Massacrer;n2281827 said:No custom mod support?
There's currently an issue with custom maps not being able to render custom materials in this preview build. For that reason we had to put a disclaimer.
Massacrer;n2281827 said:No custom mod support?
Cheeki Breeki;n2281957 said:The incendiary shotgun ammo change isn't working apparently (still 6)
True, but at the same time this is the perk that can also kill a 6p HoE FP with two shots at any distance when using the Railgun. It seems a little overpowered if you directly compare only the raw combat power of dual .500s on Gunslinger vs. Sharpslinger (despite potentially large differences in the rest of their arsenal and large differences in the two perk's non-damage related bonuses and general gameplay feeling), but in the end it doesn't seem like a super big deal to me. However if they did decide to remove the akimbo versions from multi-perk for Sharpshooter I actually wouldn't even mind, since I prefer the single version of all three handguns when I'm playing Sharpslinger anyway.random;n2281905 said:not sure what is the logic of going with revolvers only, but dual magnum in power only is very strong, 6 shots for an 6p FP hoe vs 9 with a GS is a bit much.
Some assertions could be true if you don't pull it out of a hat.Oy The Destroyer;n2282155 said:you lost most of the older fans and gained not that many newer fans.
I have found my answer from reddit :nonostanovich;n2282178 said:Some weapons are obvious, like the trench gun for support, or m16 for commando, but is there a complete list somewhere ? Thank you.
nonostanovich;n2282178 said:I came here for another thing. I'm curious about the multi perk weapons. But I can't test it because my team stays in main branch.
Could we have more precision ?
Some weapons are obvious, like the trench gun for support, or m16 for commando, but is there a complete list somewhere ? Thank you.