What exactly is the point of a no screen-shake feature if you can still be damaged by Bloat bile and Sirens? That doesn't encourage running and gunning in any way as you'd still have to be out of range of these specimens in order to kill them. It'd be like the screen-shake resistance didn't exist at all. It makes about as much sense as the Siren damage reduction, which is...none.
Well have you ever tried dual wiedling? To accurately get headshots you have to get pretty close. This is what the perk specialises in, dual wielding for rapid fire, firing from the hip, quick reloads, and moving at speed to encourage running and gunning.
The resistance idea is that for these types of specimen, especially the Siren, an equal part of the problem to the damage is the amount of screen blur she gives you. Not only are you taking large damage, you also can't see during this time. Usually a follow up scream or other speicmens around you tend to finish you off while your still blinded by the screen blur. Likewise when hit by bloat acid the yellow splat blocks your vision and although the splat might not kill you, the stalkers and crawlers closing in on you while your blinded will.
The point (and the idea with the Siren Resistance too) was to make it so these issues aren't as much of a problem for the Gunslinger. Having his armour to reduce the damage he takes from Husk ignitions and Bloat Acid, (and Siren Resitance if added) coupled with his ability to see through the on screen effects without alot of difficulty will help him to keep punching through, without momentarily being disorientated and unable to accurately aim.
So overall with the dual wield + hip fire damage, his speed boost, fast reloads, and resistance to the vision obscuring specimens encourages the Gunslinger to keep punching through when other players would be forced to retreat.
At least thats how I see it.
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