I could sit and start picking apart peoples posts too, phoenix, but I've got better things to do... Seriously, as it is right now, this is just the Sharpshooter class without the headshot bonuses, a revolver added in, and some zed-time stuff. The only reason to even consider that would be the coolness factor of dual-weilding, but it's not enough.
At least come up with some new weapons. To be honest, the 9mm sucks without the headshot bonus damage, and handcannons are only average without headshots. With just the damage bonuses to them, you're looking at a very ammo-limited, low-damage class. There are tons of handguns in the world. Plus the untouched field of SMGs, so there's no real reason to be recycling existing weapons. Uzis, Tek 9s, ect. Not even considered. Shame on you!
There's no real discussion in this topic about the potential perk. Just the "It'd be awesome! Lets not listen to any reasons why it might not fit in or might not be effective! And while we're at it, lets attack the Sharpshooter perk!" I'm not trying to tear down the perk idea. I think it's a good one. But you need to be able to respond to criticism instead of just saying "Nu-uh!" and/or citing Wikipedia...
I'll toss some generic stuff out here to start it rolling in the right direction
Weapon Possibilities w/ Tiers:
[TIER 1]
9mm (Alternate/Custom) A different 9mm pistol. Slightly higher damage and a bigger clip size. Let the Sharpie keep his 9mm and make a new one. The Beretta isn't the only one in the world. Hell, just adding a stock and an extended clip to the 9mm would let it be a different, badass weapon, without copying.
[TIER 2]
Upgraded pistol [Colt .45, Luger, Browning Hi-Power, ect] (There are plenty of other upgraded pistol options out here besides the handcannon. Basically any semi-auto pistol that's an upgrade from a 9mm would work. This is our semi-auto, higher-damage pistol. Higher clip size than the handcannons, but lower than the 9mm. Good for mid-range stuff.)
Automatic Pistols [Either glocks, Tek9s, MAC10] (With or without the spiffy silencer) or something similar] (Accurate, fast reload time, high ammo/clip capacity. Similar to the MP7, but doesn't suck. Can be dual-wielded)
[TIER 3]
Revolver (Very high damage, good rate of fire, very slow reload time, low ammo capacity. Possibly add a scope or something to make it viable at longer range. Think the Crossbow with perhaps half the power, without the penetration and with a 6-shot clip)
SMG (An Uzi, TMP, or something similar. Still small enough to be a handgun, but better than the automatic pistols. High ammo cap/clip size, decent damage, and a crazy rate of fire, but less accuracy, especially when firing full-auto.)
Gunslinger
- X% Damage Bonus with handguns. (Goes by the usual 10% -> 60% scale here.)
- X% Reload Speed Increase with handguns (Scaling comparable to Sharpshooter. Needs a high bonus to compensate for the high reload speed of dual-wielded weapons.)
- X% Recoil Reduction with handguns (Somewhere in between Sharpshooter and Commando on this. Needs to be able to hold dual autos/SMGs relatively steady and not have a revolver jump out of your hands.)
- X% Movespeed increase when weilding handguns (Scales up with levels, similar to medic/zerker
- Can toggle between Single Handgun and Dual Handguns
- -At Level 3+, add a Laser Sight as alt-fire for all pistols, including dualies. (To avoid alt-fire conflicts with flashlights, this could be made to be always on if needed or a new key added)
- -As Gunslinger levels up (Probably starting at 3), clip sizes are extended. (9mm goes from 15->20, Automatic pistols go from 20->30->40, Revolver goes from 6->8)
- +X% Ammo capacity increases with all handguns (This would be important for all weapons, but ESPECIALLY the Autos/SMGs)
- ZED time extensions (Zed time adds to the class, but damage centered around zed time is too gimmicky)
- X% Less movespeed decrease when Ironsight aiming with Handguns (A big feature of the class, as a skilled Gunslinger will be able to ironsight at only a marginal speed reduction, blasting away as he runs. Possibly wouldn't apply to the Revolver's Scope, however)
- X% Discount on Handguns (The usual here. Gotta have the discounts)
The classes big draws would be:
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Versatility (Everything from high single-target damage (Revolver/Upgraded Pistol) to fast-firing sweeper weapons (Autos/SMGs) is here.)
-
Lightweight weapons (Adding to the versatility, all the weapons here are lightweight, meaning you can carry multiple sets of dual weapons. If they each weigh around 4-5kgs each, you can carry probably 3 sets of dual weapons, allowing a LOT of versatility)
-
Mobility (Movespeed bonus, plus ironsighting not slowing the class down too much, adds to being able to shoot and move. Laser sights help as well)
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Sniper/Sweeper potential (With both the revolver AND auto weapons, the class can switch from Sniping to sweeping almost instantly. If the team is lacking one or the other, you just need to pick up the right weapons.)
There. Fresh ideas on it that wouldn't cut into another class' niche too much. Not quite as good at the OHKO from a distance as Sharpshooter, nor as the commando at mid-range sweeping, but can do both at the same time, and be fast while doing so.
The class' main weakness would be longer-range stuff, as unless sniping with the Revolver, distant enemies like the Husk will be able to shrug off a lot of the smaller pistol fire, while the Autos/SMGs would be too inaccurate to use reliably at that range.