CHARGING
RICOSHOT
The PIERCER charges a beam that will strike up to 3 targets, dealing 3.0 damage to each. The piercing beam will hit the same target multiple times if it is the only target hit. The alternate fire has a cooldown of around 2.4 seconds.
The true utility of the PIERCER comes from its alternate fire, which has a reasonably short cooldown compared to the Alternate Piercer and has a fairly high damage output when targeting the head, limb, or certain weakspots. It can be used to frequently dish out decent damage from anywhere on the map due to its hitscan capabilities.
The charge shot is able to ricoshot, and can do so fairly consistently due to its faster speed compared to the Alternate Revolver. With 4 coins, a charge shot ricoshot is able to deal 13.5 damage on headshots, a very respectable number.
Hold the alternate fire button and then release when fully charged.
You can combine the Charge Shot to the Marksman revolver to do a ricoshot or an ultraricoshot.
SLPITSHOT
ULTRARICOSHOT (RAILCANNON)
Its punch deals 2.5 damage and inflicts heavy knockback on most enemies. Holding the button will cause a blast, dealing 1.0 damage in area in front of V1. This can be used to easily clear groups of Filth or stagger enemies to preventing them from attacking.
The MARKSMAN'S primary fire can be quite useful when used in conjunction with its coin-tossing ability. Tossing a coin and shooting it will cause a ricoshot, bouncing the shot off the coin and reflecting it toward the nearest enemy. This is capable of instantly killing or severely injuring most low-level enemies. In addition, hitting a chain of Splitshots allows you to quickly clear out a room of fodder enemies.
Coins can be used in conjunction with other weapons as well, including the Piercer Revolver and its charge shot, the Alternate Revolver, the Electric Railcannon, and the Malicious Railcannon. Doing this has the potential to deal much more damage than the Marksman Revolver could ever do alone.
Once a coin is tossed (by using your alternate fire button) you can either do a ricoshot or a splitshot. You can perform a splitshot by shooting at the coin after it flashes a little light (or hear the little ring the coin makes when falling).
By tossing a coin or all four coins, you can perform an Ultraricoshot with the Peircer Revolver, the Electric Railcannon, and the Malicious Railcannon. These coins can multiply, empower, and aim hitscan attacks upon being hit, allowing for a truly impressive amount of strategies to be employed. They can also be punched into enemies with the Feedbacker to deal 2 damage.
PRIMARY FIRE
ULTRARICOSHOT (SLAB REVOLVER)
The ALTERNATE Revolver (also known as the Slab Revolver) is the alternate form of the Revolver. It can be unlocked in [ 1-4: CLAIR DE LUNE ] after interacting with all four secret slabs found throughout Limbo. It is the first alternate weapon players can find in the game.
The ALTERNATE Revolver fires two 1.25 damage hitscans, totaling 2.5 damage per shot. These are not affected by locational damage. After firing, the hammer must be pulled down to fire again, and if V1 swaps back to the Alt Revolver without pulling down the hammer, or by not waiting 2 seconds after firing, a longer swap animation will play. Unlike the Rocket Launcher, different Alternate Revolver variants have independent primary fire cooldowns, allowing up to three primary fire shots in quick succession.
The Alternate Piercer's longer charge time makes it a less useful when regularly using the weapon, but makes it fantastic as acting as a high burst damage source, almost making it similar to a second Railcannon shot. Considering the damage build-up that can occur when hitting Coins, this can turn into a wonderful combo when throwing coins with the Marksman and using the Charge Shot on them with the Alternate Piercer.
Charge Shot fires six 1.25 damage hitscans, totaling 7.5 damage, with a longer recharge than Standard. However, if 4 hitscans hit a single enemy, the next 2 hitscans will pass through, meaning only 5 damage dealt to a single enemy.
Just like with the default variant, the revolver's primary fire still works during the charge shot's cooldown.
Considering the damage build-up that can occur when hitting Coins, this can turn into a wonderful combo when throwing coins with the Marksman and using the Charge Shot on them with the Alternate Piercer. This deals A LOT of damage when 4 coins are tossed, I recommend using this strat when going against bosses.