12-13-2023, 07:50 PM
As the title said. All handguns, not most, not some. ALL handguns have less than 10 Power. Which makes Akmedis a hard counter to them, even if they scale purely on GUI. Since handguns lack a high base critical damage like daggers do, the torso pretty much counters the entire weapon class. The problem's not really the torso, just the design of those weapons, which could get a little touch-up.
I have a few pitches regarding it:
- Akmedis could only work against melee weapons for the -25% critical damage effect.
- All Handgun-types could be amped to a range of 9~12 base Power.
- Extended Grip should grant +2 Power, +2 Rounds and +2 Weight.
- Since most Bullet weapon parts have more drawbacks than benefits, I think they could be more unique in their effects. A few ideas in particular to each type goes as:
>> Aerodynamic: Guarantees the first Glancing Blow roll will be positive.
>> Piercing: Ignores 25% of the enemy's PDR and Armor.
>> Hellround: No need.
>> Scatter: +2 Rounds.
>> Silver: No need.
I really don't like how Handguns are so vulnerable to Evasive (handguns have poor accuracy) and Tank (it can reduce your damage to 0, no matter how high you stack it) defensive options. It makes the archetype of an Akimbo gunner suffer a lot, and you can't even properly use Rampaging due to low base power.
Back in the old days, guns were the de-facto counter to tanky builds, since evading them was extremely easy. And still is, mind you! But right now, the archetype does not have anything good going for them, aside single-tapping people with an Excel Sniper, or getting oodles of SWA from a Boulder Jackhammer.
I have a few pitches regarding it:
- Akmedis could only work against melee weapons for the -25% critical damage effect.
- All Handgun-types could be amped to a range of 9~12 base Power.
- Extended Grip should grant +2 Power, +2 Rounds and +2 Weight.
- Since most Bullet weapon parts have more drawbacks than benefits, I think they could be more unique in their effects. A few ideas in particular to each type goes as:
>> Aerodynamic: Guarantees the first Glancing Blow roll will be positive.
>> Piercing: Ignores 25% of the enemy's PDR and Armor.
>> Hellround: No need.
>> Scatter: +2 Rounds.
>> Silver: No need.
I really don't like how Handguns are so vulnerable to Evasive (handguns have poor accuracy) and Tank (it can reduce your damage to 0, no matter how high you stack it) defensive options. It makes the archetype of an Akimbo gunner suffer a lot, and you can't even properly use Rampaging due to low base power.
Back in the old days, guns were the de-facto counter to tanky builds, since evading them was extremely easy. And still is, mind you! But right now, the archetype does not have anything good going for them, aside single-tapping people with an Excel Sniper, or getting oodles of SWA from a Boulder Jackhammer.