The Simeon .357 and the Smyth&Whetsman revolvers in Dirty Bomb are a strange weapon. They have the low firerate and high damage per bullet (which usually lends itself to the ‘skill-requiring’ gun category) but at the same time they have the worst accuracy of pretty much any gun in the game (so there’s nothing you can do to try and use skill with the magnums, since you can’t every aim).
The reason I say that they’re so inaccurate is for two reasons:
1 - once you fire one shot, their hipfire accuracy goes completely out the window. That first shot is the only skill shot you can make, since all the rest are just ‘aim at opponent and hope for the best’.
2 - the usual counter to guns that have bad hipfire accuracy is to ADS, but the magnums also have so much visual recoil (meaning that when you fire, your gun moves) that your enemy will almost always completely disappear behind your magnum, making it impossible to aim.
So the only option you have is to pace your shots so that the hipfire spread returns to normal OR the visual recoil subsides and you can properly ADS again, but this then means that your great DPS that comes with the magnum is gone completely, since you’re firing at around a third of the usual firerate. This means that even when you try to use these guns in a skill-based way, your reward is almost non-existent.
Suggestions:
1 - we could simply reduce the amount of visual recoil they receive per shot, meaning that when spam-firing you would still be able to re-aim after each shot without your recoiling magnum completely blocking your view. This would make the guns a lot more viable and, more importantly, skill-based rather than unreliable spray and pray guns.
2 - we could reduce their rate of fire drastically but at the same time boost their damage per bullet by an equal (or greater) amount, meaning that you are forced to use skill and shoot accurately while getting rewarded by a massive amount of damage per shot. I would suggest increasing their damage per bullet to about 45 up close and around 30 at medium range, while reducing their firerate from 300 to 160.
3 - we could also create an increased multiplier for headshots for the magnums only, so that if you hit a headshot with a magnum, you are doing 3x the normal damage rather than the usual 2x. This would mean that if you choose to pace your shots and shoot accurately at your opponent, you can do some serious damage if you aim for the head. This would also encourage a high-skill element to the revolvers, while they can still be spammed in extreme close quarters.
