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The gunslinger skill incorporates four weapons. Pistol, SMG-5, 44 Magnum, and Desert Vulture. Compare this to every other skill, which only has three. Logically speaking, these three classes of weapons should be split and given their own skills. Handguns, magnums, and SMGs.
Now let's look at this from another perspective.
There are three semi automatics in the gunslinger skill. Pistol, 44 Magnum, and Desert Vulture. There is also the odd duck automatic in the SMG-5.
The semi automatics have a natural three tier progression, while the SMG-5 sits alone at an awkward spot between first and second tier (leaning towards second, though).
The actual logical thing to do here is split the SMG-5 off of gunslinger, give it an SMG-centric skill, and then add two additional SMGs to fill out the three tier design. Something for first tier, and something for third tier (or shift the SMG-5 to first tier, whatever works best).
I wasn't really going a "route of logic". I was just letting you know what is factually in the game right now. That's all. ;-)
Okay, I'm not sure why that's the actual logical thing to do, in your opinion. Seems completely arbitrary to me, and just something you want rather than anything to do with "logic".
In any case, the problem with that idea is there is already one line of ranged weapons per attribute.
Perception - rifles
Strength - shotguns
Fortitude - machine guns
Agility - pistols (with smg)
Int - robotic turrets
If you make a new full smg line of ranged weapons and assign it to some attribute that now has two full lines of weapon choices, then you have unbalanced the attributes, and everyone who doesn't have two lines of weapons will be complaining.
We have yet to see a desert vulture even a lvl 1. We can craft lvl 5s but still haven’t seen any in loot.
Who said there needs to be numerical parity in the number of weapons affected by any given perk? And who said weapon perks cover exactly 3 weapons? Clearly, not the devs. They're perfectly happy making perks applicable to 4 weapons as it is (Gunslinger, Brawler, Shotgun), so why not 5 or 6?
Remember, Gunslinger affects small firearms that use 9mm and magnum ammo. These are backup weapons: 9mm being a cheap substitute for automatic weapons, and magnums being a cheap substitute for rifles and shotguns. Even with a Tier 3 9mm, sinking points into Gunslinger would not be optimal unless Gunslinger provided players with a more flexible tactical loadout than similar perks. Having additional weapons tied to Gunslinger when compared to other weapon perks is a matter of game balance: you trade killing power for flexibility and ease-of-use.
Consider Archery. Archery currently governs 5 weapons - T1-3 Bows and T2-3 Crossbows. That's not excessive, though, and if you notice, no one has thought to complain. Bows and crossbows have numerous disadvantages when compared to firearms, so getting a little extra variety out of your Archery perk is seen as a fair tradeoff.
Gunslinger should get the same consideration.
There is not now, nor has there ever been, an established principle in this game that perks must cover 3 weapons.
There IS, however, clearly a plan to have at least one Tier 3 equivalent for each class of weapon. 9mm is (afaik) the only one lacking this at the moment, so it follows that 9mm should get one.
Pistols aren't alone here though, there's not really a stone age equivalent for rifles or automatics either; While Shotguns have the Blunderbuss. So it could be argued that Pistol IS Tier 1; but then we're missing the T2- A better pistol that splits the difference between pistol and SMG.
Ah, ok. I think most players feel the current SMG is a little underpowered for T3, but the official designation is Pistol T2, SMG T3 then? I think a new T2 9mm would be a solid solution in that case - perhaps a weaker/less efficient SMG, such as a Scorpion or Uzi. Again, Gunslinger guns are less powerful than competing types of weapons, so having more variety is a solid tradeoff, and T2 access to auto fire would be great.
Regarding Shotguns: iirc there are 4 shotguns right now, blunderbuss, double-barrel, pump, and auto. What are those considered? T1 Blunder, T2 double and pump, T3 auto?
Stone is really tier 0. Iron is tier 1, steel tier 2, and motor tools tier 3. Wood club, baseball bat, steel club, missing tier 3. Primitive bow, wood bow (which requires parts because ♥♥♥♥ it), missing tier 2, composite bow. I imagine they consider the blunderbuss to be the tier0 firearm for every class of weapon, even though it really oughtta be considered a t0 shotgun.
The idea of there being a "stone age" in this game is laughable in the first place. The A19 loot changes have shown that, and there are plenty of loot related posts that show you exactly why.
If you want a decent loot progression it should be:
Pistols | Rifles | Shotguns | AR | Robotics | Bows | Melee
T1: pistol | none | blunder | no | sledge | Bow | stone tier
T2: SMG | rifle | double | AK | scrap | comp | iron
T2.5 rev | hunt | pump | AK+| SMG | comp+| steel
T3: DE | sniper| AA12 | MG | shotgun | comp+| Steel+
this makes far more sense in a game where guns and everything have been around since before the apocalypse (this is heavily based on the US after all). Stop the whole T1 = stone age nonsense and make a decent progression system where certain guns might not be available as a drop in the early game, but *some* decent pistols etc can still be found. Yea,h not every weapon has 3 tiers, but whatever, that can always be shuffled around as needed.
Or the Kriss could be T3 and the P90 T2?