Pistol-whipping or buffaloing is the act of using a handgun as a blunt weapon, wielding it as an improvised club.[1] Such a practice dates to the time of muzzle loaders, which were brandished in such fashion in close-quarters combat once the weapon's single projectile had been expended.

The term buffaloing is documented as being used in the Wild West originally to refer to the act of being intimidated or cheated by bluffing. It would develop into a term meaning to strike someone with a handgun in the 1870s when Stuart N. Lake reported Wyatt Earp doing so.[2][3][4] Wild Bill Hickok would also be a prominent practitioner of the technique. The new use of the term developed because the act of hitting someone with their revolver was seen as an additional insult to the character of the victim.[3][5]


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The practice of using the handgun itself as a blunt-force weapon began with the appearance of muzzle loaders in the 15th century. Single-shot weapons that were tedious to reload were used to strike opponents directly in close-quarters combat after their projectile had been expended. It was entirely up to circumstance whether the user had time or chose to reverse the gun in their hand and strike a blow with its handle or merely swung the heavy weapon as a club or baton holding it normally.[citation needed]

There are arguments as to the efficacy of either approach. Author Paul Wellman notes that clubbing an opponent with the butt of a gun held by its barrel, as seen in some Westerns, is problematic. First, the danger of an unintentional discharge could fatally wound the wielder. Second, many early revolvers of the black-powder cap and ball era, were relatively fragile around their cylinders relative to solid single-shot weapons. Third, rotating a gun so that it can be held by its barrel takes extra time, potentially crucial in a conflict.[citation needed]

To avoid the risk of damage or potential delay, pistol-whipping may be done with the gun held in an ordinary manner, hitting the target with an overhand strike from either the barrel or the flank of the gun above the trigger. It was a fairly common way to incapacitate a man in Western frontier days (assisted by the heavy weight of the handguns of the era), known as "buffaloing", with the verb form being "to buffalo".[7][8]

Pistol whipping may leave unusual lacerations on the body of the injured due to various protruding details of the pistol.[9][10] When blows are struck using the butt of the weapon rather than its barrel or flank, semicircular or triangular lacerations on the skin may be produced. The magazine well at the bottom of a semi-automatic pistol and its surrounding base produce rectangular lacerations on the skin.[11] These lacerations can vary in depth and severity, but "whipped" fractures are common. The skin underneath the "whipped" area often will not present with bruising because the skin is split and not crushed.[12]

The practice was seen as a means of avoiding fatal confrontations. Instead of opening fire, an officer could knock someone unconscious with the barrel of their revolver which they claimed lowered mortality rates.[13][14] This technique would later be recognized as a form of police brutality.[5]

I guess it depends...if you are using the gunslingers deed ,pistol whip or just using the pistol as a club. I would think a pistol could be used as light improvised weapon. But if you are using the gunslinger deed I would say no it is not a light weapon but has the category of "one handed firearm" based on the reading of the deed. Hope that makes sense

I guess I am saying you could use it as a light improvised weapon which is different then the gunslinger deed, pistol whip. Anything can be used as an improvised weapon...the gunslinger deed has specific rules around pistol whip....

Would a gunslinger add strength and enchantment bonuses to the attack and damage rolls for the pistol whip? As a melee attack it seems that he or she would but there's no indication of that in the ability description.

Would a gunslinger add strength and enchantment bonuses to the attack and damage rolls for the pistol whip? As a melee attack it seems that he or she would but there's no indication of that in the ability description. Slamy Mcbiteo wrote:When she does, she is considered to

That changes this week with Pistol Whip, which both evokes the simple genius of Beat Saber yet actually delivers on that rare combination of familiar and fresh. Its single-sentence pitch is just as fun: pretend you're John Wick and get into gun-fu battles against hypercolor hitmen to the rhythm of thudding techno. (No, this isn't a licensed John Wick game, but rather an obvious homage to the house that Reeves built.)

No matter: your job is to survive a given level's motorized sidewalk by shooting every baddie down, all while bobbing and weaving to dodge their slow-moving bullets. The catch is, randomly shooting the bad guys gives out fewer points. To maximize your score, you must shoot your gun to the beat of the insane music being piped into your ears. (Again, what's going on here?)

