Board Thread:News and Announcements/@comment-30285046-20170404181258

I just got the weapon about 10 minutes ago so I tested it for about 10 minutes before writing this review. I also watched some of the youtube videos on the weapon so I knew how it worked beforehand. With that said lets jump right in.

1. Damage: The damage of the Big Kaboom is exactly that, a Big Kaboom. At point blank range it oneshots without charge, and with charge it can one-shot to about half it's maximum range. past the halfway mark for range there is a MASSIVE damage dropoff. at maximum range with maximum charge it only removes about a sixth of the health, and this is bots not the better geared opponents in multiplayer.

2. Range: If you consider this weapon as a short-range weapon then yes it's range is quite good. I went in expecting the range to be worse, but i was pleasantly surprised by how far some of the bots were when i took them out. With that said however, compare the Big kaboom to the average range of weapons used in multiplayer and you see a distinct disadvantage on the Big Kaboom's end. It has decent range for a short-range weapon, but its range is quite bad against other ranged weapons.

3. Accuracy: Not much to say here it has strong autoaim so you can usually land your shots. The bullet (can it be called a bullet?) is a very large bullet compared to other weapons so it has the capability to take out multiple targets, but for some reason it's physics is kind of bad as it seems that the bullet is also absorbed into the body if you hit them straight on. Thus it can only hit 2 targets at the same time if both targets are in the crosshairs. So if there are multiple targets bunched together, but only one of them is in your crosshairs, from experience you will only hit that one target. Kind of sucks but not a big deal.

4. Agility: again not too bad. I thought it was going to be alot slower, but equip it with 14-21% agility and it fares quite well in battle and speed. It's definetly not as fast as the blunderbuss, maskeleon, or the flare mk.3 but you are going to be faster than a DBC or fireworks cart. I equipped it with the red hero armor in missions and i didn't feel too hindered in terms of speed.

5. Special ability: the charge up basically. It takes a long time to charge up. 4 seconds to a max charge is more or less an eternity in this fast-paced game. So there seems to be 2 or 3 stages of charge, marked by color. Yellow charge is the weakest it will oneshot close to mid-close range. Orange is the middle one can take out about half health at midrange. Red is the strongest and can take out players one shot at midrange while doing some good damage at mid-long range. Also because of this chargeup you can't hold and spam. this means that each shot needs to be separatley released, meaning that there is a delay between shots. This is a disadvantage compared to similar weapons like the AS where you can just spam shots.

6. Reload: not to bad. compared to the damage it does it is quite fast. animation is from the zap gun (i think).

7. Enjoyment: Best part of the gun i guess. Couple its damage with the special ability and you get a very unique gun that is fun to use. I personally enjoy using it more than AGC and maskeleon. It is balanced, and most importantly it has variety. You need to decide how much charge you need which adds an element of mastery, but also excitement to this gun.

8. Overall: Not a bad gun, but not a great gun either. It's just your average novelty weapon. For F2Ps its not going to change the game like the maskeleon or the fireworks cart. For P2W its not going to do well against paid weapons (like AS, RE, BR, and to some extent the IR) because it's range is quite short. you can run quickly with it if you equip some speed boosts. It's biggest problem is it's range and it's damage dropoff so i can't see it in use by F2P if they have maskeleon, AGC or fireworks cart. I'd personally give it a 7.5/10 maybe a borderline 8/10. It is a very fun gun to use so i would recommend you getting it but it's not imperative that you do.

9. Improvements: range and charge up time. If DLE could extend the range just a tad this weapon would compete much better against P2W. reducing the charge-up time by 1.5, or even 1 second would make this weapon much more fun to use, since you would (theoretically) get off more shots without the wait time for it to charge.  