[This is a re-post from my steam forums discussion]
I had been sort of hesitant to make a discussion about this but I kinda wanted to see if anybody else had noticed this either.
Has anyone noticed how some tier 4 perk weapons play the opposite of what the perk's skills promote?
For instance, Firebug, has almost it's entire skill tree dedicated to doing fire damage and damage over time, and yet the tier 4 weapons that is supposed to be his strongest weapon doesn't shoot fire or do any DOT? I mean yes the microwave gun does fulfill its role in killing zeds with metal on them but what was the point of picking up all the perks to do really good DOT damage and have zeds light each other on fire when you can't even do that with your "best" weapon. And on top of that you can't carry the flamethrower with it so your only choice is to use the pathetic caulk'n'burn or don't use the microwave gun at all.
Other perks that suffer from this are Berserker with the eviscerator and Sharpshooter with the rail gun.
To quickly explain, the Berserkers' skill trees support swinging his weapons faster and harder, and yet the eviscerator does not swing and it has an ammo count on the thing he's supposed to be doing the most which is melee.
As for Sharpshooter, as he is built similarly to the Gunslinger, his weapons want to get fast and powerful head shots, but with the rail gun only having a single shot perks like "rack'em up" and both his zed time skills are almost useless because you're going to be spending most of your time reloading and its so heavy you can't carry a weapon that actually supports his play style like the EBR.
I understand that perk skill swapping is a thing but it seems like that doesn't matter for these perks, and it just doesn't seem very logical to have your "best" weapon be the one that none of your skills support.
While yes, you COULD just make it so the microwave gun does DOT or lights things on fire it would kind of ruin the point of the gun, same goes for the eviscerator and rail gun. The only real remedy to this is honestly to add new weapons, because these weapons are fine concepts but it just doesn't seem like they should be advertised as the best weapon for your perk because it seems like other lower tier weapons get the job done better. (i.e flamethrower, pulverizer, EBR)
Now TW can do whatever they want but if I had to make a suggestion on what weapons would promote their skills it would be pretty simple. As the first game had the right idea. (Except for the sharpshooter the M99 was way to slow and 5000 for ammo)
Firebug -- Husk Fireball Launcher, pretty self explanatory for anyone who played the first game. Charge up, shoot into crowd, and anything not blown up is set on fire.
Berserker -- Either a real chainsaw that you CAN swing but it hits multiple times with each swing and has unlimited ammo, or the return of either the Claymore Sword or the Scythe.
Sharpshooter -- Something along the lines of a high power magazine based bolt-action sniper rifle like an AWP or the Remington MSR.
I had been sort of hesitant to make a discussion about this but I kinda wanted to see if anybody else had noticed this either.
Has anyone noticed how some tier 4 perk weapons play the opposite of what the perk's skills promote?
For instance, Firebug, has almost it's entire skill tree dedicated to doing fire damage and damage over time, and yet the tier 4 weapons that is supposed to be his strongest weapon doesn't shoot fire or do any DOT? I mean yes the microwave gun does fulfill its role in killing zeds with metal on them but what was the point of picking up all the perks to do really good DOT damage and have zeds light each other on fire when you can't even do that with your "best" weapon. And on top of that you can't carry the flamethrower with it so your only choice is to use the pathetic caulk'n'burn or don't use the microwave gun at all.
Other perks that suffer from this are Berserker with the eviscerator and Sharpshooter with the rail gun.
To quickly explain, the Berserkers' skill trees support swinging his weapons faster and harder, and yet the eviscerator does not swing and it has an ammo count on the thing he's supposed to be doing the most which is melee.
As for Sharpshooter, as he is built similarly to the Gunslinger, his weapons want to get fast and powerful head shots, but with the rail gun only having a single shot perks like "rack'em up" and both his zed time skills are almost useless because you're going to be spending most of your time reloading and its so heavy you can't carry a weapon that actually supports his play style like the EBR.
I understand that perk skill swapping is a thing but it seems like that doesn't matter for these perks, and it just doesn't seem very logical to have your "best" weapon be the one that none of your skills support.
While yes, you COULD just make it so the microwave gun does DOT or lights things on fire it would kind of ruin the point of the gun, same goes for the eviscerator and rail gun. The only real remedy to this is honestly to add new weapons, because these weapons are fine concepts but it just doesn't seem like they should be advertised as the best weapon for your perk because it seems like other lower tier weapons get the job done better. (i.e flamethrower, pulverizer, EBR)
Now TW can do whatever they want but if I had to make a suggestion on what weapons would promote their skills it would be pretty simple. As the first game had the right idea. (Except for the sharpshooter the M99 was way to slow and 5000 for ammo)
Firebug -- Husk Fireball Launcher, pretty self explanatory for anyone who played the first game. Charge up, shoot into crowd, and anything not blown up is set on fire.
Berserker -- Either a real chainsaw that you CAN swing but it hits multiple times with each swing and has unlimited ammo, or the return of either the Claymore Sword or the Scythe.
Sharpshooter -- Something along the lines of a high power magazine based bolt-action sniper rifle like an AWP or the Remington MSR.