Aleflippy;n2329258 said:
Big as in "bulky and heavy" guns or as in higher-tiered ones?
Pretty much but not exactly. Big ones are in correlation with smaller ones. What I'm trying to say goes to the design philosophy that's currently in place.
Basically, we need to have more weapons that have more pros and cons like what Boomstick used to be; it was power-wise very good (versus being more-or-less-average) making it a potent hence worthwhile option and an easily considerable pick-up - and - not absent with drawbacks (namely it's horrible mag size as well as pellet spread) that will render a player to always choose it over its competitors. IMO, it was almost too perfect, that any other weapon, if not similarly perfect in their own right, will pale in comparison.
I'm saying TWI need review the game's existing arsenal to make each option potent in the way like Boomstick was boasting its qualities under a frame of stats that offered the best cost-performance ratio. Excluding those that's designed to be a transitional option, every single weapon should be irreplaceable to a respectful extent.
On this note - this is the main reason I personally haven't been using the upgrade system a whole lot as in: I haven't been trying to make weaponry of lower tier higher tier and more viable, because said system hasn't been capable of achieving beyond its given purpose
"scaling the given weapon upward somewhat for larger Zeds at the cost of excessive weight and-or excessive dosh."
Mere stats increment isn't enough, it just couldn't cut it, not until the tweaked stats could translate to any practical slash non-numerical result like a tighter or looser pellet spread will affect not just the weapon's effective range but its ability to tackle multiple targets and its precision also, or like the Railgun becoming a real large Zed menace simply by having some additional damage.
TWI need to introduce more pros and cons into their existing and future weapon designs, we as players need such introduction to really drive us outside to our preference and away from the urge of daily quests where we would submit ourselves to use other weapons consistently, I demand potent and worthwhile uniqueness in each weapon to fuel my passion with this FPS and hopefully its whole content rather than just a portion of it - after my passion dimmed but still burning after playing this game for 3 years clocking at 1635 hours, or else...
... or else, only the high-tier weaponry that easily weighs at 9 block and higher will ultimately be the only weight class that's necessary potent to carry their user through the onslaught of those chainsaw-guy and freggin' meat-pounder (nimble chainsaw gal, when?)
In retrospect, having all weapons of each tier equipped with more or less the same stats - by making them follow the same balancing approach to place them at overall the same performance level isn't helpful for the game to produce diversity into its gameplay experience as long as the gameplay is solely practiced by the tools we use - which in turn is
critically determined and confined by both the loadout of choice as well as weights.
Enough of criticism, I believe an easy way that TWI can do to promote the weapon meta slash gameplay experience is simply bump up the TRADER sellback price from 75% to 85% -- so that it would be more considerable for players to purchase low-tier weaponry early on instead of saving for high-tier weaponry like 8 out of 10 times.