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Idea: a LAW perk ?

EXpMiNi

Member
May 16, 2009
12
0
It may be interesting to have a perk associated with the weapon. I think it's a good idea and it would make this weapon more used by players, don't you think ?

Other than its extensive damage and splash damage, the peculiar thing about this weapon is that it doesn't have any perk to be associated with. It could certainly motivate creating a perk !

The LAW would be heavy for other classes, whereas with this one, we would get more ammunition, more resistance to splash damage or even the addition of a grenade launcher.
 
Well technically the LAW used to/perhaps still does benefit from the support class's shotgun damage increase and ammo boost. As for an entirely new perk based on the LAW, well there would have to be DRAMATIC boosts to justify spending all your time running around with what most people would consider to be one of if not THE worst weapon in the game.
 
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No thank you.

Balance the weapons to use current perks.

Law is just useless at the moment, that is true. But even that is true it does not mean we need a new perk.

Then there should be an update to power LAW more. What a nice anti-tank rocket launcher that can't even blow a damn human to pieces. Oh wait, you need like 5 rockets to do that.
 
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Yeah, lets create an ENTIRE PERK centered around one of the worst weapons in the game! That way we won't have games full of LAW-spammers running out of ammo 1 minute into the wave and being stuck with the pistol/knife the rest of the round...or having people walk in front of them so they detonate their own rocket at point-blank and die...

Support with cash to spare is, IMO,the ONLY class that should even touch the LAW, because they're the only class that can carry a weapon besides the 9mm/knife with it!
 
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Including a LAW perk seems like a bad decision unless they actually revisit the LAW and retool the weapon. Assuming it actually becomes a respectable weapon after this retooling, I expect more use of the weapon be support or medic (as a big damage alternative). A perk specializing in the LAW would be terrible is early levels (cost>effect) and probably very useless in later levels (very little ammo). It would be an anti-patriarch perk at best.
 
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Medic is supposed to be a support role. By only carrying the l.a.w it forces him to heal more,take important shots on groups of enemies, offer good backup for teammates being surrounded(hordes of crawlers or gorefest for instance) and because of the medics armor, survivability with a direct law shot close by doesn't kill him. Most if not all other enemies can be dispatched with a 9mm with the exception of the scrake. FP can be decapped with 9mm easily. The only thing the medic perk is missing is a gun, and by adding the law to his perk, the gun that still costs $1500 wont make the class overpowered.

With Fast running speed and an armor bonus, adding a support weapon like the law would make this perk a more used, and useful one. Right now, hardly anyone plays medic other than for the free armor.

This idea needs a little more thought through but I think its a good start and an alternative to adding a new perk

Further ideas to add to the law
*whichever perk/or new perk gets the law, it needs to lower the smoke cloud area, increase the dmg, maybe faster reload, and increase resistance to explosion dmg.
 
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Even with this fix, the law still would not be used except perhaps against the patriarch. FPs have the decap, scrakes have perma-stun, other random enemies are easy enough to dispatch.

If the LAW were retooled it would still likely not be used because of little ammo, large cost, large weight. Even if it took FPs out in one hit on hard with 6 people you would likely get overrun by other specs. The only exception to this would be the support class because you could carry law + shotty.
 
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