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Gunslinger Perk - Yes or No?

Gunslinger Perk - Yes or No?


  • Total voters
    240
But we already have an all-rounder perk the commando.

There's just no "gunslinger" concept developed, and I don't think there's one possible that would reasonably be described by such a name, that would add anything new - or at least anything both new and worthwhile - to KF's gameplay. Aesthetics, maybe, but personally I neither want nor expect KF to go in such a direction ever.

I'm not really bothered anymore but...

Gunslinger would play a fair way different to Commando. Commando works on keeping foes at bay and picking them off at long range, spraying when they get too close.
Gunslinger from my little test behaves more like a support specialist crossed with a berserker. From what I played I found myself moving in to close down my targets, eliminate the threat, retreat, reload and go again. Against bigger foes he played more like the Sharpshooter using a LAR.

My personal concept for him was a perk that sticks and moves, eliminating his targets by moving in at the right moment, dealing his damage and retreating as needed. Basically a class that supports "Running and Gunning" and firing from the hip as opposed to holding down a doorway picking off foes from a distance...

Couple of posts to refer to :)

http://forums.tripwireinteractive.com/showpost.php?p=629028&postcount=1286

http://forums.tripwireinteractive.com/showpost.php?p=627477&postcount=1241
 
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I have a way to stop the arguing about how useful this perk is!

Consider the demo - A useless perk, because it does essentially the same job as the firebug.

Why did they add the demo?

BECAUSE IT WAS FUN.

yep. And becuase it uses an already exiting weapon type (nades), is believable, and has a few unique features that make it play in a different way, and therefore feel new. Just like the gunslinger idea.

Mainly I just say this to prevent this thread from being quoted in order to support some truly idiotic perk idea (The zed mind controller comes to mind:rolleyes:)
 
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I've had an idea for a little while now for the good ol' Gunslinger.

Extra carry weight, on par with Support; however there's a catch.



It only applies to Gunslinger weapons! :IS2:

So you could carry DMac, DHC, D9mm, Rev, DMP7, all at once while maintaining some measure of uniqueness. Maybe not all of these, but more than 15 blocks and less than 24 in weight.

No one else can carry as many small arms as the Gunslinger.

Pros:
-can carry extra firepower to unload more ammo.
-can carry some spare GS weapons for in case a teammate needs a weapon after spawning late.
-can create sustained fire for longer.

Cons:
-increases overall reload time.
-could be exploitable, depending on how this idea is fleshed out.
-increases total loadout cost.
-may make KF too easy.

I propose this because pistols don't exactly weight the same as rifles do.
 
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Wouldn't it make more sense to say the gunslinger carries gunslinger weapons at fewer blocks?

Either way, what if someone uses the GS perk, maxes out their equipment, then switches to another perk?

First, yes that would make more sense. This is always the case with me. I'll think of something then someone else will say something i didn't think of.

And to the second, just like having a full L6 support then switching.
Stuff falls out of nowhere.
 
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Back when this idea first got posted I was pretty much all for it. Now I think we could probably attain nearly the same result by giving dual handguns to the Commando.

Still, it wouldn't be quite as "cool" as having a new perk.

Do I have to ask exactly "why" it's not possible to mod a perk into the game by making a mutator? Surly TWI couldn't have made it completely impossible.
 
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While I like the idea of a revolver, I don't think we need an entire perk for it. Why not give it to another perk?

Incendiary revolver for Firebug? Regular Revolver for Sharpshooter? Medic dart Revolver? Better yet, an explosive Revolver for Demo? I don't think KF really needs any of these tbh, but hell, the MK23 looks about nice enough to add for no damn reason without Gunslinger, so why not a revolver too?

I'm all for a revolver, but not for the perk.
 
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YouTube - LARP Ogre Battle Special Version

But yeah, Gunslinger is never going to get into the game. There's just no reason to put it in. Demolitions was added specifically because we had a distinct lack of **** blowing up in this game. Gunslinger is different but it's not different enough to warrant its addition.

That doesn't mean I don't want the perk and the gun. I would love to play it. It's just not something TWI is likely to do. If someone figures out how to make a mutator that replicates it, I will play it.
 
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YouTube - LARP Ogre Battle Special Version

But yeah, Gunslinger is never going to get into the game. There's just no reason to put it in. Demolitions was added specifically because we had a distinct lack of **** blowing up in this game. Gunslinger is different but it's not different enough to warrant its addition.

That doesn't mean I don't want the perk and the gun. I would love to play it. It's just not something TWI is likely to do. If someone figures out how to make a mutator that replicates it, I will play it.

For perks to be added, one must erase a specific already existing perk in a mod. Unless TWI released a special extra perk slot as to allow added perks. That would open a whole new door in modding, and allow us to try out gunslinger ect.
 
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While I like the idea of a revolver, I don't think we need an entire perk for it. Why not give it to another perk?

Incendiary revolver for Firebug? Regular Revolver for Sharpshooter? Medic dart Revolver? Better yet, an explosive Revolver for Demo? I don't think KF really needs any of these tbh, but hell, the MK23 looks about nice enough to add for no damn reason without Gunslinger, so why not a revolver too?

I'm all for a revolver, but not for the perk.

Something like this?

DSC00272.jpg


.410 revolver :)
 
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KILL the Gunslinger idea?

KILL the Gunslinger idea?

Its the worst perk idea i'v hurd. Its just sharpshooter with extra zed time. Its described basically as a bland metdiocre class with no specific purpose. Just give give sharp shooter revolver and you got your gunslinger.

Oh and S&W has a revolver with an intergrated laser sight so revlovers would be a better weapon for Sharp Shooter.
 
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Its the worst perk idea i'v hurd. Its just sharpshooter with extra zed time. Its described basically as a bland metdiocre class with no specific purpose. Just give give sharp shooter revolver and you got your gunslinger.

Oh and S&W has a revolver with an intergrated laser sight so revlovers would be a better weapon for Sharp Shooter.

This is a terrible post!

Anyway, I do like the idea of perk-pistols, and you can imagine what everyone would have, but what about demo?
 
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Sorry but I disagree with you Gibby. That guy is somewhat right. That's all I can say. All arguments I'd use would be same ones he used.

So I guess the arguments of 67 pages are so totally obsolete? Clearly they were just posting random words, the facts are so obvious.....:rolleyes:

Anyways, on a serious note, the main thing is just about the idea of a perk for pistols, which are really unique in their own way in my opnion. The special abilities, the specific guns, its all really about the main thing, know what I mean?

However, in my mind, this idea and the perk-pistols idea are about tied.
 
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