I already said it: Handcannon has too many flaws to be a tier 3 weapon. It's doable, I'll admit, but they'd be crippled.
Please, explain what these flaws are. I'm immensely curious if you can come up with something other than "damage" (which could be changed in a few minutes by a dev.
Damage wise, in real life, they are not only on par, but stronger.
The S&W Model 500 being the only real example, and even then the wound cavitation from .500 S&W is a pretty much a clean hole straight through; no yawing or fragmentation, and with FMJs, no expansion either. All that energy goes to waste if it just flies straight through the target.
Even then, energy transfer isn't proportionate to wound potential. The only thing that matters is the hole the bullet creates, and assault rifles win over pistols hands-down.
Some even are more accurate than a few assault rifles.
If shot from a bench rest, maybe, but offhand I doubt even a match-grade pistol would
approach even the most hideously inaccurate assault rifle.
Sure, they only carry six bullets on it's barrel, but each one has four times the destructive power an assault rifle bullet has.
Only if you're shooting cinderblocks. With soft target it's an entirely different ballgame.
Even then, assuming you aren't knocked unconscious by the pistol flying back into your forehead, lining up the next shot would take eons.
It isn't "not playing", but not around to help. If you want to help a medic, or a firebug, or a zerker, with any other perk, you'll have to pick your enemies ('cept SS, but... you know what I'll say), and depending on what you're carrying, you may fail to assist properly. This perk would be the ultimate assisting class, being able to handle EVERYTHING, and while perks that focus on one range will do better, GS can help.
This is starting to sound suspiciously like Commando...
IIRC, nowadays revolvers (like, I dunno, S&W .500) have advanced technology, including rubber grips, and recoil reducers.
I can't help but laugh at this "advanced" technology...
They are produced to absorb part of it's recoil.
Sorry, there's still Newton's laws to contend with. The rubber grip is just to reduce the "sharpness" of the recoil; IE, so your hand doesn't feel like it's been beaten with a hammer after a few rounds. Even with the "recoil reducer" (a compensator), felt recoil is still proportionate to the kinetic energy of the bullet.
They also have speed loaders, that make reloading almost as fast as reloading a regular magazine.
Sorry, not even close. Steps involved in reloading a revolver:
- Release cylinder.
- Swing out cylinder.
- Eject empties.
- Push in speed loader.
- Detach speed loader from cartridges.
- Close cylinder.
Wheras an autoloader is:
- Press mag release.
- Push in new mag.
Revolvers are the
Homo neanderthalensis to the autoloader's
Homo sapiens.
The balance would rely on giving a few disadvantages to compensate for it's power.
Believe me, revolvers have more than enough disadvantages already...
(What is wrong with this graph:
Commandos can't handle FPs nor scrakes;
I can quite easily decap a scrake on hard with a SCAR with less than a magazine, and I'm only a level 3 Commando. It can lay down a lot of damage on the FP too, despite its resistance to bullets. It's just a matter of keeping the dot on its head.
Berserkers can handle scrakes fairly easily;
This is true, in retrospect I should've had it overlap with Support a bit more.
Firebugs aren't that limited;
In my experience, attempting to take on anything meaner than a bloat will usually result in a first-class dicking or, at the very least, a huge expenditure of ammo.
Demos can handle big stuff at longer range, but fail against scrakes;
Not really, each grenade does 350 damage before perk modifiers, and even the "lowly" husk has 600 health before playercount and difficulty bonuses. You're just wasting grenades on anything tougher than a gorefast. The whole point of grenade launchers is low on-target damage but lots of splash to take out crowded enemies.
I did forget to consider pipe bombs though, but again, that would just overlap with berserker and support.
SS should cover the whole graph.
I didn't feel like being
that mean.
Yes, you said it's purely demonstrative, but these are BIG flaws.)
Well, with that said, GS would fill the hole left from Commando's correction, while "invading" some of it's space. It would reach all the way to what Support handles, and go, as far as range is concerned, a little further than that weird dot alone in demo's territory. That's for revolver and HC. 9mm would take down the lesser zeds (up to gorefast) beginning where 'zerker ends, and going up to that 3-man land.
Fair enough, but is a whole class based around weapons
very similar to the sharpshooter's totally necessary? Why not just adjust the class perk bonuses or weapon stats to fill any perceived holes?
"Entities should not be multiplied beyond necessity."
I'd draw it, but I don't have the patience to do it right now. You are allowed to wait for an edit soon ;D
No problem. This debate is just starting to get heated enough to be interesting and not just a "everyone agrees with each other"-fest like most other topics on Ideas and Suggestions but civil enough to not get locked or distract from the topic at hand...
Oh, wait. bswearer wants to join the party!
Zeptorem
if you waited all that time to go back to flaming the OP just so you could make a fancy little graph, that's a shame because your graph sucks.
Your words cut me, sir! Keep that sharp wit in your pocket where it belongs!
not only did you completely leave out a whole class in the medic,
Are you seriously suggesting that the medic is even remotely a combat class? Where exactly would I put it? In the special "it's only supposed to be healing, it's not a ****ing combat class" zone?
none of your visual representations are even accurate.
Would our resident expert care to point out how they're inaccurate?
if you don't like the idea, then you have no reason to keep posting.
And it only took two pages for someone to play the "I should be insulated from all criticism" card! And right before the "I'll ignore your criticisms of the idea and claim they're personal attacks" card:
it's very difficult to find anything constructive in any of your posts here. you're mearly attacking the OP and pretty much anyone that speaks in support of any part of the idea.
Did you forget the part where I questioned the validity of adding a whole new class without considering what currently-unfilled niche it would actually occupy? Or why a whole class based around defensive, secondary weapons makes any sense at all? Or my assertion that the desert eagle is perfectly adequate as a tier-3 weapon?
No, ignore all that. I suppose the sum-total of thought you put into my criticism can be expressed with "your graph sucks".