This perk steps all over every other perks territory already.Sure it would be fun but like I said earlier I dont think it would be a good idea to give him a revolver because it steps too much into sharpshooters territory.
This perk steps all over every other perks territory already.Sure it would be fun but like I said earlier I dont think it would be a good idea to give him a revolver because it steps too much into sharpshooters territory.
This would allow for a reload speed on par with a magazine, however if it was used the revolver would become as overpowered as the M14.
If you unlock the M500 in resident evil 4, before you upgrade it into infinite ammo, Leon reload it shell by shell, until you upgrade it. :IS2:I've never actually seen a game reload a revolver shell by shell, all of them use quickloaders. I don't see how a quickloader would completely overpower the revolver.
So why would you suggest it? o_o
Very Basic Gameplay Test!!!
Just out of interest I tested my theory on the potential application of the gunslinger (with effective damage and what not) and went into a solo suicidal game using perk replacement mut.
For a refresher here are the stats I proposed again for quick reference
Spoiler!
__________________________________________________ __
|_LvL | _PD _|_AM_ |_ RL_ |_DW _|_HF_ |_SP_ |_RSt_|_RSi_|
| _0_ |_+5% | _ _ _ |+5%_|_ _ __|_ _ _ |_ _ _ |+10%| _ __ |
| _1_ |+10% |+10% |+10%|_+5% |+5%_|+5%_|+15%|+5%_|
| _2_ |+15% |+15% |+20%|_+5% |+5%_|+5%_|+20%|+10%|
| _3_ |+20% |+20% |+30%|_+5% |+10%|+10%|+25%|+20%|
| _4_ |+30% |+25% |+40%|+10% |+10%|+10%|+35%|+30%|
| _5_ |+40% |+30% |+50%|+10% |+10%|+15%|+50%|+40%|
| _6_ |+50% |+30% |+50%|+10% |+15%|+15%|+75%|+50%|
LvL = Level
PD = Pistol Damage
AM = Ammo
RL = Reload speed
DW = damage Dual Wielding
HF = damage Hip Fire
SP = Run Speed
RSt = Resistance to Stun (see below)
RSi = Resistance to Sirens Scream
Orange = Optional
I made myself a level 4 Sharpshooter since that is slightly more damage than I projected for the gunslinger (to counteract the extra 40% damage on headshots only requirement). I had it so that I would only use pistols and generally fired from the hip, and then upgraded them and used dual wielding. The reload speed of the Sharpshooter also complimented an aspect of my idea for the Gunslinger.
My immediate observations were as follows: -
- Despite using long range pistols, the gunslinger had to move in fairly close tand fall back again o make full use of his hip fire damage and especially his dual wield bonus. Accuracy is a problem so some way of closing the field down to your target is a required skill for the perk. Reloading also does present a number of challenges, even with the fast reload. This does alter the gameplay of the GUnslinger to one similar to the Support Specialist, but with more precision, giving him a rather unique play style. Good Gunslinger will be the players who excel at firing with instict from the hip to go for the headshot. +SP +DW +HF +RL
- The resistance to stun affects would most definately not be overpowered. I got hit by a bloat while my armour was down and I died very very fast. When caught in a Siren scream I was pretty badly wounded and luckily I was able to hit the gorefast in teh face before he finished me off. These effects cause alot of damage to the player, and although he would be able to see during them, he most defiantely doesn't want to get caught in them. They may however aid in his survival, and resistance to Siren scream would most definately come in handy when caught in big mobs all together. +RSt +RSi
- Ammo was a slight issue, I burned through my supplies rather quickly, even on my 9mm pistols, and that was with only 60 specimens. This was mostly due to large specimens causing me issues. Of course I did lack the body damage the gunslinger would have, but the perk demostrates a difficulty finishing foes efficiently, especially the bigger ones like Scrakes and FP's. +AM (although debatable if he is added a revolver)
Overall I stick by my suggestions and my propsed stats. If you want to have a go I tested it on biotics as that level is classic, typical Killing Floor gameplay IMO. Use PerkRplacement mut and set it to Level 4. Pick SHarpshooter, and make sure you don't use ADS as much as possible, and try to use dual wield. I'm sure you'll see what I mean.
This perk steps all over every other perks territory already.
Wow
I like what you did there.
Despite not being able to fully do it, you provided a decent in-depth of the perk.
My guess is that adding the revolver will make a great change to the playstyle you had there, since you won't burn through your ammo against the tougher guys, leaving you more breathing room.
How bad was the lack of ammo?
Just a quick question. You picked level4 sharpshooter to "replace" a level 6 gunslinger, right?
Wait...Yes as it was supposed to, which makes me wonder why everyones so worried about Sharpshooter.
Wait...
Then why did you say revolvers would be bad because they'd invade SS territory earlier?
...what just happened.
Are perks even something you can mod in?Well, if you want my opinion, I'm very, very disheartened that the gunslinger was not added at all in this update but wouldn't it be a nice idea if some modders were to try and code this perk with all the correct functions and all TWI would have to do is code it into the game?![]()
Are perks even something you can mod in?
Nope.
But I'm thinking that a modder can look at the coding of the existing perks and then with a bit of theory work, create a block of code for a new perk made in a way that it could work in the game. Then of course, it has to be added in, but a modder cannot do that, it seems.![]()
Wait...
Then why did you say revolvers would be bad because they'd invade SS territory earlier?
Because it seems like everyone whos against the Gunslinger use this as an argument against the supporters.
They bypass the fact that this is supposed to be an all-rounder perk, and only whine how its going to be "just another sharpshooter". I dont know why but thats what they say. And the fact some people are going to give him a high power revolver which requires accuracy to use efficently, only fuels the fire. If you know what I mean?
But we already have an all-rounder perk the commando.They bypass the fact that this is supposed to be an all-rounder perk, and only whine how its going to be "just another sharpshooter". I dont know why but thats what they say. And the fact some people are going to give him a high power revolver which requires accuracy to use efficently, only fuels the fire. If you know what I mean?