SMYTH & WHETSMAN and SIMEON .357: Currently SERIOUSLY underpowered: they have TERRIBLE accuracy while hipfiring, and you can’t see what you’re shooting at while aiming down sight due to the massive visual recoil of the gun. This inaccuracy means that the gun is ONLY useful in EXTREME close quarters, where you can spam it at its full DPS and not worry as much about the ridiculous spread penalties.
However, apart from in those extreme close quarter situations, the magnum user must either just spray and pray at full firerate (either in ADS or hipfire, it doesn’t matter) and probably get 1 or 2 hits even with aiming their crosshair perfectly (due to the terrible hipfire accuracy while shooting) OR they can carefully pace their shots and avoid the recoil/spread penalties while simultaneously completely chopping the DPS of the magnum by about half, which means that it is still incredibly poor.
Essentially, you are tossing up either using RNG and throwing skill out the window OR using skill but completely losing the damage capabilities that it offered (meanwhile M9, Selbstadt, Caulden and DE.50 users can just spamfire while ADSing at the same distances, retaining most of their accuracy and DPS).
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TO FIX: Reduce the max firerate by about 25%, while increasing the damage by 20%, as well as reducing the hipfire spread increase penalties by about 15% - that way you have to use a lot more skill when aiming, but now at medium ranges you are not so severely punished in the DPS area for trying to pace your shots and be accurate.
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ANOTHER OPTION (to fix): Simply reduce how much of your screen is obscured by the magnums’ visual recoil. That way, in longer ranges, you could still use ADS to fire accurately without completely losing your damage output, at the deficit of being unable to strafe as fast, leaving you more vulnerable. I understand, however, that this would require some changes to the animation of the gun recoil itself, so it may not be as easy to implement to the game as it would be to simply change firerates, damage potentials and spread penalties (which are all just simple percentage alterations, rather than animation overhauls).
And, for the record, don’t get me wrong - I do think that it’s nice to have some guns being less powerful, as it creates more interesting dynamics of loadouts (for instance, Vassili can choose the MO11 and get some good augments and a good sidearm (MP400), OR he can choose the MO93 and get some much better augments (such as Unshakeable and Tough) but at the cost of also getting a slightly less powerful sidearm (Smyth&Whetsman). That said, the issue is that the magnums are just SO bad, that these kinds of trade offs are rarely worth it. This isn’t an issue of a couple of guns being ‘harder to use, but still rewarding’ - this is an issue of a couple of guns being ‘so inconsistent and unrewarding’ - because when you use skill with these guns, it STILL isn’t rewarding you because you’ve either had to roll a dice and pray to the RNG gods, or you have to pace your shots and lose any kind of DPS potential.