Dear developers, I want you to make sure that you know that there are in fact things that need to be fixed with handguns just like with bombs when you fixed RSS. Only to be fair to bombers, since bombers received their fixes. One reason for removing the old shard bombs was because it wasn't intended to one shot swipey monsters. The Alchemer charge attack can currently one shot Turrets, zombies, etc. Fixes to this, as well as other gun things, are suggested below.
I am a gunner, not a bomber trying to get revenge on guns.
I have been gunning for 11 months. I am in fact a gunner, and yes, all of the changes below are nerfs. Sorry, but if you read nothing else in this post, at least read that I have been gunning for 11 months and I am not someone who hates gunners / out for revenge. Some things about guns need to be addressed.
>>>Issue No. 1. Shooting and pausing to avoid reloading, when you are supposed to reload guns. You know. 'Cause they are guns.
This seems as if it is not intended, and it is awkward to not have any benefit for shooting off an entire clip except for Callahan's interruptions and knockdowns. Rather than buffing the last bullet of a gun, we need to make it so that if one was to fire off the entire clip, they will have the same exact damage that guns deal now: the shots will average out to deal 100% bullet damage per shot.
This will slightly nerf people who shoot and pause while make no change in damage for those who fire off the entire clip.
All we need to do is make gun bullets build in damage the more shots we repeatedly hit the target with. This building damage will drop off should we pause much like we would pause in not reloading our guns to start from bullet 1 again. This shouldn't be too difficult to implement for the developers at all. We HAVE seen you make the third strike of swords deal more damage than the first two. We CAN see you make the first shots of guns deal less damage, and the last shots of guns deal more damage.
RP-wise: The more ya hit something, the more it hurts?
Antiguas would build like this:
First bullet: 75% of the damage that it deals now.
Second bullet: 85% of the damage that it deals now.
Third bullet: 95% damage.
Fourth bullet: 100% damage.
Fifth bullet: 115% damage.
Sixth bullet: 130% damage.
If you shoot an entire clip, the damage of each bullet will average out to equal exactly the same damage as it is currently (100% damage). This will in fact be a nerf to those who shoot all but one bullet and pause. Although shooting and pausing will be safer, you will deal less damage. There are benefits to both shoot and pause (safety) as well as to shoot off a whole clip (damage).
Now what if a gunner pauses after the fifth shot instead of finishing off the last bullet? Every bullet will average out to have only dealt 94% of regular damage. That is a fair shoot-pause deduction for a gun that it is difficult to build damage / fire off every bullet with in comparison to guns that fire fewer shots.
Alchemers and other 2 shot guns would build like this:
First bullet: 85% damage.
Second bullet: 115% damage.
Just like the antiguas, it will average out to be exactly the same damage as it is currently should you fire an entire clip, but be detrimental to the people who shoot and pause and don't reload for safety.
Now what if a gunner pauses after the first shot? That bullet will have only dealt 85% of regular damage. This is absolutely fair when compared to the Antiguas, as it is more difficult to shoot off an entire Antigua clip, therefore more difficult to build damage with an Antigua, rather than build damage with an Alchemer.
Polaris and other 3 shot guns would build like this:
First bullet: 80% damage.
Second bullet: 100% damage.
Third bullet: 120% damag.
Now what if a gunner pauses after the second shot? Every bullet will average out to have dealt 90% damage. This is fair, considering it is easier to build damage with a 3 shot gun than an Antigua, but harder to build damage with a 3 shot gun than a 2 shot gun.
This may negatively affect those in Lockdown as shooting an entire clip is not a good idea, but we have to realize that this is a PvE based game not built around PvP much like just about every other PvE based game with PvP.
>>>Issue No. 2, Blitz Needle Omegacharges. Blitz is intended to OHKO I am fairly certain, it is just a little bit too much currently.
We completely cloud out anything else in single target damage. This isn't technically a nerf, this is just undoing a buff.
A while ago, all guns were buffed: 20% in damage, 25% in charge. But the developers buffed ALL guns, not all guns EXCEPT for Blitz Needle.
I hope every gunner can agree that Blitz Needle charge is pretty OP. Its risk doesn't match its godly reward, albeit quite a risk. Undoing a buff shouldn't be that big of a deal at all.
25% damage nerf in order to make it the damage that it used to be.
>>>Overlooked Issue No. 3, Alchemer normal shots: Too much RNG (Random Number Generator / Luck). Alchemer charge attacks: Too much power.
