just throwing it out there.......thoughts?
Are you trying to further convince me that this perk will basically be SS Lite?
This gun would be a waste on clots but would be good for knocking down gorefasts in one shot from medium range. The Gunslinger perk would bridge the gap between Support and Commando.
The microscopically-tiny gap.
How would pistols encroach on the Commando (automatic weapons, reflex sights), Support (short range shotguns, high penetration), or Sharpshooter (headshot/ long range specialist)?
It's not about what kinds of weapons they use, though Gunslinger does look like it would basically use sharpshooter-esque weapons without the headshot bonus, it's about what kind of role it plays in killing zeds. It would do the same thing as most other classes, ONLY WITH DUAL PISTOLS OMG!!!
It's a matter of perspective: either have as much variety as possible BETWEEN perks, or have more variety with the perks available.
I'd hardly call it variety. It's the difference between having a choice of eggs, pancakes, or cereal for breakfast, or 46 different kinds of oatmeal with minor variations in flavour.
More choices is not always a good thing, hell, it hardly ever is without decent justification. It would just bog down the game with more balance concerns (and believe me, KF has MORE than enough of those already).
I think more gun options besides SS, Commando and Support would freshen the game up a bit, since you would see more variety with the gun classes, hence more variety overall.
To quote you, that's a "boldy-stated matter of opinion".
There is a point of diminishing returns where additional perks are not needed and every niche is filled. The question is, are we there yet?
Hey, you're right! We should just keep adding superfluous classes until it's absolutely clear that we have too many!
Aside from range, where the Gunslinger would fill the gap between Support and Commando, there is a certain set of zeds that each perk is good at killing. The xbow SS is great for killing top tier zeds at long range. The Commando is great against lower tier zeds from short-mid range. The Support is good for low-mid tier zeds from short range. As you see here, there is nothing ideal against mid-level zeds from medium range.
Except commando (with a SCAR, at least), Firebug (depending on what you considered "mid-level"), Demolitions (depending on what you consider "mid-range"), the Sharpshooter with the LAR or M14.
But no, we should totally add a whole new perk just for mid-level zeds at mid-range instead of modifying existing perks to fill that imaginary gap, and really, what are pistols good for if not mid-range shooting, am I right or what?!
The Gunslinger could fill this role with the S&W 500. (Demo does alright against mid-tier zeds at mid-range but should mainly focus on clearing trash groups).
Says you. In the games I play the M32 is the official tool of rapists when it comes to mid-range.
Literally nothing interesting or unique enough? That's a boldly stated matter of opinion. Numerous unique gameplay mechanics have been suggested, such as independant akimbo firing and reload,
Well, in order to make that possible, you'd have to have a perk bonus of extra limbs depending on perk level.
I think a lot of players would find this highly appealing, being able to effectively shoot continuously without stopping since you could reload one gun while firing the other.
That doesn't sound game-breaking at all!
Reloading serves a very important gameplay purpose; it allows breaks in firing to give the specimens a chance to advance on the players (not to mention it provides a few "OH ****" moments when you're reloading while crawlers are gnawing on your genitals; that tension would be lost with continuous firepower).
This would be like a ranged berserker with less damage output.
"Less" relative:
robdude19 said:Sustained DPS: 278
The gameplay value could justify the lack of realism.
Well that's a boldly-stated matter of opinion.
Also having shotgun-like power at mid range (S&W 500) would be very interesting to a lot of players.
It's spelled "overpowered", not "interesting".
Also being able to switch between single and dual wield on the fly is a unique idea for the GS perk, which would make it easy to trade range for fire rate and vice versa as the situation dictates.
It's something that's been suggested since retail for pistols in general. Having the ability to choose between using one gun or two frankly seems like idiotic perk bonus. "Damn! I need to use the iron sights on my 9mm pistol! If only I were a gunslinger, I would have the mental faculties to holster one of my weapons!"
I'm not very keen on the manual zed-time trigger ability others have suggested, but the siren resistance would certainly be useful. When a team gets mobbed by 2 or 3 sirens the GS would be the last man standing, giving the team one last chance to finish the round. It could be justified logically from years of practice on the shooting range without ear plugs
Along with the "independent reload" thing, this perk is sounding more and more like people just writing down the embarrassing ways they died and designing a perk based around that.
The way I see it, Gunslinger would be kinda like a combination beetween support and sharpshooter/commando
-> Crowd control on short and medium distances (dual pistols or similar), but being able to cause fair amount of damage on bigger targets further away (magnum?).
