Yes to Gunslinger, if done right.
Yes to Gunslinger, if done right.
All perks have their range limits, except the SS. Cutting M14 ammo reserve in half and/or replacing the laser sight with a scope, in addition to removing the pistol boosts, would effectively limit the SS's effectiveness at close range, creating more balance compared to the other perks. (The laser sight should be given to the LAR, encouraging non-spammy short-range tactics).
Having said that, you wouldn't want to introduce a new perk that is also effective at all ranges, so you shouldn't have a scope on the S&W 500. Let the Gunslinger operate at short-mid range, similar to Commando, but also give him new abilities to distinguish him from Commando.
Someone else suggested quick draw to be included in the perk stats, I was thinking the same thing. From reading many, many posts, here's my idea:
Gunslinger lvl 6
+70% damage with handguns
-50% recoil with handguns
50% faster reload with handguns
+25% handgun ammo
+15% movement speed with handguns
60% faster draw with handguns
70% discount on Handcannon and S&W 500
Spawn with S&W 500
The damage boost needs to be substantial due to limited range, rate of fire, no reflex sights, and small clip capacity. His limited firepower will be compensated with high mobility and unique akimbo tactics (independant weapon firing & reloading, and swapping to single pistol on the fly). The S&W 500 should put out about 100-125 dmg per shot, more than the Handcannon but less than the LAR. Since it has only 5 shots per reload, the S&W 500 needs another trick to give it an advantage over the Handcannon: 25-50% extra damage against tough zeds (husk, scrake & FP). This can be justified as extra penetrating power against the tough leather-like zed skin. This would give the GS an edge over the Commando against tough zeds.
The GS reload and recoil boosts are in between the SS and Commando. Movement speed is less than Zerk and Medic. He gets the highest base dmg multiplier next to zerk. This is to compete with the Support's stacking penetration damage and the SS's extra headshot dmg. He does all of his shooting with a single pistol aimed ironsight or akimbo hip-firing. This gives him short to medium range and moderate to substantial firepower depending on which he uses, which he can switch at will. This flexibility, combined with quick draw and independant akimbo operation, would make the Gunslinger a finesse perk. He could run and gun when needed, provide moderate sustained gun support (continuous firing/reloading between 2 guns), high emergency gun support with quick weapon switches, and even pluck targets slowly from a distance. Note that the GS would be the only perk besides SS that can switch between 3 different perk weapons, and quickly at that. If pistol boosts were taken from SS, the GS would have a distinct advantage in this regard.
Headshots would count for SS points and pistol damage would count for GS points, so a headshot could award points to both perks or just the SS.
As for siren resistance, it sounds pretty gimmicky and arbitrary. Bloat resistance for Medic/Zerk makes some sense since they have better armor/dmg resist. Triggering zed time at will would be fun but should not be implemented with the Gunslinger since it would basically require a rage meter and be out of place. I mentioned a while back that zed time could be triggered at will with a remote-detonated claymore mine, something epic like that would be a better way to activate zed time imo.
...Upon further consideration, I think it might be good to put a 2X scope on the S&W 500 after all, since the GS would be very similar to the Commando in terms of effective range otherwise. Again, the style of combat would still differentiate it, but with similar ranges, it would largely be a matter of personal taste, the main tactical advantage being extra S&W 500 dmg against tough zeds.
EDIT: no scope on the S&W 500, that would be a Sharpshooter weapon.