• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Rebalancing pistols: unique, healthy niches

EDIT: Now that I've seen how long this post is, my sincerest thanks to anyone who actually reads the whole thing.

I'm going to tackle a lot of things at once here, and I won't get through them all with just this post, but I think through the course of this thread we can break a lot of ground, and I also wanted to offer a perspective on this issue.

Buffing/nerfing pistols, esp. the MK23 and .44 Magnum, has been discussed a lot. The way I see it, there's only one way to do it: pistols are sidearms, they are inherently secondary weapons, and the only way all of them can work is if each has a unique purpose, a healthy niche. As such they must not only be compared to each other, but to other weapons that are used as secondaries.

(I'll need some help from you Sui/HoE folks since as we've established in the past I don't know jack about them; also, correct me if I'm wrong about anything here)


The weapons to be addressed here are (both single and dual for each):
9mm Pistol
.44 Magnum
MK23
Handcannon
Flare Revolver


And the other low-tier (or at least cost-effective) weapons that commonly see use as secondaries:
Lever-Action Rifle
Bullpup
Shotgun
Hunting Shotgun
M79
Machete



As for how to handle each one, factors of balance include damage per shot, fire rate, ammo capacity (both single mag and spare), price, and weight. These determine the current role of the weapon, and changing them will determine the new role of the weapon.

The goal is for every pistol to be useful for something, so ideally they'll all have different roles. Dual pistols should be noted as well, as they can serve a different role from single pistols. One or more of the pistols could be balanced such that their niche is in dual form rather than single.
Some examples of roles include trash cleaning, effective pairing with specific high-tier primary weapons, low-budget options, low-weight options,

There are a number of questions that must be addressed for all the weapons, and a few to be addressed only for specific ones.

First: what is each of these weapons for, or rather, what is it best at? What sets it apart from the others and makes players choose it over another?
A common purpose for secondaries, especially for the Berserker, Demolitions, and maybe the Support Specialist, is the ability to one-shot Crawlers with a bodyshot, and/or quickly dispatch other trash.
The Lever-Action Rifle is the undisputed champion of this role. The Flare Revolver makes a nice alternative. On any difficulty except Hell on Earth, the Handcannon does this too. What sets apart the Lever-Action Rifle is also that it is the single best low-budget weapon, being now the only one with a base cost <=250.
To be honest, as good and well-balanced as the LAR seems now, it really should only serve one of these two purposes. It's a tough decision; to reduce its power would make the Flare Revolver a more important weapon, which would make DLC perhaps too important. To increase its cost would leave no spawn budget option, so other weapons would need to replace it there.

I have a strange proposition for the 9mm. Currently of course it's the basic pistol, everyone spawns with one and always has one, it's the permanent backup weapon but any other pistol outclasses it entirely. It's not bad, it just doesn't seem worthy of note. But what about Dual 9mms? Currently, they're really not useful. Though they provide good capacity and continued flashlight use, you lose the aid of iron sights and still don't have much damage output. There's not really much reason to buy them over anything else.
UNLESS: change the Dual 9mm's weight from 4 to 1 (so buying them with nothing else except the base spawn equipment would result in 2 weight blocks filled). With this change, the Dual 9mms could be carried at the same time as the M99. Without opening the can of worms that that rifle is, surely it could use a decent secondary. Dual 9mms could fill that niche.

Some people claim the MK23 is overpowered. What makes it so much better than anything else? On higher difficulties it doesn't one-shot Crawlers. This is an honest question, what role does it fill?

Next, what to do with the .44 Magnum? Its damage isn't great, its reload is slow, it's got the expected low capacity. Currently, it just sits in the trader's shop gathering dust. It needs a role.
One idea is to reduce its price to 150, to make it a spawn budget option.
Another would be to buff its damage (and maybe reload speed) in coordination with changes to the MK23 and Handcannon giving each of them a niche like I said before.

The Bullpup serves one purpose as a backup weapon, and really one purpose only: if you have the spare weight, you can carry it and switch to it whenever a Stalker comes your way, allowing you to make progress towards the Commando's Stalker kill requirements while playing other perks. The rifle cleans some trash okay as well, but it's not as good as other options.


Still to be addressed are the other "secondary" weapons I mentioned, and how effective they are in various roles
 
Last edited:
I think the LAR is perfect as it is. It's cheap and easy to buy. Offperk it provides some nice damage on headshots, but makes up for it with it's relatively slow firing speed and limited ammo, and shell by shell loading (pro and con). It's disadvantage is it's weight. Against the majority of zeds, it's not much more powerful than a pistol, and yet weighs 3x the weight.

