So hey, most people feel that guns need some buffs! Let's work on that.
First off, I propose that guns should have a "combo" like swords do. The shot that makes you reload should be somewhat more powerful than the others, giving gunners a choice between being mobile and defensive while dealing damage (by never letting the reload occur) or offensive but more vulnerable.
Secondly, many guns need buffs to see more use, I'll attempt to do this, along with outlining what their reload shot should be.
---Alchemer Line---
Mostly good, but I think the Nova and Umbra Drivers could use a little more love out of the charge, maybe getting 1 or 2 more projectiles(might be overdoing it) or bounces out of their charge attack . It would also be nice if the ricochets occurred from the normal shot even if you don't hit anything, being especially helpful for trojans and mechaknights. Also, as anyone who has used an alchemer at the Ironclaw Munitions Factory can attest to, ricochets should not affect blocks and switches. Although there can be some practical uses for it, it's more trouble than it is worth. The reload shot for the status alchemers could simply be a 20% increase in damage along with a better chance to induce their status, while the Umbra and Nova drivers would produce two ricochets along with the 20% increase.
---Antigua Line---
This thread: http://forums.spiralknights.com/en/node/34185
Has pretty good ideas for making the Antigua line more useful, mainly changing the damage to be pure elemental or shadow on the respective gun and changing the charge shot to be only the final shot (bird/piercing bullet). The reload shot would simply be a damage increase (30% maybe?).
---Autogun Line---
Base line is good already, reload shot only needing a slight damage (10%-15%) increase and maybe 2 more needles.
Not sure what to do with the Pepperbox or Plague needle, other than stopping the pepperbox charge from pulling enemies towards you, changing the pepperbox's "Moderate" fire to "Strong", and general damage increases for both.
---Blaster Line---
From what I hear, for non-gunners this gun is decent once you get to valiance due to its knockback on each shot, should only need a 20% damage and knockback increase on the final shot, and maybe giving the gun some knockback on its lower levels.
---Catalyzer Line---
Charge could maybe use an iincrease in size so getting multiple enemies marked with one shot will be more viable. Reload shot would be a small damage increase along with marking the target.
---Magnus Line---
I think this line of gun needs some fixes for the sake of consistency. One of the main attractions of the gun is that it causes many lighter enemies to flinch after being hit with a shot, but with more players enemies can get too tough to flinch from the shot, making it much less useful. So long as it is in its appropriate Stratum, the magnus line should always make lighter enemies flinch. I'm not sure of the specific technicalities involved in making enemies flinch, so that's really all I can suggest. The reload shot should make stronger enemies flinch and do more damage (20% and better Stun chance for Callahan and 30% for Iron Slug).
Specifically:
>Will flinch on the first and second shot
Goblin Menders and Demos
Chromalisks and average wolvers
Devilites, Greavers, and Wings
!!Iron Slug only!!
Scuttlebots
>Will flinch only on the second shot
Goblin Thwackers
Trojans
Howlitzers, Zombies, Kats, and Slag Guards
!!Iron Slug only!!
Mecha Knights and Gun Puppies
Jellies and Polyps
Also, the charge shot should pierce enemies, like the final shot of the Antigua line's charge or the charge attacks of the 4* and 5* Sealed Swords
---Pulsar Line---
I know I am going to get some flack for this, but I think the elemental line of this gun is too powerful right now, the range should be reduced for it by 20% (mostly so that people with other guns can outrange spammers in LD). The normal line's range should stay the way it is.
Charge attack could be sped up and the reload shot could simply be the basic more damage/better chance for status effect.
Also, Gun ASI should probably effect reload times to some degree, with each level decreasing reload time by 7% with MAX at 42% since I think that's how it works with damage increases.
Comments are appreciated and thanks for reading.
The thing about swords and the final hit being more powerful, it's about representing the effort usually associated with a final blow in a combo, with guns the last bullet is just as powerful as the first because it is a mechanism based weapon i.e you cannot pull the trigger harder
I do agree with the asi effecting load times, I have asi high on a storm driver and it seems a little pointless.