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Apr 26, 2022
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Name: Heavy/The machine gunner. Passive bonuses: 25% damage of profile weapons, Armor 50%, portable weight +5, ammo reserve 20%, survivability 15%. Priority goals: all small and medium-sized, when buying weapons of the 4th level, the goals become large.
Initial weapon: L86 LSW, 9mm pistol, army knife, sticky grenade.
All his weapons share a multiclass with a commando, and a commando shares a minigun and a stoner 63a with him, also all his weapons cause very heavy damage, but the reloading speed of most weapons is slow, and even heavy to boot, and it's unlikely to work with several machine guns.Без названия37_20220528184007.png
 
This idea has been proposed a thousand times and it's always the same problem: how would you justify such a perk when the only machineguns in the game are available at T4 and T5 (the Stoner and the Minigun respectively)? And if we tweak the damage to get a pea shooter that fires super fast with a large mag... How is it different from the SWAT's SMGs?

And most of what you propose seems like a mish-mash of perks already. More Armor ? That's the medic and SWAT. More survivability? That's the Zerk. More weight? That's the support.

Add that you want ALL of his weapons to be crossperked with the Commando... And why would we even pick the Machine Gunner to begin with?

I'm personally would be very fine with another, heavier hitting (but slower) LMG added to the game. That or one with a very small mag... Think of the BAR for example. But that's pretty much it. A whole new perk just wouldn't be warranted in my opinion, and would only cause a Sharpshooter/Gunslinger situation.
 
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