I agree with the dual 9mms thing, although I personally like the 9mm pistol being worse than the rest. It encourages you not to use it, which means that you'll plan to use other weapons, but if the rest of your team wipes you have that extra ammo pool to fall back on.
Plus, the ammo is so cheap it's hilarious.

I used to be a great believer in the Mk23, but looked at it again recently, and not sure if it's had a nerf that I missed, but it's now IMHO a matter of opinion between it and a HC (with the magnum bringing up the rear). They don't need rebalancing so much IMHO as targetting towards niches.
 
Upvote 0
I agree with the dual 9mms thing, although I personally like the 9mm pistol being worse than the rest. It encourages you not to use it, which means that you'll plan to use other weapons, but if the rest of your team wipes you have that extra ammo pool to fall back on.
Oh, for sure. The single 9mm is perfect as-is.

They don't need rebalancing so much IMHO as targetting towards niches.
Yep, that's my goal.
Ideally I think one would be the low-budget option, one would be the Crawler bodyshotter, and one would serve some other purpose. I'm not sure what their headshot bonuses are, maybe one of them could get a bigger bonus? Make it dependent on headshots to be effective, but more effective than the others when used that way.
 
Upvote 0
The MK23 isn't so much overpowered. It's just that it outshines the .44 Magnum and Handcannon in almost every respect. Look at all the things it has in it's favor:

- More reserve ammo than the .44 or HC
- Larger magazine size than the .44 or HC
- Weighs exactly the same as the .44 and HC
- Costs the same as the HC
- Kills all trash ZEDs with one headshot

The only advantages the .44 has over it are:

- Costs a little bit less
- Highest rate of fire out of all pistols
- Kills Sirens and Husks with 2 headshots

And the only advantages the Handcannon has are:

- Highest base damage out of all pistols
- Kills Sirens and Husks in 2 headshots

But none of those advantages are enough to make either one of them really stand out against the MK23. It's still beats them in everything else.

I agree the pistols should all fill a niche role and I've already come up with ideas for rebalancing them (although I have tweaked my ideas a bit since I first posted them). Here's what I was thinking:


Handcannon


Increase max penetrations to 4
Decrease penetration damage reduction to 25%
Increase recoil by 20%
Increase base reload time from 2.2 seconds to 3.2 seconds
Increase weight to 3 blocks
Increase base price to
 
Last edited:
Upvote 0
^ <3
/thread

There's some simple changes that can happen to handguns that balances them and then there's a complete overhaul. When it comes to overhaul situation as the thread suggests I have to agree with everything you say Falz.

It's like they fit perfectly to the style of the guns too.
Hand. Cannon.
Quick-fire gunslinging damage dealer.
Sleek, precise, skill weapon.
 
Last edited:
Upvote 0
I agree the pistols should all fill a niche role and I've already come up with ideas for rebalancing them (although I have tweaked my ideas a bit since I first posted them). Here's what I was thinking:
As much as I'd like to deny it, I can't honestly say pistols aren't somewhat OP right now. Any time I need some extra fire power on any class I can just go straight for pistols (mk23 especially) without further thought as they weigh way less than ARs and do the same thing, even better if you headshot consistently. Mk23 alone makes basically any class an effective trash killer which is a bit much. There's no reason to pick anything else off-perk when one pistol suffices. I don't know if they are so OP for sharp though, so they might require separate tuning if you were to nerf them.

I kinda hope pistols won't get nerfed, though, that would seriously mess up a lot of my fav builds :D But if it were to happen, your changes seem decent.
 
Upvote 0
Spoiler!
 
Upvote 0
Captain Howel said:
The one change I would make to your ideas is this: I'd rather see one pistol have the high headshot multiplier, and the other be more forgiving with bodyshots.

Well it's like I said with the .44 Magnum, players should be focusing on headshots.

It really bugs me when we have a Sharpshooter or Commando on the team who spams bodyshots. Not only are they wasting ammo but on weaker ZEDs, it often messes up the hitboxes on the ZEDs making it much harder for the players who are actually going for headshots so I really don't want to see it encouraged.

Plus, pistols are Sharpshooter weapons and the Sharpshooter is all about maximizing headshot damage. So the weapons associated with the perk should reflect that IMO.

Captain Howel said:
Oh, and I'm not too fond of that base price increase for the Handcannon, unless your goal there is to make it more of a Sharpshooter-only weapon.

Well with those penetration buffs it makes the Handcannon quite a bit more powerful and I just think the price should reflect that. It wouldn't really make it a Sharpshooter only weapon since as long as you don't die a lot and you're killing your fair share of ZEDs, you'll be swimming in dosh by wave 5 or 6 so blowing
 
Upvote 0
Realism Time

If some realism is added to the game, then pistols will be better.

