Gunslinger Perk - Yes or No?

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Gunslinger Perk - Yes or No?


  • Total voters
    240

FSDetained

FNG / Fresh Meat
May 18, 2009
7
0
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Sorry aint reading all 20 pages. Have a suggestion or two and sorry if it's a double post.

Tier 3 weapon- Smith and Wesson 500 Youtube it if you dont know what I'm talking about.

Maybe instead of increased zed time chance have the alt fire of the revolver be an instant zed time, limited of course so as not to be spammed. Maybe like once per life or wave for rank one, up to 4 for rank 6 or 7 if they create a 7th rank ever. Rank 1- 1 zed time, Rank 3- 2 zed time, Rank 5- 3 zed time, Rank 6/7- 4 zed time.

Pistoleer sounds horrible, it just doesnt have the same badass ring to it that gunslinger does.
 
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brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
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brphoenix.deviantart.com
I think I'd prefer Handgun Specialist over either the Pistoleer or the Gunslinger myself. Its not flashy but it does the job and doesn't sound wierd :)

Gunslinger doesn't sound weird, Firebug does :D

@FSDetained

Both have been suggested before. S&W .500 is my preferred weapon to be added here, but many think it's an overkill.
As for the trigger ZED-time, we've been there too. I think it'll make zed-times banal, not fun anymore, and become a true pain in the *** if there's a decent 'zerker on the server (commandos have less extensions AFAIK). I'd prefer higher damage during zed-time, for the cool effect :D
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
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brphoenix.deviantart.com
To stick a suggestion, I'm gessing a dev read it and say "yeah, this looks fun, let's implement it!".

Well, I hope it doesn't work the other way (a dev will only read if it is sticked).

Anyways, dunno. Never saw a stickied suggestion here. Then again, I've only been an user since december, so what do I know...
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
113
haha just thought of actually seeing bullets in zed time as a gunslinger perk, kinda a matrix bullet timel; course the purpose would be null other then seeing lead flying everywhere....
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,017
1,281
0
Sharpshooter focus is clearly on M14, Crossbow, and Lever Action, with pistols being too limited in either ammo or power to be the perk's star weapons.

Pistols are just fine. As a matter of fact, all I ever use are pistols with the occasional xbow for the big junk. The xbow isn't needed except that the pistols just don't have enough ammo when there are more than 3 or more players and corresponding more scrakes and FPs. I've soloed using just the pistols before and it can be done, but when a level throws 5 FPs and a dozen scrakes, there just isn't enough ammo.
 

Barot8

Active member
Feb 4, 2010
329
63
28
Or how about adding to the Sharpshooter perk, as a level increase cap (as all the perks should get new weapons and extras) the ability to use two machine pistols more accurately? Like two Ingram MAC10's, or Heckler & Koch MP5, Heckler & Koch VP70 M.
 

FSDetained

FNG / Fresh Meat
May 18, 2009
7
0
0
They think a 5 round revolver is overkill? Sure it should do a bit of damage but the ammo is incredibly limiting, well should be depending on balancing. We've got a 20 round fully automatic shotgun with hardly any recoil and a snw 500 is overkill... Not that im complaining about the aa12, I love it lol, but where's the reasoning at?
 

FSDetained

FNG / Fresh Meat
May 18, 2009
7
0
0
SMG's for a sharpshooter make no sense at all. With how low damage is with even the bullpup i dont know why people would want smg's they'd be borderline useless after level 4 on a long game. Even before then Theyd come close to being useless.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
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barton, i could respond, but all i will say to you is to just retract what you said before you become extra crispy from flaming.:D

(1: you said add to sharp perk, 2 your suggesting giving him stuff that isnt sharpshooter ish at all)
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
Or how about adding to the Sharpshooter perk, as a level increase cap (as all the perks should get new weapons and extras) the ability to use two machine pistols more accurately? Like two Ingram MAC10's, or Heckler & Koch MP5, Heckler & Koch VP70 M.

Is that supposed to be a joke.

