Gunslinger Perk - Yes or No?

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Gunslinger Perk - Yes or No?


  • Total voters
    240

Reaper420

FNG / Fresh Meat
Jan 12, 2010
89
1
0
Lebanon, Oregon
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.

If I make sure I hit them in the head with each slice, and jump/crouch when they swing then I can kill 2 by myself with a katana. If I find some armor then another 2 more. Else case when my team is camping and I see an FP coming, i'll shoot him a few times until he rages then duck into a hallway and more often than not he goes charging into the campers and usually annihilates them, providing me with a laugh or two as his crippled *** attempts to rage towards me only to meet the tip of my blade.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
Ive killed a fleshpound with katana on solo WITHOUT an armor, so I assume killing one on 6 man game might work out just fine WITH armor.
 

InDeX*

FNG / Fresh Meat
Apr 18, 2010
11
1
0
I like your idea and applaude the time you have given into this, pistols in my opinion have nothing to do with sharpshooting but a perk with just pistols is just too weak. So im sorry to say i voted no, but i honestly like your idea and the perk graphics you've made, but i dont think it will suit the game. :(
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
I like your idea and applaude the time you have given into this, pistols in my opinion have nothing to do with sharpshooting but a perk with just pistols is just too weak. So im sorry to say i voted no, but i honestly like your idea and the perk graphics you've made, but i dont think it will suit the game. :(

I wouldnt call a fifty caliber magnum weak. Thats not an actual pistol I suppose, but that was planned to be one of its strongest weapons. That, or an automatic pistol like glock.
 

Madhate969

FNG / Fresh Meat
Dec 15, 2009
211
0
0
Fort Worth, Texas, USA
I remember there was a suggestion that the GS focus would block out the screen shake of the siren, and other screen distractions. I was think about this and it would only make sense when he was in one gun mode, ie when trying to aim. It would be neat if the sounds dimmed, to increase the still mind/ extreme focus aura/effect for the player
 

Melon_Reaper

FNG / Fresh Meat
Jan 6, 2010
116
3
0
California
Troll alert.

People, draw your favorite weapons: troll hunting season is open.

DUCK SEASON. And my favorite weapon is dual Spamcannons.


Played one of your maps the other day. How far have you gotten on the pitch black Manor map? Tried it on a 32 person server and it was chaos.

learn2whatispistolandwhatisrifle.

M14 EBR=/=Pistol.

:cool:

Real cool sunglasses there. Learn to put spaces in between your words.
HAS you ever realized that someone might intentionally imply that a giant gun was a pistol in order to evoke some sort of reaction from someone like you?
 

Melon_Reaper

FNG / Fresh Meat
Jan 6, 2010
116
3
0
California
No. This perk would never be included without sharpshooter getting seriously butchered

This would be the only reason I would support this perk: To nerf the SS by taking away its handcannons. It may not seem like much, but it would force more SS to use the LAR, which is a good thing.

Another thing I'd like to add is that ZED-time has already lost some of its flair for me. In games with a few Commando/Berserker players, it sometimes feels like entire game is in slo-mo. Giving the ZED-time boost to another perk would help turn a fast-paced survival game into a Zombie version of duck hunt, simple target practice.

I don't want to lose such a developed and (despite what some might say) good suggestion

By developed I assume you mean discussed? Not actually programmed or anything, right? An idea/suggestion (be it good or otherwise) is far from reality.And ironically enough, I agree with your signature.
A Gunslinger perk is the last thing the ZEDs should see. First they should see a new end-boss. Then maybe another firebug weapon. Then more maps. After that, female characters. Then Skins. Guns. Unicorns.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
Played one of your maps the other day. How far have you gotten on the pitch black Manor map? Tried it on a 32 person server and it was chaos.

Err, so youve tried the first version? I havent rly made any changes in the second version except for adding some pathnodes to the hole in the cave so specimens would jump through there more often (which they dont seem to do at all in the original manor).

Fang (or was it J) suggested Id add a few torches outside but Im not sure wether Im going to do it or not because a) its supposed to be dark and b) there doesnt seem to be any models for torches which means Id have to make new ones (and prolly fail).

I might just request the V1 be whitelisted instead, because I dont know wether such minor changes are worth making.
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
0
S
brphoenix.deviantart.com
Another thing I'd like to add is that ZED-time has already lost some of its flair for me. In games with a few Commando/Berserker players, it sometimes feels like entire game is in slo-mo. Giving the ZED-time boost to another perk would help turn a fast-paced survival game into a Zombie version of duck hunt, simple target practice.

I don't think ANYONE suggested this perk to have zed-time extensions like commando and 'zerker. And I can't understand why people read zed-time bonus and immediately think it's zed-time extension. This perk would have increased DAMAGE during ZED-time. No extensions, no longer zed-times. Only more damage.