Equipped with a single pistol, unlimited ammo, and a point-down-to-reload mechanic, your primary goal is to stay on the song's rhythm while noticing and shooting every enemy in your field of view, particularly the ones who pop out of cover or run through random hallways. Should an enemy stand directly in front of you at any point (they occasionally find themselves on your automatic path), you can get more points by whacking them with your gun as a blunt instrument. (Right, Pistol Whip, I get it.) All the while, you have to keep an eye on enemies' guns, which flash red when they're about to shoot a bullet. That's a good hint, for example, of whether you should wait to melee-strike a nearby foe or shoot him down a few paces away.

Pistol Whip's secret sauce is its clever level design, since enemies constantly pop out from left to right and from top to bottom while you automatically glide forward. Cloudhead Games proves its VR development chops with Pistol Whip's levels. For one, they're grounded with what I like to call "anchoring" geometry at all times, with a sense of a central horizon point and a high-contrast color palette that favors bold-yet-cool colors. You won't get sick auto-moving through these worlds, and it's a remarkable feat.

Additionally, that forced-movement perspective lets the designers telegraph each upcoming threat. It quickly becomes second nature to read certain block and cover formations from a distance. A floating block next to nothing else? An enemy will probably spawn on that and start shooting. A sharp break in geometry near the floor? That's a good hint of an exposed basement section below to come, which will almost certainly hide a few easy kills. There's a neat choreography to how a good Pistol Whip level works. Its geometry organically forces your gaze to scan rapidly yet smoothly, as opposed to all over the place in a dreadful hurry.

The result feels more like a top-notch '90s arcade shooter than pretty much any VR fare that has launched thus far. When an interesting Pistol Whip level element unveils itself, often with a surprise reveal of gun-wielding goons, I get the same rush I remember from turning a crazy corner in a classic House of the Dead shooting sequence.

Yet unlike '90s on-rails arcade classics, which copied each other ad nauseam, Pistol Whip carves out a unique identity by combining the open, wide shooting possibilities of VR with a rhythm-matching tweak. The game tracks any song's rhythm in double time, so you can even get away with some rapid-fire ammunition percussion in a pinch and still get maximum points per shot.

Unfortunately, in my week of pre-release testing, I've struggled to match my shooting rhythm with any of the ten included songs on both a Valve Index and an Oculus Quest. I can't put my finger on what's wrong with my timing. Maybe I'm just trash at the narrow gaming niche that is rhythmic-hitman simulations. The trouble is, neither the game's tutorial nor any of its on-screen messaging makes clear exactly what it takes to match the music's rhythm. Heck, the tutorial doesn't even mention this shoot-to-the-rhythm system; if you're lucky, the right loading screen tip will inform you of its existence.

I'd love to see a patch with some sort of calibration or testing room, where you can hear a loud, clear beat and see how well your shots line up with the music's timing. Instead, all we get thus far is a "vibrating metronome" option, which makes your controllers vibrate to the music's beat. Thus far, on both Index and Quest, I have noticed an itsy-bitsy delay between that rumble and its matching percussive beat.

Pistol Whip's menu system also screams "early access" in terms of font sizes and other elements being weirdly sized, and the presentation, or general lack thereof, doesn't help matters. You come to life in what looks like an abandoned B-movie studio. You aim a gun to pick some random movie poster, then combat begins. The results feel surprisingly slapdash from a team who made such ornate, beautifully detailed worlds in the VR-puzzle series The Gallery.

Worst of all, at least as of the game's launch, is the unoptimized state of the Oculus Quest version. Will this game get up to a smooth 72fps refresh in the near future? The game's three-tone palette and simple geometry seem to favor Quest's weaker hardware, but Cloudhead apparently still has its Quest work cut out for it.

Pistol Whip could be great. Until then, it's mighty good and arguably the year's best new VR action game. After all, 2019 has mostly been the year where people finally bought headsets and discovered 2018's killer games. For the VR faithful starving for something fresh, this is it.

I think (if we go with what anet is saying) the pistol will be more of an 1h ranged support or utility weapon as we lost scepter to fill that roll when they made scepter an full dps weapon. In an odd way pistol i think is going to be more for tempest with an pistol/war horn support build. 152ee80cbc

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