Overview[1]
"A slow but powerful handgun"; "Fan the hammer to unload the entire chamber"
The is a weapon that is slow but powerful. It is able to deal heavy damage without too much difficulty. However, it is semi-automatic, so you will need to click on each shot.
Stats
- Ammo
- 6/36
- Cooldown
- 0.40s
- Cost
- 25
- Critical Damage
- 40 → 10
- Damage
- 30 → 8
- Damage Dropoff Range
- 75 studs → 200 studs
- Empty Reload
- 1.16s
- Equip Cooldown
- 0.60s
- Fan Cooldown
- 0.15s
- Move Speed
- -5%
- Reload
- 1.80s
- Spread
- 0.5°
- Weapon Title
- Revolver
Ability
Instead of an ADS, the Revolver has a Fanning ability. Upon activation, it rapidly fires all remaining rounds in the cylinder before automatically reloading. You can cancel out the Fanning ability by reloading at any given moment while Fanning, as well as using your quick melee/utility button, or switching to your other slots.
Tier ranking
Trivia
This gun is most likely based on the Smith & Wesson Model 686. The Desert Eagle skin for the shares the same inspect and reload animations as Handgun. Although the Desert Eagle skin for the looks similar to Handgun's design and functionality, it does not support ADS. This is because of the Revolver’s fanning mechanic, which replaces the traditional ADS functionality. As a result, the Desert Eagle skin maintains the 's original firing style despite its modern appearance. The Peppergun is most likely based on the.36 Pietta which is a Blackpowder Pepperbox revolver. The Sheriff is based off the Colt Cavalry M1873 The Keyvolver is loosely based off the Rhino 60DS The and the are the only secondary that doesn't have ADS support, it's also the only secondary that has movement penalty and has the smallest movement penalty of all the weapons tied with Flamethrower|. This Weapon, along with the Sniper|, Shotgun|, Handgun|, Spray| and Shorty|, are the only weapons that have a different animation when reloading in a full batch.
History
Added Revolver. 🔻 Damage decreased from 35 → 33. 🔻 Fan the hammer now forces you to unload the entire chamber. 📝 "We're bringing back the Revolver's 3-tap headshots in exchange for less power at long ranges." 💪 Equip time decreased from 0.9s → 0.45s. 💪 Damage increased from 33 → 34. 🔻 Now has damage dropoff – damage drops from 34 → 8.5 when travelling from a distance of 50studs → 200studs. 📝 "We're reverting the Revolver's damage to be better aligned with other secondaries." 🔻 Damage reduced from 34 → 33. 📝 "We're reducing the Revolver's overall power without changing basic interactions." 🔻 Damage reduced from 33 → 30. 🔻 Critical damage reduced from 51 → 40. 🔻 Critical damage reduced from 45 → 40. 📝 "The Revolver's quick equip provided no weaknesses to this high damage secondary" 🔻 Equip cooldown increased from 0.45s → 0.7s 📝 "The recent introduction of input-queueing now makes it semi-automatic functionality viable." 🔻 Firing mode had been swich from automatic to semi-automatic. 📝 "The Revolver was too unreliable to consistently finish opponents" 💪 Equip cooldown decreased from 0.7s → 0.6s.
