08-14-2019, 12:25 AM
The Whirlwind is currently in an awkward state as a sniper where it plays more like a slug shotgun than a gun you need to be accurate and are rewarded with. The accuracy on this sniper said to be "so accurate" is abysmal at even medium range and sometimes close range a headshot could hit either 1 pellet, miss entirely, or have both pellets hit where you were not aiming on the person. Due to this reason I feel it should probably be more accurate in close and medium range fights, but still being slightly inaccurate at long range seems fine. And to make it so this isn't just a buff to the weapon overall I'll suggest lowering the pull on the whirlwind spots or adding a cooldown between procs. As is the inescapability of the whirlwinds is pretty crazy, but they fit with the sniper theme of allowing for easier followup shots. The Whirlwind will proc a whirlwind on every pellet hit as is and makes it almost impossible to go anywhere once hit, and along side with the massive pull from these if a player starts spamming jump and other movements they propel around in the whirlwinds also creating hard followups. Making the pull less on these so people can actually escape them after trying to move away from them for a short while would benefit the hit players with the feeling of not being trapped and the shooter not having to adjust for a player spazzing out inside the whirlwind. Otherwise a good change might be to make it only proc maybe once every 5 seconds that way you can't mega stack people with a ton of limb/body shots.
Evidence of inaccuracy:
Evidence of current BS pull:
Evidence of inaccuracy:
Evidence of current BS pull: