WWAUT - Tales O' the 'Slinger

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Sasquatch360

FNG / Fresh Meat
Nov 5, 2013
25
0
0
So out of curiosity how will the "Damage Stack" for the Rhythm Method work?

Will the "Power" of a Damage Stack be added to a bullet still in flight (along with the headshot requirement) or will it only be added to the next bullet you shoot?

I ask because if its the former any Penetration might be a double-edged sword since a bullet will go through at least one Zed's head and possibly hit another's chest or something, making you lose that "Damage Stack" if it worked that way.
 

Kothre

FNG / Fresh Meat
Apr 24, 2015
339
14
0
These perks look great. Thank you for making them good instead of having these weird situational ones like demo and old beserker. :D

By the way, you should call the perk where you knock down Zeds by shooting them in the leg "Dance for me," or something along those lines. You know, in reference to this trope:

https://www.youtube.com/watch?v=yUe_Pi8NfT4
 

DMN666

Active member
Jun 14, 2012
2,570
12
38
Brooklyn, NY
I dont think i know that voice. It reminds me of one of the USMC voices from Rising Storm except sounding more "deeper".

Also that video doesnt play well on android :(
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,850
305
83
Belgium
For some reasons,I was picturing myself as Erron Black while reading .

Seems like a good enough skill tree,I don't see anything truly underwhelming (besides the flat damage upgrade,which is a bit too "easy" ) , buuuuut I still hope we'll be able to do something stylish!

As the weeks goes on,I'm finally interested in playing this new perk!
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,567
24
0
Will Uber Ammo give you infinite ammo during zed time or just put everything you have into one mag?
 
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Charibasa

FNG / Fresh Meat
Apr 18, 2015
241
2
0
I like the skills for this class and I wonder how fast this class will run with that movement speed bonus which seems like a compensation for its lack of any health increase perks.

I also kinda feel like this class should get the same zed extension time as the commando does, just seems like it would fit the class.
 
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Oddux

FNG / Fresh Meat
Apr 24, 2015
41
0
0
I also kinda feel like this class should get the same zed extension time as the commando does, just seems like it would fit the class.
It doesn't need to take anything more from the commando. A ballistic headshot oriented class with increased movement speed and bullet penetration? There will be no one left playing commando already.
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
Hmm. None of my suggestions wound up used, but I guess it'll still be fun to play regardless, just... running around and swapping weapons and stumbling things.. and if not, there are plenty of other perks to choose from, eh? :p


How many of these skill option will have ANY effect when using an off-perk weapon instead of a hand-gun? The weapon-swapping one, maybe? I like the thought of being a gunslinger who uses the trusty handguns most of the time but then whips out a bigger gun situationally.
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,567
24
0
Hmm. None of my suggestions wound up used, but I guess it'll still be fun to play regardless, just... running around and swapping weapons and stumbling things.. and if not, there are plenty of other perks to choose from, eh? :p


How many of these skill option will have ANY effect when using an off-perk weapon instead of a hand-gun? The weapon-swapping one, maybe? I like the thought of being a gunslinger who uses the trusty handguns most of the time but then whips out a bigger gun situationally.

I'm afraid off-perk weapons will remain a gray area until release or maybe forever.
 

DoctorDragon

FNG / Fresh Meat
Jul 19, 2015
81
1
0
What I found almost as surprising as the bullet resistance is the passive movement speed bonus; that alone is already going to make the perk one of the strongest on Hell on Earth. It's also going to be interesting to see varying approaches based on how dynamic the Gunslinger is; do people take single pistols/revolvers or blow even more dosh on getting dualies?

As for the skills, there's some decent choices there. Faster weapon swap speed is tempting because it does feel tardy at its default rate, but moving faster while shooting and aiming down the sights on top of a passive movement speed bonus? That could prove to be crucial when fighting bigger zeds.

I wonder how much of an increase Rhythm Method grants per headshot because this skill will combine nicely with increased recoil control as you go up the levels. It also depends on how much extra damage Bone Breaking grants too and weighing up whether the flat increase is the more reliable choice, or if Rhythm Method can easily match/surpass the damage output with just a few headshots. In principle, I think the differences seem fair enough, but this one really does depend on the numbers

Additional penetration will feel very nice on those revolvers when clearing lines of trash zeds I'm sure, but Gunslinger has also got his own tactical reload and that's very difficult to ignore, especially on Hell on Earth where more emphasis is placed on survival. Plus with the max ammo on the tier 4 revolver being at least 120 bullets, unless you go dual, I don't see the Gunslinger having the same ammunition issues as Support or Firebug.

Honestly, I'm not seeing how Center Mass is equal to Knockdown at the level 20 range. Clearly they're both aimed at tackling bigger zeds, but the knockdown effect is better for scoring more headshots, while stumbles can easily be performed by other perks such as Berserker or Firebug in a multiplayer setting. Although the skill description says it's performed on "sprinting zeds", that's easy enough to set up for quick kills, provided the .500 Zed Collector can pile on some real damage.

As for ZED Time, well it feels like choosing the Commando's skills again. Faster fire rate is always a nice thing to have, but if you ever get caught having to reload, that's a ZED Time skill gone to waste. Uber Ammo just looks like a more tempting and safer bet.

Overall, I get the feeling that Gunslinger is going to be a little OP, not quite to the same extent as the Field Medic or the current iteration of the Berserker by any means, but somewhere around the Firebug's level so possibly vying to be in the top 3 strongest perks. My guess is that the Gunslinger perk weapons will be good enough by default with just single headshots to crack open the skulls of weaker trash zeds like eggs, thus the skills are better off being used to increase the odds in your favour when fighting bigger zeds.

Also, Yoshiro's thread opener gave us a distinctive Wild West theme. What if the next update is about the Wild West and the Far East rolled into one package? It's just speculating of course but damn, the Martial Artist perk just gradually starts to feel more and more likely around the corner!
 

DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
Last time, the update was released one month after they posted the perks.

Just in time for Christmas :)
 

Myrkr

Member
Apr 27, 2015
353
2
18
Love how every one is belly achin' over move speed, zerker and mando both have it 'oh but mando sucks then' uh no

Mando still has: 2% more HP per level, and Stalker Sight, ontop of the move speed. And the Slingers dmg res is only to bullets (and maybe that applies to the nail bomb too, and with nail bomb, I hope it can't richochet like the frag can, but has much higher damage per projectile, meaning it's a boom and done, huge burst but it doesn't penetrate/bounce around, making it not as good inside as a frag)

-Edit-

Watched the clip a few times in near frame by frame, and they do richochet, but the big thing I noticed, was the spread on the nails. They all blasted in an upward cone, where as the frag does a more rounded distribution pattern. Perhaps this means you'll have to throw it the right way too hit more than whats just stupid close/ontop of it, and would be cool if you could 'tag' zeds with them ala spike nades in Halo 3, cause nails.
 
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Yoshijk

FNG / Fresh Meat
Between the level 5 choices, I think faster weapon swapping would be more useful. Weapons switch awfully slow compared to KF1, and being able to walk faster while aiming down sights just seems like it's for someone who can't hip-fire while moving.

As far as level 10 choices go, it depends on how much more damage each one grants, and whether one prefers to risk damage loss for missed consecutive headshots, or play it safe and have a more medium damage increase that's always present. I'd go with the latter, because you never know when something out of the blue will ruin your aim.

Level 15 skills, for now I'd choose the fast reload because fast reload is fast reload; we don't know how good the penetration bonus is, or if the pistols already have a base penetration like in KF1. Having guns as powerful as .500s, I can imagine them reloading none too quickly, especially when you need them to as a FP is charging you.

Then there's the incapacitation skills of level 20. Stumbling on body shot may seem good, but I hardly see it working well on scrakes or FPs; it'd be too easy. The knockdown on legshot seems more likely to work often, since it's only for charging enemies. Putting myself in the situation of watching a FP charge at myself or someone else, I see myself saving lives, as knockdowns are much more useful anyway.

Finally, 25 skills. Infinite ammo sounds nice, but what's the point if say, the .500s have a low fire rate? You would save yourself like two or three bullets from your ammo pool. Rapid fire would put out a lot of DPS.

However, if Gunslinger were to have Zed-time extensions like Commando (and used-to-be Berserker) I could see the infinite ammo being better than rapid firing.