I've seen the term thrown around as a way of dismissing the supposed impact of newly added weapons.
Like, the FAL. Both in stat's and functionalities, its pretty close to the SCAR.
You might be saying to yourself :
"but if it looks like a SCAR, has the pretty much the same atributes as the SCAR and cost aproximately the same as the SCAR, then it's existence has little to no impact on the game"
And you would'd be right.. on most games. Not on KF. That's because KF doesn't work on a slot system, it uses an inventory. There isn't a choice between one weapon OR the other. You can have BOTH.
This essencially allows KF players to do something they couldn't do before: Use two of the same weapons.
With these so called "side gears", KF players can now, for example:
> Pack 2 AKs (AK // M4 // Tommy Gun // STG44)
> Pack two pump shotguns ( Pump // HSG // Combat Shotgun )
> Pack 2 HandCannons ( HC // Revolver and their dual versions )
> Pack 2 Scards (SCAR // FAL )
Am i the only one that sees this? am i crazy for thinking that sidegears, in this game, hurt balance?
Like, the FAL. Both in stat's and functionalities, its pretty close to the SCAR.
You might be saying to yourself :
"but if it looks like a SCAR, has the pretty much the same atributes as the SCAR and cost aproximately the same as the SCAR, then it's existence has little to no impact on the game"
And you would'd be right.. on most games. Not on KF. That's because KF doesn't work on a slot system, it uses an inventory. There isn't a choice between one weapon OR the other. You can have BOTH.
This essencially allows KF players to do something they couldn't do before: Use two of the same weapons.
With these so called "side gears", KF players can now, for example:
> Pack 2 AKs (AK // M4 // Tommy Gun // STG44)
> Pack two pump shotguns ( Pump // HSG // Combat Shotgun )
> Pack 2 HandCannons ( HC // Revolver and their dual versions )
> Pack 2 Scards (SCAR // FAL )
Am i the only one that sees this? am i crazy for thinking that sidegears, in this game, hurt balance?