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Gunslinger Perk - Yes or No?

Gunslinger Perk - Yes or No?


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    240
[url]http://www.xfire.com/profile/undeddjester/screenshots/kllngfloor/?view#92199623[/URL]

Ahem :rolleyes:

Although to be fair I did have a katana for husks and a pipe bomb to soften up the fleshies, but still :)
Wow, i was thinking this wasn't even possible.


The way it is now, it's very hard for a player to survive using only the weapons available to its own perk. I'd like to see you killing a FP with only your katana on 6-man suicidal.
That's why you have teammates when you are not playing on solo!!! And if you are alone and facing a FP on suicidal, your team failed. So you all deserve to die anyway.
 
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Gunslinger Perk

Weapons: Handguns, both single and akimbo.

  • T1 weapon: 9mm
  • T2 weapon: Handcannon
  • T3 weapon: Powerful-hitter Revolver
Bonuses:

  • "Standard" bonuses (higher damage, faster reload, less recoil...);
  • Alt-fire switches between akimbo and single wielding (depends on how simple it is to code this);
  • +X% ammo capacity;
  • +X% Higher damage during ZEDtime.
Niche:

  • Versatility-based perk. Weapons that can do anything, from dealing low damage to a high number of zeds, to dealing a lot of damage to a single zed.Keep in mind that a Gunslinger will be outshined by perks intended to fit a role (For example, he can do some decent crowd-control, but a Firebug will outshine him)
Leveling:

  • Level by dealing Handgun damage, and/or;
  • Killing Zeds during ZED-time with handguns.
Weapon Stats:

Tier 3 - S&W .500
Capacity: 5 rounds, 50 spare rounds
Reload: 1.5 second to start reload animation, .5 second per bullet (reloading one bullet takes 2 seconds, full reload takes 4 seconds)
Recoil: 60
 
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Thats a good sumation really, makes it a heck of a lot clearer than it was. OK a rethink of a couple of points. :)

If the S&W 500 hits for 375-400, and a headshot gives a multiplyer of 1.2x, 60% perk bonus and I'd guess the same zed time damage bonus as the sharpshooter headshot bonus of 50%. With that we are looking at a minimum damage of 1080 damage... that will be a phenominal amount of damage per shot for a pistol.

I would say this thing either needs a slow rate of fire, like half the speed of the deagle, to go with its long reload, and a very limited supply of ammo.

Although preferably I think remove the ZEDtime bonus and give the gunslinger reduction to near immunity to on screen effects. (Not total immunity because the on screen effects do help identify where a threat is) (Expansion on NoGlory's idea :))

E.g. when a stalker hits him, his screen doesn't go red, doesn't shake when hit by a siren, bloat acid wont block his view, etc. This does also fit into his run and gun ideology, and ZEDtime is fairly infrequent, so this would be a benefit he wiould see more use of.

This means in the above model he can still do 720 damage per headshot, which is still a heck of alot for a pistol :)

The levelling would also be a pain as again ZEDtime will be a real pain to gets kills in, since most times there are no other specimens in sight when it triggers. This number would have to be either really low, or another method needs to be used. Could make it kill target specimen after being wounded by them.

The role this would give the gunslinger/pistoleer/handgun specialist is when the team needs to get out, he will be one of the better classes to punch a hole for escape.
 
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Wait what? You realize a hunting shotgun alt fire at point blank range only does 500 base damage? A M79 nade only does 350 damage on a direct hit.

You want a pistol that does more damage with each bullet than a 40mm grenade launcher?!

Thats kinda my point, its already a huge amount of damage for a pistol, so the Zed time bonus damage would just make it unreally awesome.

It is meant as a third tier weapon so I can swing with its damage being that high, but the Zed time bonus I think is a no no ;)
 
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Thats a good sumation really, makes it a heck of a lot clearer than it was. OK a rethink of a couple of points. :)

If the S&W 500 hits for 375-400, and a headshot gives a multiplyer of 1.2x, 60% perk bonus and I'd guess the same zed time damage bonus as the sharpshooter headshot bonus of 50%. With that we are looking at a minimum damage of 1080 damage... that will be a phenominal amount of damage per shot for a pistol.

I would say this thing either needs a slow rate of fire, like half the speed of the deagle, to go with its long reload, and a very limited supply of ammo.

While it has a phenomenal damage output, it can only fire two rounds per second at max. This is considering you can properly align the next shot due to the 60
 
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I was thinking more of the recoil reduction of the gunslinger, plus 60 degrees is a little high dont you think? I think the highest kick back is the M14 and that can't be more than 15 degrees. I'd say maybe 30 degrees tops per shot, toherwise, you'll spend half you time looking at the cieling :)

Problem with this method is that players who want to level up fast will give priority to first being damaged then killing the enemy,which kind of goes against the whole survival idea.

How about kills against attacking specimens, like a siren screaming, or a husk charging his shot, or a gorefast charging and taking a swing? Mind you the level up description would be a little odd. Then of course there is simply wepaon damage as a possibility ;)
 
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I was thinking more of the recoil reduction of the gunslinger, plus 60 degrees is a little high dont you think? I think the highest kick back is the M14 and that can't be more than 15 degrees. I'd say maybe 30 degrees tops per shot, toherwise, you'll spend half you time looking at the cieling :)
I feel it's the price to pay for packing such a punch.

How about kills against attacking specimens, like a siren screaming, or a husk charging his shot, or a gorefast charging and taking a swing? Mind you the level up description would be a little odd. Then of course there is simply wepaon damage as a possibility ;)

Hm, killing attacking specimens. That's unexpected :D
 
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I do like the killing attacking zeds, the number couldn't be too high, but it is a small window against a threat that would allow the blazing guns of the team to continue to do their work.

It fits the feel of a itchy trigger finger, and would show some skill. It would take focus away from the heat of the battle sometimes, and some of the kills would be dumb luck, but I like the way it ties in with the idea like the zed time kills did.
 
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