Gun handling
The combination of accuracy, aim time and dispersion penalties that decides whether a gun hits what it is pointed at.
Also known as handling, gun feel.
Gun handling is not a stat, it is the name players give to the three that interact: base accuracy, how fast the circle closes, and how far it opens when the vehicle moves or turns.
A gun with good handling can be fired on the move, from a peek, after a turret swing. A gun with poor handling forces a full stop and a wait, which on most maps means giving up the shot, and this is the difference that makes two vehicles with identical DPM play nothing alike.
Related terms
AccuracyA gun's dispersion at 100 metres, in metres: the radius of the circle a fully aimed shot can land in, where lower is better.Aim timeThe time the aiming circle takes to shrink by 60 percent of its width, not the time to become fully aimed.BloomThe widening of the aiming circle caused by moving, traversing or firing, and the reason a gun's paper accuracy is rarely what a player experiences.DispersionThe size of the aiming circle at any moment, which grows with movement and shrinks as the gun settles.