The sharpshooter has an advantage with pistols in that it's the only class that gets a bonus with the 9mm. You start with it, it weighs almost nothing and so its basically free ammo with no weight penalty. It cannot be sold though and if you're playing another class and you dont get the bonuses you're stuck with it. So what about a pistol for each class so that everyone can play the class they want right from the first round and make progress even if they are level 0-4 with no starting weapon. Here are some ideas for a pistol for each class.
Sharpshooter
Loses 9mm (goes to medic) and Handcannon becomes SS basic pistol. The Desert Eagle is the gun the Handcannon is based off of. It comes in 3 major chamberings: .50 AE with 7 shot magazine, .44 Mag with 8 shot magazine, and .357 Mag with 9 shot magazine. Pistol is balanced by changing it to the less powerful .357 version. So its less powerful but 9 shots in a magazine and you can now carry a little more ammo. Sharpshooter must be careful with ammo and take more aimed shots since they have the new handcannon as their only pistol. Works with sharpshooter play style- taking aimed shots.
Medic
Beretta 9mm is now the medic pistol. Kinda makes sense since military medics like Navy Corpsmen carry the M9. Gets Medic bonuses to magazine size and total ammo like the MP7 making it a useful addition to the Medic aresenal.
Commando
Glock 18, semi and full auto fire modes. Matches the play style of the other Commando weapons. Increased Commando magazine size makes sense for the weapon, as there are many high capacity magazines for 9mm Glocks.
Support
Taurus Judge .45LC/410 5 shot revolver. Chambered in .45LC but more fitting for Support- it also shoots the 410 shotshell. The 2.5" chamber version shoots 3 pellets per shot, the 3" chamber version can cram 5 pellets in a wad. Take your pick, it doesn't really matter as it can be balanced by damage, penetration, and spread.
Beserker
Ninja stars. The Beserker is all about getting physical so his "pistol" is thrown with brute force. Just what the Beserker needs to decapitate Bloats before they vomit and dispatch pesky crawlers before they get too close. May be thrown in rapid successoin with normal fire. For "iron sights" he holds the star up to get a better idea where it will go at the cost of a slower throw rate. Possibly make them drop when they hit or when the enemy they are in dies and can be quickly picked back up like bolts for the crossbow.
Demo
Single shot 20mm grenade pistol. Balanced by slow reload time, less damage than 40mm grenades, less area of effect, limited ammo.
Firebug
Single shot napalm launcher. Slow reload time and limited ammo. When napalm shot lands it creates a small area that burns for a short while, lighting any enemies that walk though. Great for retreating as Zeds chase you.
Pretty much all the balance of these pistols can be achieved with tinkering with the power, reload time, ammo, total ammo, etc. So balance issues of each pistol aside, what are your thoughts on adding pistols for each class and how the pistols themselves fit for each class?
Sharpshooter
Loses 9mm (goes to medic) and Handcannon becomes SS basic pistol. The Desert Eagle is the gun the Handcannon is based off of. It comes in 3 major chamberings: .50 AE with 7 shot magazine, .44 Mag with 8 shot magazine, and .357 Mag with 9 shot magazine. Pistol is balanced by changing it to the less powerful .357 version. So its less powerful but 9 shots in a magazine and you can now carry a little more ammo. Sharpshooter must be careful with ammo and take more aimed shots since they have the new handcannon as their only pistol. Works with sharpshooter play style- taking aimed shots.
Medic
Beretta 9mm is now the medic pistol. Kinda makes sense since military medics like Navy Corpsmen carry the M9. Gets Medic bonuses to magazine size and total ammo like the MP7 making it a useful addition to the Medic aresenal.
Commando
Glock 18, semi and full auto fire modes. Matches the play style of the other Commando weapons. Increased Commando magazine size makes sense for the weapon, as there are many high capacity magazines for 9mm Glocks.
Support
Taurus Judge .45LC/410 5 shot revolver. Chambered in .45LC but more fitting for Support- it also shoots the 410 shotshell. The 2.5" chamber version shoots 3 pellets per shot, the 3" chamber version can cram 5 pellets in a wad. Take your pick, it doesn't really matter as it can be balanced by damage, penetration, and spread.
Beserker
Ninja stars. The Beserker is all about getting physical so his "pistol" is thrown with brute force. Just what the Beserker needs to decapitate Bloats before they vomit and dispatch pesky crawlers before they get too close. May be thrown in rapid successoin with normal fire. For "iron sights" he holds the star up to get a better idea where it will go at the cost of a slower throw rate. Possibly make them drop when they hit or when the enemy they are in dies and can be quickly picked back up like bolts for the crossbow.
Demo
Single shot 20mm grenade pistol. Balanced by slow reload time, less damage than 40mm grenades, less area of effect, limited ammo.
Firebug
Single shot napalm launcher. Slow reload time and limited ammo. When napalm shot lands it creates a small area that burns for a short while, lighting any enemies that walk though. Great for retreating as Zeds chase you.
Pretty much all the balance of these pistols can be achieved with tinkering with the power, reload time, ammo, total ammo, etc. So balance issues of each pistol aside, what are your thoughts on adding pistols for each class and how the pistols themselves fit for each class?