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To make good use of a Revolver you need high gear rolls with very specific blessings and perks. You also have to be fast, accurate, know the different enemy breakpoints for head/chest hits, how to prioritize well and to conserve your ammo. In short, for a Revolver to be truly good, you need to be able to routinely slide/dodge/melee around the field making the correct split-second decisions and accurate headshots. Plus with its low ammo pool and slow reload it's a horrible tool for tons of ranged or big clusters in general, so you need to compensate for those with tons of positioning, prioritization and melee. It's one of the least noob-friendly weapons there are.
Also you have to realize that tons of us experienced gamers grew bored of the meta ages ago. There are lots of builds that aren't meta, but are still popular because in skilled hands they're good enough while being different and fun at the same time.
So for we went from talking about vet to zealot so that comes of as sidetracked
Sure I honestly just lean more towards the lasepistol and to be fair the vets I seen use it may just not be that good or the RNG god was not on there side...
but no need for the jester awards gens...
I just threw in zealot because though it's viable for vet as well, it's the most popular with zealot.
I've been a long time advocate of the revolver even before people realized what you can do with it.
It's great to be able to swap to it on a moments notice to drop a troublesome special before swapping back to melee all in the span of a single push.
I use it on my sharpshooter build paired with a chain sword and on my squad leader build with a combat knife.
Either we agree on the definition of power and this is not a subjective matter, or we don’t agree on the definition of power and such a debate is void.
Yes.
This is a game so when you shoot the weapons you want to feel a particular type of satisfaction.
So for example the reason the machineguns don't do much damage per bullet and cause stunlock is so you can feel the visceral thrill of holding down the fire button and hosing enemies. This is just standard in games.
Conversely the huge 5 shot handcannon should annihilate in one shot cos you only have five shots and its just a visceral thrill to one tap enemies in the head with it.
Even "realistic" games like Insurgency understand this to a degree.
If you want realistic weapons or want to feel how they feel to play find an old copy of the original Rainbow Six. One tap pretty much kills everything in one shot. It get boring really fast.
If you make pistols realistic vs zombified monsters they will likely only kill on headshots and take multiple. Not very exciting and actually more in line with a survival horror game. Same with machineguns. Make them more devastating and suddenly hordes are simply not a challenge anymore.
I hope this helps Op.
It does when you're trying to fight metaphysical horrors and spawns of them. Zombies and mutants are far more pain tolerant and resistant to small caliber rounds with standard propellant. This is Warhammer, everything is cranked up to 11.
We should have 1.00 grade ammo in our handguns. .50 is just popcap ammo that doesn't do anything. We have the Manufactorums.
WHAT IS WRONG WITH YOU IN THINKING .50 IS TOO MUCH? HAVE YOU CONSUMED TOO MUCH HERSEY?
Veteran, like every other class at the moment, deserves to be toned down but the Revolver isn't much of an issue.
I think that Heavy Stubbers hover around that dimension.
It's the crits that make it deadly, especially on vet. Running a crit focused revolver build and taking 1.2 seconds to aim gives me a 70% crit chance. Aim for heads (Revolver is very generous with headshots), and you essentially spend your entire run hitting those crit weak spot numbers that drop just about anything in 1-3 shots. The issue is getting a well rolled revolver and I'm still trying for a slightly better one. It's a fun to run every so often, but not all the time.