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==Tactics== * A single handcannon is often used as a backup for a main weapon with limited range, such as [[Shotgun]], [[Flamethrower]], [[MP7M]] or any [[:Category:Berserker equipment|melee weapon]]. When there are no [[specimen]]s in range of the main weapon, the player can take long shots at approaching enemies and rack up some headshots for his or her Sharpshooter Perk. * Dual handcannons are often used as a backup for long-range weapons, such as the [[lever-action rifle]], [[L.A.W]] or [[Crossbow]]. With an increased rate of fire and reduced accuracy, dual handcannons can be a good tool to deal with enemies that have gotten too close in too many numbers to safely eliminate with the main weapon. Its also good in a moment of panic where the player is swarmed by many enemies, penetrating shots allows to break free or carve a breathing space. * If you find a stray handcannon at weapon spawns, it is always wise to pick it up if you can. Aside from the firepower it can bring, the handcannon sells for Β£375. As a [[Support Specialist]] or [[Field Medic]], finding a stray handcannon or two is a very powerful start. They pack heavy firepower for a weapon their size, complementing a shotgun or medic rifle for range, and sell for a lot of money when you don't need it anymore. * As a Sharpshooter when you're dealing with a single specimen; It's better to switch for your 9mm pistol for conserving handcannon ammo. Handcannon is a great way to deal with simple crowds but also has low ammo reserve. Handcannon may provide great stopping power even with bodyshots but low magazine count and short ammo reserve means you have to make your shots count and aim for the head. Else, you'll find yourself stuck to 9mm pistol for the rest of the wave or get overwhelmed by trash specimen quickly as you reload. * When used off perk, you'll have much better options for self defense so wasting already small ammunition pool is not really a downside of the weapon. Handcannon is capable of one shotting a [[Crawler]] at [[Difficulty#Suicidal|Suicidal]] difficulty and can 2 shot them at Hell on Earth. Although it is still a weak choice against a large flock due its rather slow fire rate, specimen speed at these difficulties and high spread when dual wielded. * Handcannon is hard on recoil off-perk, best move is pace shots to control the recoil when you missed else keeping distance for going down on iron sights again between shots. While recoil rate and spread are mediocre; vertical and horizontal recoil is immensely high per shot when used off perk. * When under attack by a [[Scrake]], use dual handcannons and aim for its head. When used on-perk as a high level Sharpshooter, Scrake will fall if you manage to land most of the magazines to head. As short as 10 headshots at best, a Scrake can be flinch locked to death in Hell on Earth 6 players health. From level 3 Sharpshooter and onward, it's possible to kill a Hell on Earth 6 player health Scrake from upclose headshots by flinchlocking him with dual Handcannons. At lower ranks than level 3, Sharpshooter fails to deal enough damage on a dual pair unleash to kill it outright without reloading once. The handling technique is pretty similar to the [[M14]] against Scrakes. Sharpshooter can choose to provoke Scrake from far just to track his head and dispatch him after a reload safely by enraging. Alternatively, one just can walk up to the alone Scrake to flinch lock him to death with dualies or simply pre-damage his head for a few shots and reload to finish up close. * Against a resistant enemy like [[Fleshpound]], Handcannon greatly loses effectiveness even on perk at high perk levels. While it's possible to kill a Fleshpound by fanfiring two pairs of dual heavy pistols by quick whip up and perfect accuracy. The pistol pairs for the job are dual .44 [[Magnum]]s with dual Handcannons and being a level 6 Sharpshooter is recommended, but the moment you empty the latter, you can't really do anything against Fleshpound without a rifle. Other onperk long rifles are prominently better for killing Fleshpound and practical in terms of ammo management. Pistol pairings may give a great thrill while killing big specimen but this won't last long unless one really strict about managing ammunition by use of [[9mm tactical pistol]] against trash specimen. * Confronting the [[Patriarch]], dual Handcannons can easily utilized to burst him down. Unless he spins up for his minigun attack, piercing headshots will deal full damage at every other occassion. When he took the minigun stance, he will ignore perk bonus headshot damage multiplier that varies between 1.2-4.8x and will incur default 1.1x headshot damage as if it's used off perk. When he spun up for minigun, Patriarch should be considered resistant to piercing headshot damage and completely ignoring headshot damage for non-piercing rounds. Just like long rifles, any kind of dual pistol shouldn't be used against him unless some teammate can contain his melee attacks and lock him in the spot by causing him to whiff, else it should be only considered at long distance with well paced shots as he tries to steer away. Otherwise, trying to burst him from close to mid distance will cause his retaliation be deadly unless you really catch him between his attack intervals.
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