By developed I assume you mean discussed? Not actually programmed or anything, right? An idea/suggestion (be it good or otherwise) is far from reality.And ironically enough, I agree with your signature.
A Gunslinger perk is the last thing the ZEDs should see. First they should see a new end-boss. Then maybe another firebug weapon. Then more maps. After that, female characters. Then Skins. Guns. Unicorns.

Actually, if you think, the perk is already half implemented. As opposed to almost every idea we see here, this one will require only modeling one weapon (according to some, that won't be necessary), coding a new perk (wich is just adding some values and creating another button on the perk selection menu) and transfering the pistols from sharpshooter to gunslinger. 4/5th of this perks weapons are already implemented and roughly balanced.
Almost every suggestion here is more complicated than this.
 

Melon_Reaper

FNG / Fresh Meat
Jan 6, 2010
116
3
0
California
I don't think ANYONE suggested this perk to have zed-time extensions like commando and 'zerker. And I can't understand why people read zed-time bonus and immediately think it's zed-time extension. This perk would have increased DAMAGE during ZED-time. No extensions, no longer zed-times. Only more damage.

Well, I didn't say anything about extensions. Although you're right, I misinterpreted this:

Bonuses:
  • Increased ZEDtime chance (not to ridiculous proportions, though);
  • Higher damage during ZEDtime.

I thought that "Increased ZEDtime chance" translates to: Gunslingers trigger/initiate ZEDtime more often than demos and firebugs. And I mentioned zerk's and commandos because, if Gunslingers initiate ZEDtime it will be much easier for those classes to kill and get extensions. Perhaps you should add a disclaimer to the first page to clarify that if people continue to be confused.


Actually, if you think, the perk is already half implemented. As opposed to almost every idea we see here, this one will require only modeling one weapon (according to some, that won't be necessary), coding a new perk (wich is just adding some values and creating another button on the perk selection menu) and transfering the pistols from sharpshooter to gunslinger. 4/5th of this perks weapons are already implemented and roughly balanced.
Almost every suggestion here is more complicated than this.

Just because this suggestion is simpler than half the convoluted suggestions doesn't instantly make it better. Easier to implement, yes. Just because Tripwire Could do this doesn't mean they Should do it.
However, there'd still be some work involved.
4/5's of this perks weapons are done and balanced. The new tier 3 weapon, has anyone proposed damage, max ammo, recoil, stuff like that? (If so, the decision should be on the first page)
As well as overall balance with the perk's bonuses... As I see it, there's only so much you can hypothesize without in-game testing. Too bad you can't set up a mod implementing G-Slinger to try it out.

EDIT: PS - Hateme, I'll PM you about the map so as not to TROLL the thread. Although I'd like to point out that it defeats the purpose by attracting more attention to the thread anyway.
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
0
S
brphoenix.deviantart.com
I thought that "Increased ZEDtime chance" translates to: Gunslingers trigger/initiate ZEDtime more often than demos and firebugs. And I mentioned zerk's and commandos because, if Gunslingers initiate ZEDtime it will be much easier for those classes to kill and get extensions. Perhaps you should add a disclaimer to the first page to clarify that if people continue to be confused.

While it is true, I picture the gunslinger as a perk that has a slightly higher chance to trigger ZED-time, it wouldn't be that much higher. I was thinking the increase could vary with the number of players on the server: the fewer players online, the higher the chance is. Why? Because with a lot of players, there are already enough zed-times. And it would help two-man teams get more kills.

The only problem I see with this setup is that it would make solo-ing easier. Tagged with increased damage during zed-time, there's room for serious unbalance. I don't want that, but neither do I have a better idea to replace this system.

Just because this suggestion is simpler than half the convoluted suggestions doesn't instantly make it better. Easier to implement, yes. Just because Tripwire Could do this doesn't mean they Should do it.
However, there'd still be some work involved.
4/5's of this perks weapons are done and balanced. The new tier 3 weapon, has anyone proposed damage, max ammo, recoil, stuff like that? (If so, the decision should be on the first page)
As well as overall balance with the perk's bonuses... As I see it, there's only so much you can hypothesize without in-game testing. Too bad you can't set up a mod implementing G-Slinger to try it out.

I never said it was better than others. Well, not absolutely, anyways. IMO, it is a good idea. People do not agree with this. It's normal, it's my opinion.
Those 4/5 worth of weaponry already added are balanced, even considering level modifiers. They'd have the same modifiers a sharpshooter had with their weapons. What actually made them overpowered with a sharpshooter is the headshot damage multiplier. Since a gunslinger does not have that, then there's no overpower.
As for the tier three, I proposed values for it, but since I got little feedback, I figured it'd be better to not put on the first post. But I guess I will anyways... there'd a saying here in Brazil: "Quem cala, consente", meaning who doesn't say anything is ok with it.
Let me post here the values I proposed:

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