Basically half of the thread has been about Sharpshooter being overpowered (actually half of the whole forum) and how handguns dont belong to the perk, and here you suggest adding more pistols for SS and increasing its power.

Sorry if thats being too mean, but Im just tired of every third person suggesting of making Sharpshooter even more powerful rather than making this new perk.
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
0
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brphoenix.deviantart.com
Or how about adding to the Sharpshooter perk, as a level increase cap (as all the perks should get new weapons and extras) the ability to use two machine pistols more accurately? Like two Ingram MAC10's, or Heckler & Koch MP5, Heckler & Koch VP70 M.

What, SS isn't powerful enough? You want to take down a FP by blinking an eye?[/rant]

No, seriously, rage attack aside, SS is already too powerful, and has weapon that do not fit it's image. Why add more, taking him even further than what he's supposed to represent?
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
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after some though, handgun specialist should be the name but with a nickname of 'gunslinger'. twould fit with the naming of support specialist not being called shotgunslinger... hehehe
 

Barot8

Active member
Feb 4, 2010
329
63
28
Actually I was thinking that the Gunslinger Perk could be an additional unlock-able feature of the perk. Anyone could use machine pistols, but the idea was a higher skilled perk could be more accurate. Yep, against anything more than early level creatures the weapons would be useless. But, if surrounded by clots and crawlers, they could break the crowd much faster than 9mm or a bull pup.

I was trying to think of a way to keep the Gunslinger Perk part of Sharpshooter. But with machine pistols it could be workable as a perk of it's own.

Also you know the perk levels will probably rise and new creatures will most likely be introduced, so each perk will most likely have it's own added benefit for a new weapon.
 
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brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
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brphoenix.deviantart.com
Actually I was thinking that the Gunslinger Perk could be an additional unlock-able feature of the perk. Anyone could use machine pistols, but the idea was a higher skilled perk could be more accurate. Yep, against anything more than early level creatures the weapons would be useless. But, if surrounded by clots and crawlers, they could break the crowd much faster than 9mm or a bull pup.

I was trying to think of a way to keep the Gunslinger Perk part of Sharpshooter. But with machine pistols it could be workable as a perk of it's own.

Also you know the perk levels will probably rise and new creatures will most likely be introduced, so each perk will most likely have it's own added benefit for a new weapon.

Barot8, what you fail to understand is that the Sharpshooter perk is TOO powerful. If you add even MORE bonuses to it, it'll make suicidal seem like normal, and begginer with a 6-SS team.

AS OF NOW, the perk is ALREADY too powerful, and a 6-man SS team beats suicidal without sweating. Try making a 6-man Firebug team. I doubt you'll survive the first fleshpound.
What does that tell you?

That the Sharpshooter perk is WAY TOO OVERPOWERED.

Besides, if it gets even more powerful, a handful of players will simply stop playing killing floor.
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
0
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brphoenix.deviantart.com
*shameless bump*

So, let's recap what has been suggested for the perk.

So far, the ideas revolve around:


  • "Default" bonuses (damage, reload speed, discount);
  • Increased damage during zed-time OR higher chance to trigger zed-time OR alt-fire triggers zed-time;
  • Increased ammo reserve OR longer clips (which will have an impact over total ammo);
  • A tier 3 weapon - a revolver OR machine pistols.

That's about it, right?
 

Anemia

FNG / Fresh Meat
Mar 22, 2009
232
15
0
*shameless bump*

So, let's recap what has been suggested for the perk.

So far, the ideas revolve around:


  • "Default" bonuses (damage, reload speed, discount);
  • Increased damage during zed-time OR higher chance to trigger zed-time OR alt-fire triggers zed-time;
  • Increased ammo reserve OR longer clips (which will have an impact over total ammo);
  • A tier 3 weapon - a revolver OR machine pistols.

That's about it, right?
I would rather say
  • "Default" bonuses (damage, reload speed, discount)
  • Increased damage during zed-time
  • Increased ammo reserve
  • Maybe triggerable zedtime
But I don't think a tier3 is needed. Maybe add a machinepistol like in the mod but not as a tier3. That's my thoughts anyway.