MK23 will be still strong.
.44 will be more powerfull than MK23 and with better penetration.
Desert Eagle will change to .50AE and it will be more powerful than the .44, but it will have reduced magazine capacity to 7 rounds, and also less penetration.

Realistic weights would also be nice.
1 Beretta = 1 Block, 2 of them = 2 blocks
1 Desert Eagle = 2 Blocks, 2 of them = 4 blocks (same for .44)
 
Upvote 0
Realism Time

WOO :O

I am fine with the current handgun weights, except I agree that dual Barretas shouldn't weigh 4 kg.

This is how I'd do it:

Mk 23 does something like 55 or 60 damage, no penetration (should be 35 or 40, but I know this is no simulator)
.44 would do somewhere around 80 damage, 1 or 2 penetrations.

HCs do somewhere close to 100 damage and magazine of 7, 1 or 2 penetrations.
*alternatively it could keep it's magazine and it's .44 ammunition and be a .44 with a bigger magazine, I don't think anyone wants that.

Now before y'all call me a retard:
Lower base damage for handguns would be more realistic and promote headshots; headshot multipliers could be modified accordingly.

On another note: the poor .44s need some help, I think they should be the penetration handgun, mk 23 should basicly be slightly superior Barreta
 
Last edited:
Upvote 0
lol if you wanted to balance pistols you'd make the reloads take longer. Anything else is either illogical (more than 1 headshot to kill a trash zed) or irrelevant (decrease mag size/ammo pool/firing speed).

There is currently an overlap between sharpshooter and commando, such that the sharpshooter is able to outperform the commando in the latter's designated role; a commando of some arbitrary skill level will always be outdone in terms of trash killing by a sharpshooter of the same level of skill. This is less apparent if you hold in places with long sight lines, but if you think of suburbia spawn or biotics lab spawn or anything else that's short - medium range, you'll see: the sharpshooter ends up killing more trash because pistols penetrate and reload more quickly than ARs.

the main draw of the commando is the reload speed. If further increasing the commando's reload bonus is out of the question, then what's the harm in increasing the reload time for the sharpshooter's pistols, who is currently able to almost completely invalidate the commando to begin with? I assume this is the issue you guys are talking about: the sharpshooter kills trash too easily with pistols
 
Upvote 0
Dual 9mm should be 2 blocks. 4 blocks seems retarded for a mediocre pistol that only takes up one block as a single pistol. It only makes sense that 2 of them would equal twice the weight. 4 times the weight is just stupid, and even more so because there's not any real advantage to dual 9mm other than higher rate of fire from having two pistols, and of course the extra capacity, held in the second gun. And this is at the cost of accuracy/iron sight usage.

The MK23 isn't so much overpowered. It's just that it outshines the .44 Magnum and Handcannon in almost every respect. Look at all the things it has in it's favor:

- More reserve ammo than the .44 or HC
- Larger magazine size than the .44 or HC
- Weighs exactly the same as the .44 and HC
- Costs the same as the HC
- Kills all trash ZEDs with one headshot

The only advantages the .44 has over it are:

- Costs a little bit less
- Highest rate of fire out of all pistols
- Kills Sirens and Husks with 2 headshots

And the only advantages the Handcannon has are:

- Highest base damage out of all pistols
- Kills Sirens and Husks in 2 headshots

But none of those advantages are enough to make either one of them really stand out against the MK23. It's still beats them in everything else.

I agree the pistols should all fill a niche role and I've already come up with ideas for rebalancing them (although I have tweaked my ideas a bit since I first posted them). Here's what I was thinking:


Handcannon


Increase max penetrations to 4
Decrease penetration damage reduction to 25%
Increase recoil by 20%
Increase base reload time from 2.2 seconds to 3.2 seconds
Increase weight to 3 blocks
Increase base price to
 
Last edited:
Upvote 0
JD0x0 said:
I like this other than the max penetration of the .44 versus the hand cannon. Generally .429 cal bullets (which are used in the .44 mag cartridge) have higher sectional density than 50 caliber AE bullets. The .50's make a bigger hole and therefore should do more damage at the cost of penetration. The heaviest load for a .50 AE is 325 grains. While the heaviest load for a .44 mag is 340 grains. This gives the .44 a slightly narrower, but longer bullet, which equates to better penetration and since the .44 will fire a 325grain roughly at the same velocity as the same weight in .50 AE the .44 has a slight edge. This is assuming the hand cannon uses the .50AE which it likely does. But the gun it is based off of IRL also is chambered in .44 mag and .357 magnum. Still supporting my point that the handcannon shouldn't have superior penetration to the .44 IMO.

I'm thinking more in terms of game balance rather than realism. If we're going to bring real life ballistics into this game, then the Shotguns and Crossbow shouldn't be penetrating through targets the way that they do since they fire very low velocity projectiles.