>>Part A, Normal shots.
Alchemers can deal more single target DPS and AoE DPS than any gun excluding the Blitz (since Blitz's sheer force clouds out any perfect Alchemer RNG), but depending on RNG (random number generator, the angles at which bullets split are random but always to the same direction) as well as skill (positioning). This means that you could theoretically do more damage with a Polaris against a Vortexed cluster of enemies, for example. Or... you could not, depending all upon where that Alchemer bullet lands in that Vortexed cluster and where its splits land.
Against a single target, one can clip a single bullet and its split bullet into that one monster, damaging it for 200% damage per bullet. You have to have good positioning, and it is very possible and simple to do. Although you cannot do it every time due to RNG (in this case, the angle from the original path to the split path being extremely small), it is still very common and easy to do.
Against a group of enemies, you can liquefy two zombies should they be positioned correctly and should you shoot it correctly. Remember how a bullet can hit two to three enemies when shot inbetween them due to slight splash? Guess what: so can split bullets. This means, with it bouncing twice, you can deal 300% damage to each zombie with a total of 600% damage to two zombies per shot. I sure do love a gun where one bullet equals six. RNG isn't even a factor with perfect positioning.
The main argument with the Alchemers power is that it requires skill and positioning to get massive damage. But it truly doesn't, it took me a couple hours in FSC to learn how to demolish crowds of zombies with an Alchemer. The main factor is RNG, or the chance that the angle it splits off to will benefit you greatly and hit many monsters, possibly hit between them. But the RNG can also be terrible, making split bullets absolutely useless though that will take some bad positioning and skill.
So I propose that we make the Alchemer less RNG / Luck based, and deal less damage on the split bullets. Skill > Luck. This way, it is easier to position Alchemer splits and get greater numbers should you be skilled at positioning, but the raw numbers of the splits won't be quite as much. Make the range of angles the split can possibly split off to smaller, and make the damage of each split somewhere around 80% of its current damage. This will also make the moments when the Alchemer shines a bit too brightly, like when shot between two monsters, a little bit less ridiculous.
This compliments my earlier suggestion of the Alchemer's building damage, since RNG would totally wreck the gun since the second (higher damage) shot could benefit greatly from good luck. Since it is less RGN based, each shot will count but the damage won't be as severe.
To finish off my building damage suggestion, this is how the Alchemers will actually build:
First bullet: 85% damage. Split bullets: 70% damage.
Second bullet: 115% damage. Split bullets: 90% damage.
>>Part B, Charged Shots.
OHKOing things with the charge attack is not intended by the developers, just like RSS OHKOing was not intended.
Suggestion 1: Make there only 2 splits with charge attack rather than 4 (similar to 2, 3, and 4 star alchemers). This would be the best option to remove side clipping, while being the greatest nerf.
Suggestion 2: Reduce the damage of the splits by roughly 20%. This option wouldn't entirely remove side clipping, but still help.
I am not saying do both suggestion 1 and 2, I am saying one OR the other.
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tl,dr; errrrr there isn't really one I am sorry :(
My input comes as a bomber who occasionally uses guns. My friend with whom I frequently run has both Antigua-lines, Polaris and Plague Needle. I have Polaris, Callahan and Biohazard; myself.
Damage build-up
Have you done calculations in regards to the DPS of stopping at the fifth bullet, shield-canceling and immediately start shooting opposed to shooting all six bullet and sitting through the reload animations? My gut instinct tells me that the the reload time adds considerably more than 6% idling time but I'd have to bust out a stopwatch to make any actual claims. I'm talking specifically about Antiguas here, as that's the one with the most bullets you can put out before canceling and thus seems like it'd be the least affected by this change.
No matter how you slice it, that final shot needs to make a very large difference.
I'm also wondering about Polaris. Polaris is a broom used to push mobs, and as such you'll often want to spread the shots over multiple mobs. Are the successive shots just getting more damaging or would you have to focus all the shots on the same enemy?
Blitz Needle
Agreed. Maybe only nerf the charge so that there is merit to using the regular attack at all?
Blitz Needle
In my runs, I don't observe Alchemers much so I didn't even know the charge spread was random. As far as I'm aware, Alchemers are the only weapon with a randomness element aside from status infliction and it seems like a very odd design decision. Why don't Blitz Bullets act like this? The Snarble charge? The old RSS? Random spread just seems inconsistent and like it uses more bandwidth and server resources in a way other weapons do not.
Agreed, in other words.