more flinch.

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  • HCs may have more aim assist, but that's probably to help counteract how their recoil works, hence why 180 HCs generally have less aim assist than most others except 120s, which fire slow enough you should have plenty of time to realign the gun. As for scouts suffering more flinch, that's probably something that can be partly blamed on having a much higher zoom stat which makes it more noticeable and the fact you're never losing sight of the target or the sights themselves. Idk if they actually do suffer more flinch, just that if flinch throws off your aim by 10°, it's going to be a lot more noticeable at higher zoom levels because the sights are more in your face at 22 zoom than at 13 zoom. Probably one of the reasons why people preferred snipers with low zoom before they started increasing their flinch universally.

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