The Commando's rifles (especially the SCAR and FAL) should make mince meat out of a Fleshpound's head after a couple of bursts.

And poor old Mr. Patriarch shouldn't be able to take more than one M99 bullet to his head. After all a .50 BMG round can hit with up to 15,000 foot pounds of energy. Can you imagine what that would do to your brain?

The point I'm trying to make is:

Game Balance > Realism
 
Upvote 0
Well, the MAC-10 is classed as a machine Pistol, right?
and its light-ish in weight.
so perhaps it would make sense for it to be Dual wielded if possible, or perhaps somewhat more balanced.

for example, our dear maccy has two firing modes. Peashooter and Full-auto. so why not include a burst-fire function, to take out Zeds quickly without having to either flick a single round at them or **** lead fury upon them? In Burst-fire, the MAC-10's recoil would minimum too,

or perhaps Big mac could have a damage boost if used with the Sharpshooter perk, seeing as its a pistol. i'd like to see how a lv6 sharpie utilizes rapid headshots upon a disgruntled scrake (if he can hit the poor bastard, that is).


these are just a few ideas from the top of my head, so don't take me too seriously. just thinking that the MAC-10 should get a little bit of a boost. :)
 
Upvote 0
the main draw of the commando is the reload speed. If further increasing the commando's reload bonus is out of the question
Now that you mentioned it, great idea. I really think commando could use some extra reload speed. That would make using off-perk weapons an even more interesting strategy, but still not OP. And it would also bring commando closer to support/sharp/firebug in terms of trash killing, currently they all kinda do a bit better because commando wastes so much time reloading.
 
Upvote 0
And it would also bring commando closer to support/sharp/firebug in terms of trash killing, currently they all kinda do a bit better because commando wastes so much time reloading.

really? i've always felt support and sharps spend much more time reloading, b/c of smaller clip sizes and support's "one by one" shell reloads. FB too, since flare revolvers only hold 12 shots.

commando has least problems with reloads IMO. (unless you have compulsive reload disorder :D)
 
Upvote 0
really? i've always felt support and sharps spend much more time reloading, b/c of smaller clip sizes and support's "one by one" shell reloads. FB too, since flare revolvers only hold 12 shots.
Oh well, IMO support has things good since he can usually make his mags count for much more than commando, sharp reloads quickly, and FB has 9001 ammo on his FT and reloads Flares snappily. I dunno why poor commando is so much slower at reloading his rifles than sharp at reloading his pistols.
 
Upvote 0
I'm thinking more in terms of game balance rather than realism. If we're going to bring real life ballistics into this game, then the Shotguns and Crossbow shouldn't be penetrating through targets the way that they do since they fire very low velocity projectiles.

The Commando's rifles (especially the SCAR and FAL) should make mince meat out of a Fleshpound's head after a couple of bursts.

And poor old Mr. Patriarch shouldn't be able to take more than one M99 bullet to his head. After all a .50 BMG round can hit with up to 15,000 foot pounds of energy. Can you imagine what that would do to your brain?

The point I'm trying to make is:

Game Balance > Realism
Yeah, I get what you're saying I was kind of hoping it would leave a fair balance while still keeping semi-realistic traits.
The HC already should have an advantage on magazine capacity, reload speed, and even fire rate, since it's an auto pistol reloaded from magazines. Where as, revolvers tend to be limited to 6 round cylinders, and tend to have slower reload times and fire rates due to their design. Base reload time should be more for the .44 mag, compared to the HC, or at least equal, IMO. I don't think the .44 should reload faster, even though it would balance having the smaller magazine capacity. I think the superior penetration should be what balances out having the lower capacity, and longer reload time. In my opinion. In most video games, the guns with low capacity and slow reload time, tend to be the most powerful ones to balance for having less shots available.
 
Upvote 0
Piss realism off, style is where it's at.

Yo, all I'm sayin is that nobody said it has to be unrealistic. It don't have to be realistic either, but I feel that sometimes reality is more balanced.

example: why the Mk 23 do so much base damage? <:0
Lower base damage and higher headshot multiplier would encourage headshots and punish spamming.
I'm not really arguing for realism; we aren't going to have a big realism fight, but realism isn't strictly bad.
Das all I'm sayin :O

We poor realism guys can suspend our disbelief for the most part (depleted uranium buckshot HELLYEAH) but sometimes there are changes that are coincidentally realistic and balanced.
But overall, as I have said many times, balance> realism. But there's no reason we can't have both where convenient.
Realism adds to immersion yo :T


Also on topic, I do agree that .44 should penetrate more than HC, even from a nonrealism point of view I feel that the HC should be a heavy damage dealer and the .44 should be the weaker penetration-gun.
It needs something.
 
Last edited:
Upvote 0