Oh great, so it would basically do what both of them do already, just not as well.
Still, it wouldnt be as efficent as support specialist when it comes to crowd control because his shots wont penetrate targets (except for the magnum perhaps), and not as powerful as sharpshooter when it comes to taking out the bigger baddies. Its like "all-situations" perk, which is rather equally balanced to handle anything but still isnt overpowered like the SS is currently. I mean, atm sharpshooter is the "all-situations" perk but I hope they have a fix for it coming.
You're basically proving my point that this perk is unneeded and totally redundant, HaTeMe.
This is exactly what I intended this perk to be: an all-around, versatile perk, that has an answer for every given problem. But this comes with a cost: other, "specialized" perks will handle better one thing.
The Gunslinger perk would be a perfect sidekick: he can cover a long-range sharpshooter/demolition taking the small stuff that gets close, he can take down big stuff for a commando/firebug, handle the crowd while a 'zerker takes down that scrake...
Great, a perk with no real weaknesses! Just what this game needs!
Half-Life 2? (More likely a .44 /shrug)
Uncharted 1&2? (Named the 'Wes')
RE 4&5?
Those are the only ones I can pull off the top of my head right now.
Personally I'd like to see a Machine Pistol if anything was added, but that's just me.
The S&W Model 500 was in RE4, RE5, RE: Umbrella Chronicles, The Punisher, and Hitman: Contracts. Revolvers in general, however, are pretty ubiquitous.
The S&W Model 29 was in RE5, Fallout 3, Timesplitters, RE: Outbreak, Kayne and Lynch, the Colt Anaconda in was The World Is Not Enough, Project I.G.I, 007: Agent Under Fire, Black, IGI 2: Covert Strike, Global Operations (one of my favourite games, shame no one played it), Resident Evil, Saints Row 2, Sudden Attack, Parasite Eve 2, Modern Warfare 2, and the Colt Python was in Half-Life, Half-Life 2, Lethal Enforcers, Hitman 2, The Punisher, The Godfather, Grand Theft Auto: Vice City, Resident Evil, and Perfect Dark.
Nowhere near the desert eagle, but it's all a moot point. The Deagle is here to stay, and it's not like we're choosing between the desert eagle and a revolver.
Again, what's wrong with making the desert eagle the tier-3 and choosing something even more indie (since we all seem to be hung up on that) as the Tier 2 weapon? Like the S&W Model 1006 or the LAR Grizzly? Neither of those have ever been in a video game.
Nothing, and I've seen it more than once...
But anyway. Let's make a hypothetical situation here. Let's say this post was called "Demolitions Perk - Yes or No?" and it was taking place 3 months ago. I'd wager that a lot of the people who are arguing against the gunslinger perk would argue against Demolitions.
"Demolitions will render this class irrelevant!"
"This perk already does a lot of what Demolitions will do!"
"Give Demo extra grenades? The Support already has that!"
As it stands there's already a lot of perk overlap as it is. The only two roles in this game are either bust up big things or bust up a lot of small things. Some are more to one extreme, some are more to the other extreme, and some fall in the middle ground.
So long as the perk is fun and balanced, who gives a flying circus if it overlaps with perks that already satisfy that role? That's already happening now. That argument is moot.
So let's remove the "Gunslinger already does what this perk does" argument from the table. What's left?
Gunslinger will be ineffective at range? So's Firebug, Support, and Berserker.
Gunslinger won't be all that accurate with firing really fast? Neither is commando's higher tier weapons, the M32 MGL, the AA12, etc.
All I'm seeing are a lot of strawmen, bro. And I'm using the term correctly, unlike SOME people.
The only arguments I see against Gunslinger here (which aren't stated) are:
1) "I don't want to level up a new perk."
2) "I like things the way there are, therefore change is wrong."
3) "This perk will be stupid/impractical" (and, in the meantime, disregarding the impracticality of wielding a chainsaw, a "flamethrower", two Deagles, etc. etc.
When I see someone come up with an argument or statement that actually has a good reason for Gunslinger perk to not be included (and isn't hypocritical as all hell), then maybe we can have a real discussion.
If you had read the thread at all you'd see where I'd posted multiple times that the perk is entirely redundant and would just bring about a whole new set of balance concerns, which KF already has an excess of.
"Entities should not be multiplied beyond necessity."
naysayers got pwned.
What a valuable contribution! Thanks for your thoughts.
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