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Gunslinger Perk - Yes or No?

Gunslinger Perk - Yes or No?


  • Total voters
    240
I would rather say
  • "Default" bonuses (damage, reload speed, discount)
  • Increased damage during zed-time
  • Increased ammo reserve
  • Maybe triggerable zedtime
But I don't think a tier3 is needed. Maybe add a machinepistol like in the mod but not as a tier3. That's my thoughts anyway.

If TWI choose to put a machine pistol as tier 3, I'd prefer if it dealt just a little more damage than 9mm currently does, but with the advantage of being fully-automatic. And firing insanely fast. And reloading insanely fast as well.
 
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Well, the perk's weaknesses would be his lack of proficiency with any of the ranges. He can shoot rather effectively at any range, yes, but his short clips, long reload times, reduced accuracy (twice the clip at the cost of no ironsights? Seems like a reasonable trade-off), and inferior damage would make this perk a very difficult one to play with on solo. However, if he teams with any combat perk (medic isn't one), he can focus on whichever weakness(es) that perk has:

  • If it's a firebug, he draws dual-handcannons and go for single-target high dps;
  • If it's a commando, he draws his revolver, and assists taking down scrakes and FPs;
  • If it's a demo, he takes down the little stuff that gets too close;
  • If it's a 'zerker,he takes down husks and bloats;
  • If it's a support, a revolver to deal with long range specimens, and dual handcannons to assist killing the strong ones that get close;
  • If it's a sharpshooter, there isn't much to be done as of now. Later on, he might be able to assist taking down the small stuff.

I don't believe that this would be an acceptable weakness. Yes short clips, long reloads and reduced accuracy could be negative aspects of Gunslinger but not enough to be a factor that could get him killed. I will expand on the examples of the other seven perks:

Field Medic - He is weaponless and compensates for this through his healing equipment and improved body armour. However, in KF, weaponless means defenseless and if the Medic is caught by himself he is dead

Support Specialist - He has low rate of fire and long reloads and is also weak against crowds in open areas. While he is reloading, that's the chance for crawlers to gang up on him and he will have a hard time running away as he is the slowest out of all the other perks

Sharpshooter - It may seem like he's all powerful and can take down any specimen but he lacks the solid firepower that the other perks carry in their weapons. The Sharpshooter's weapons are accuracy-dependent; aiming any where but the head with a sharpshooter weapon will deal the least amount of damage even when spammed. Because of this, the Sharpshooter is only effective when standing still

Commando - He enjoys his automatic rifles and reduced reload times but he lacks damage in his weapons. He will be crushed if he tries to take on a fleshpound or scrake by himself

Berserker - If he wants to deal some damage he will have to get up close. Getting up close isn't something you'd want to do when we're talking about mutants with giant knives, chainsaws and meat grinders, but this is what the berserker must do if he wants to kill somebody

Firebug - Same as Commando

Demolitions - There is no perk that is better than blowing things up than this one. Demolitions, however, have to keep their distance from every specimen to be effective. If a crawler gets up close, he will have a hard time trying to kill it. If a fleshpound gets up close then he's dead

So you see what I mean by weakness? It has to be a part of a perk that could possibly get the player killed. It can include being weak against a specific specimen, being left vulnerable or having trouble with combat in certain situations. But the Gunslinger still seems to be effective against all specimens, and his weapons aren't accuracy-dependent like sharpshooter. I'm sorry, but the weakness for Gunslinger is going to have to be something else.

By the way, you kind of contradicted your own weaknesses in your own post:

short clips
(twice the clip at the cost of no ironsights? Seems like a reasonable trade-off)

reduced accuracy
If it's a support, a revolver to deal with long range specimens, and dual handcannons to assist killing the strong ones that get close;

inferior damage
If it's a firebug, he draws dual-handcannons and go for single-target high dps;
 
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Far as a weakness goes... I can see not being as damaging per second as other perks as a pretty solid weakness. Think how the firebug plays now, his damage slowly chips over foes at a slow rate, they skill of a firebug is knowing when to let foes burn out, and when you should unload everything you've got.

