Don't go around calling people bad shots when it's the design that's flawed, we might not all be gods of the Hwacha, but if everyone has to be considered something like this to be allowed to properly disable at least semi-consistently with this gun, then I wonder if this gun is actually worth general usage.
Im not sure if this was targeted at me or not, but I never called you or your gunners bad shots. You are adamant in your belief that the gun is flawed, when others simply don't think so and cant really counter you without coming across at "you need to shoot it differently."
My short answer is that I will always fail to grasp your concept of adding spread to get more accurate. I say it in the nicest tone I can on the internet.
No no that was not aimmed at you personaly, my mistake there, should have pointed it out. ^^
The concept is relatively simple.. well in my head at least, when you have a gun that needs to hit multiple targets, it's only natural you don't want all of your rounds to go into the same place unless they have a large enough AoE to destroy all targets by just hitting a single place, but since having a gigantic AoE at that range would be, quite frankly, ridiculous, I want to have some spread back in order for the gun to be more effective.
It used to be like this in 1.2, I don't see why it shouldn't be the same now as well, the gun was fine and balanced just like this.
There's no longer accurate publicly available data that lists the correct hwacha aoe, so you'll have to trust me that it's 7 meters; but I can absolutely guarantee that it is.
There are also many reasons that a hwacha barrage could take out one gun on the side of the galleon and not the other; ie he nailed only 5 shots on gun but one gunner repaired mid volley, he nailed 4 shots on gun but pulled the rest way to the side etc etc
I agree unless you're a very good hwacha gunner max range shots are difficult to achieve full disables with; when I take a hwacha fish in pub matches or even when I take a hwacha in competitive play I'll often ask my gunners to hold fire until I say so. This way I can achieve the optimal range for a heavy clip hwacha based on my quary as well as stabilize the ship so my gunners shots predictably fall where they aim.
If they realy are 7 meters long then I suspect some hitbox madness was up to something then, I still find it hard to believe after playing with it lately, but this is exactly the unreliability that I'm talking about, it's already very hard to hit at max range.
Zill, you said that Heavy clip's up/downs are good but I'll have to disagree, this gun along with many other guns in this game have an indicated range that is much, MUCH longer than their 'real' effective range without Heavy Clip (Which for most inaccurate guns is under 200 or 300 meters), I find this is flawed by design, I would much much more prefer my gun be accurate at it's max range anyway so I can play with other ammo types than being forced to use one just so I can hit a bloody thing and then have those max ranges adjusted accordingly.
To me, when the gun's indicated range is 1200 or so meters, I should have the power to use the gun at to at least 100-75% power output, especially considering how risky this particular gun is.
More spread on heavy clip won't make it more accurate, just more forgiving. Also the amount of screen shake makes it even harder to aim effectively, you'd need to move it around by 5~ pixels which is pretty hard to keep under control. If the hwacha wasn't meant to use heavy clip and disable at mid-longe range, why does it have such a ridiculously long shell life? It SHOULD out class the Artemis, right?
And Nidh actually ninja's me while I was writing my post.
Yes, making this gun more forgiving is what I want anyway, not to boost its efficiency, cause it has efficiency, but it is overshadowed by the strict unforgiveness of the gun, aka, it's not as reliable if it's not as forgiving.