Noticing a fair amount of complaints about the 9mm not having enough ammo despite the fact that you can decapitate clots now. Maybe a compromise between damage and ammo is required?
9mm Pistol
Perks: Commando, Field Medic, Berserker, Support, Demolitionist, Firebug, Gunslinger, Sharpshooter, SWAT, Survivalist (9mm will benefit from ALL perk skills and passives)
Damage: 15
Max Ammo: 15 + 165
Starting Ammo: 15 + 75
Field Medic and Survivalist
Both perks have a hidden damage bonus for the 9mm specifically (34% for Medic, 19% for Survivalist). This is so that both perks CAN decapitate clots (Survivalist will have to wait until he's Level 25 however, as the 19% damage bonus is to stack with the 15% Neutral weapon damage bonus)
Commando
Fallback: 9mm damage bonus decreased to 25%, knife damage unchanged.
Hollow Point Rounds: Has a hidden -15% penalty to the 9mm pistol specifically, effectively making the skill give a 30% damage bonus to Assault rifles, while the 9mm pistol only gets a 15% damage bonus.
SWAT
Close Combat Training: 9mm damage bonus decreased to 25%. He'll still start with Dual 9mms
What this will mean in practice
At a glance, it seems like i'm suggesting that we get the old 9mm again with less ammo than release, but more ammo than 15+75. However, my suggestion also entails that the 9mm counts as a perk weapon for all perks, rather than simply being an off-perk weapon. If we're to look at a Level 25 Commando, my proposed changes would do this (Assuming RLLLR)
High Capacity Magazines: Magazine size of 22
9mm base damage: 15
Perk Weapon Damage: 3.75
Fallback: 3.75
Hollow Point Rounds: 4.5
HP Rounds (9mm damage penalty) -2.25
Total 9mm Damage as a Level 25 Commando with relevant skills: 24.75
Or if we're to look at the 9mm dealing as much damage as humanly possible, let's look at the Demolitionist
Base Damage: 15
Perk Weapon Damage: 3.75
Bombardier: 3.75
High Impact Rounds: 3.75
Armor Piercing Rounds: 7.5 on Headshot
Total Damage: 22.5 on Bodyshot, 30 on headshot.
Suddenly, the Demo has a free Varmint Rifle. I could probably list how my 9mm suggestion would affect other perks (i.e: 9mm benefitting from Vampire and Smash) but i think i made my point pretty clear.
9mm Pistol
Perks: Commando, Field Medic, Berserker, Support, Demolitionist, Firebug, Gunslinger, Sharpshooter, SWAT, Survivalist (9mm will benefit from ALL perk skills and passives)
Damage: 15
Max Ammo: 15 + 165
Starting Ammo: 15 + 75
Field Medic and Survivalist
Both perks have a hidden damage bonus for the 9mm specifically (34% for Medic, 19% for Survivalist). This is so that both perks CAN decapitate clots (Survivalist will have to wait until he's Level 25 however, as the 19% damage bonus is to stack with the 15% Neutral weapon damage bonus)
Commando
Fallback: 9mm damage bonus decreased to 25%, knife damage unchanged.
Hollow Point Rounds: Has a hidden -15% penalty to the 9mm pistol specifically, effectively making the skill give a 30% damage bonus to Assault rifles, while the 9mm pistol only gets a 15% damage bonus.
SWAT
Close Combat Training: 9mm damage bonus decreased to 25%. He'll still start with Dual 9mms
What this will mean in practice
At a glance, it seems like i'm suggesting that we get the old 9mm again with less ammo than release, but more ammo than 15+75. However, my suggestion also entails that the 9mm counts as a perk weapon for all perks, rather than simply being an off-perk weapon. If we're to look at a Level 25 Commando, my proposed changes would do this (Assuming RLLLR)
High Capacity Magazines: Magazine size of 22
9mm base damage: 15
Perk Weapon Damage: 3.75
Fallback: 3.75
Hollow Point Rounds: 4.5
HP Rounds (9mm damage penalty) -2.25
Total 9mm Damage as a Level 25 Commando with relevant skills: 24.75
Or if we're to look at the 9mm dealing as much damage as humanly possible, let's look at the Demolitionist
Base Damage: 15
Perk Weapon Damage: 3.75
Bombardier: 3.75
High Impact Rounds: 3.75
Armor Piercing Rounds: 7.5 on Headshot
Total Damage: 22.5 on Bodyshot, 30 on headshot.
Suddenly, the Demo has a free Varmint Rifle. I could probably list how my 9mm suggestion would affect other perks (i.e: 9mm benefitting from Vampire and Smash) but i think i made my point pretty clear.
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