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SMG, ya it seems out of place with the other weapons even though it was first put in service around 1914 for WW1 so kinda in the same time line.
History had some wacky guns in that time period that could be inspirations. For example there's the Guycot chain pistol which has an internal bullet chain that holds like 40 shots.
It should have a much lower rate of fire, as well as an open-bolt design that has a bit of a delay when firing. Think the American M3 SMG (grease gun). It has a delay fire due to being open bolt and a fairly slow rate of fire compared to other SMGs.
1: Revolver. With the iron based bullets is one of the best guns. More accurate than the sniper rifle (wait, what?!?) 45 range and 15 daamage. The regular bullets are weak, with low range. (10 range, 5 damage).
2: Shotgun. Basic shells do okay damage in a shot pattern. Upgraded, does 20 damage, but with low accuracy and range - revolver is better in general.
3: SMG. 3 damage per bullet, 4 upgraded, 10 range both. Rate of fire is high.
4: Grenades. Like all base explosives, 50 damage. Better rate of fire but lower range than the mortar, and worse inventory economy. (Stack of 5 vs 20).
5: Mortar: This is great. The best inventory economy for an explosive weapon, with good range. The upgraded grenades are the most destructive thing in the game other than the volcano, with 200 damage a pop, but are also highly expensive.
6: Gatling gun. A little too inaccurate for comfort, but with a magazine size of 500 rounds, who cares? Actually, I do. It slows down your movement, which can be dangerous. When its inaccuracy means you don't kill enemies fast, it means you take a lot more damage using it than other weapons. Still great at tearing up enemy drillships, with the cheapest bullets in the game, by far. And if a COG wanders into your sights, too bad for them.
7: Sniper rifle. 50 damage at 50 range. Spread of 2%, like every weapon except the revolver, with 1%. It feels accurate enough though. The scope moves a little too fast; it should be slower than regular aiming. (Is there a setting for it?). Nice and satisfying though.
8: Explosives: Cumbersome, and do the same damage as grenades and mortars. Probably the worst weapon, except that you can do funky things with the detonator.
Conspicuously absent weapons:
Pistol. Basically a revolver with a bigger magazine.
Iron pistol ammo for turrets. Slug ammo for shotgun turrets.
A better melee weapon. A steam hammer or chainsword or something steampunky.
A basic semi-auto or bolt action carbine.
Lethality increases greatly as the game progresses, with both more numerous COG's, better armed, and tougher. That is an exponential increase in threat, and the linear increase offered by armor is barely relevant. I've written my thoughts on that elsewhere though. Optionally, don't have enemy cogs using the best weapons AND ammunition available at all times.
Explosives are more for safety than power, throwing grenades around indoors risks hurting yourself while explosives can be safely placed exactly where you want them and still leave enough time to get out of the blast radius.
I don't think a semi-auto pistol would fit terribly well, most of this game feels like it's pre-automatic. Like Wild West era tech. Cartridges so no powder and ramrod loading but no reliable rapid fire either.
And yeah, the pick is a pretty good weapon. Honestly I think it looks good as well, a pick just seems like the perfect thing to use against metal robots since it would pierce their shells.
Y'know, the gatling gun was a thing even in the wild west. That one's just fine. Perhaps they should 'reskin' the SMG into a Wardin steam gun or something, but the basic idea isn't that problematic in the game, I think.