I see the Gunslinger as a firebug like perk, low damage that can't be dealt very rapidly. Of course he happens to have a cannon available for the final scrap. Lets face it the only reason noone (other than myself) likes Firebug is its lack of a higher tier weapon to cut through the big boys. If the Firebug gets a higher tier weapon to boost his damage then the Gunslinger I see filling his role (a perk not so useful by himself, but great at supplimenting other perks weakness.)

The advantage he would have over the Firebug in this role is he can score critical headshots to conserve his ammo. However I imagine as a perk it would suffer the fate of the firebug now... only those who think the perk is awesome and like a challenge will break away from the Sharpshooter to play it.
 
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By the way, you kind of contradicted your own weaknesses in your own post

I see what you mean, and I'll explain what I meant.

The easiest way to do so, is to compare with other weapons.
9mm - less than half bullets in clip compared to bullpup, slightly weaker, worst iron-sights, lower firing rate. No wonder it's the starting weapon.

Handcannon - 2 less bullets in clip compared to LAR, slightly weaker, higher fire rate, , high recoil, worst ironsights.

Dual 9mm - still has less bullets than bullpup, still deals less damage, arguably higher accuracy, on skilled hands has almost the same fire rate.

Dual Handcannon - 6 bullets more in clip compared to LAR, still weaker, even higher fire rate, higher recoil, almost no accuracy at all compared to LAR.

Revolver (if added, this is how I expect it to behave) - 2x M14's damage, bullet piercing (same as HC), inhuman recoil, average ironsights.

As for my contradictions, here follows the specifics :)

Ammo:

Two times a small number is a small number
. Just take the Handcannon: 8-round clip, times 2, leaves you with 16-round clip. Sure, the LAR deals just a little more damage, and has 6 bullets less... But you ain't hip-firing with a LAR, and with a handcannon, you HAVE to.

Accuracy:

Average ironsights means you can hit at longer ranges, but the very ironsights get in your way. Bullpup, SCAR and Crossbow have excellent ironsights, and the LAR has great ironsights. You can hit at long range with any weapon, provided you aim down the sights, and you're used to them.

Damage:

A Gunslinger's weapons deal below-the-average damage and/or have slower firing rate; a high-DPS rate, for a GS, is a medium-DPS for other perks. So, when I say "high single target DPS", I mean the highest the Gunslinger can reach (which is with dual handcannons).
 
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Heh, I am a frequent visitor of these forums and I just registered cuz I thought I just HAVE to vote yes on this one :)
I really love this idea, a perk completely devoted to handguns. I basicly run around with handguns already... why? Cuz it's so much fun hehe.

There was some idea of maybe this perk would be able to manually trigger ZED time (a limited amount per wave)... this idea could be expanded really. If ALL the perks gets some special active perk power, then all this would work so well.

For example:
Support - Can drop some ammo crates
Medic - Can rez a player
Berserker - Can inject some berserker drug
Firebug - Could throw his Fire Grenades (meaning he has both these AND regular grenades)
Gunslinger - Can trigger ZED time
etc

Anyway, big thumbs up for this perk :)
 
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Heh, I am a frequent visitor of these forums and I just registered cuz I thought I just HAVE to vote yes on this one :)
I really love this idea, a perk completely devoted to handguns. I basicly run around with handguns already... why? Cuz it's so much fun hehe.

There was some idea of maybe this perk would be able to manually trigger ZED time (a limited amount per wave)... this idea could be expanded really. If ALL the perks gets some special active perk power, then all this would work so well.

For example:
Support - Can drop some ammo crates
Medic - Can rez a player
Berserker - Can inject some berserker drug
Firebug - Could throw his Fire Grenades (meaning he has both these AND regular grenades)
Gunslinger - Can trigger ZED time
etc

Anyway, big thumbs up for this perk :)

This would ruin the game completely. The medic wouldn't have to do his job anymore- even if they was a limit he could res players at the end of the game to get ready for trader, or help him kill a fleshy ect. Berserker is called berserker cuz of damage resistance giving that too say a medic? would make them immortal. Gunslinger is just icky ;/ And support dropping ammo seems to bull.

Sorry too criticize your opinion :O Just my opinion after all.
 
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