Gunslingers Are We Just Backup?
Anyone else feel that gunslingers are unable to dish out enough damage to actually help out the group? I see swordsmen dishing out 100-300 damage per swing and knocking back and having long range charge attacks.
I decided to become a full on gunslinger, nameless set and all, I even went through all the trouble of making an iron slug (which i am very disappointed in btw).
I feel that there needs to be more balancing on older version of guns such as the iron slug (new patch just made the iron slug easier to make. Alot of good that does to all the people who already have it...)
we need more types of guns, and more options at various ranges. alot of the time people knock back enemies into me and i have very little option but to run away and hope not to die.
ive adopted a troika to deal with enemies that get too close.
any suggestions on better gunslinger strategy?
Using guns to cluster enemies into corners is pretty helpful, a Leviathan Blade charge or similar makes quick work of 4 Gremlins trapped against a wall

Gunslingers are great for Dukey fights <3
Firstly, I'd recommend against trying to be a "pure" gunslinger. There's far too many situations where you'll find you just need a sword, regardless of what your primary weapon choice is.
Secondly, try and match guns to enemy weaknesses where possible. Guns do little enough damage as it is, but hitting a weakness will offset some of that. You have the advantage of doing damage from a safe distance, the reduction in our damage is the sacrifice you make for that. There are a few guns you can use where the damage type might not matter as much as the added effect, but as a general rule you'll want to use the right gun at the right time.
As for the fact that you're often inconvenienced by other people moving enemies around, there's not much you can do about that except pay more attention to what your teammates (and I use that word loosely, as any gunner knows by now) are doing. You have an advantage in mobility, so use it to get someplace safe so you can resume attacking. You'll want to keep your team-mates between you and the enemies most of the time, whether they're swordsmen or bombers. Pay special attention to calibur-wielding folks. Some of them just love that charge attack, and don't care who they endanger in the process of using it.
As for specifics:
The Alchemer series of guns come highly recommended. They all seem fairly lackluster until you get to 4* though, so you'll need some patience. You can get some surprising damage out of the ricochets (sometimes even on the same enemy), and they have useful charge attacks, which is a rare thing in the world of guns.
Either Polaris line is awesome. As long as you can maintain range, the expanded shots hit VERY damned hard for a gun, and the knockback is useful if applied properly. Be warned, you'll annoy most swordsmen with it if you're just spamming it all the time, but the elemental line in particular is very good for Gunpuppies and their ilk.
The Catalyzer series aren't as useful in a group, as you generally won't have the opportunity to stack charges with a bunch of folks swinging swords around the place. It has its uses though, mostly solo, in a duo with a bomber or in a group with other gunslingers with Catalyzers.
The Antigua line would be awesome, with a massive clip size (which keeps you safer), but the weird damage-split between 2 special types of damage hurts it somewhat. Each basically has two enemy types they do increased damage to, and they do reduced damage to everything else. The Silversix/Argent Peacemaker is arguably the more useful of the two, as it hits undead pretty hard. The Blackhawk/Sentenza only does extra damage to Beasts and Gremlins, neither of which are really fun to shoot at.
I approve of your use of the Troika as a back-up weapon, btw. I've since found the Sealed Sword lines to be just as useful, and they have the advantage of being able to exploit enemy weaknesses. Overall I think the heavy sword lines work pretty well as backup weapons for gunnery. Just be warned that you'll very rarely get to use the second swing safely as you go deeper, so get used to shield-cancelling the first swing.
well... as a swordsman i do like having a gunslinger in the party for support, yes many dont like gunslingers using knockback guns but not me~ i love having a gunslinger with knockback... hmm so yes i do consider a gunslinger as support but that doesn't mean i look down on them, different attack/different benifits is all, just as a swordsman supports the gunslinger by allowing the gunslinger to have breathing room...
Only if you or your teammates are idiots (or you lag) will you ever die in a battle, regardless of what weapon you use. Guns barely take you further out of the fray than you already are--you have crappy range and slowed movement speeds, not to mention you will still get hit by ranged attacks from monsters, or by those that come flying at you from knockback or swoop attacks.
Guns are still situational for most users, and require high tactical knowledge to master, and you're forever destined to be inferior when you run with untrained randoms--those who still knockback lumbers into you, or immediately attack the monster you're tactically targeting (break freeze from cryotech, disperse clusters or kill stickied monsters from catalyzer), or kick you just because you wield a gun.
I prefer my elemental Pulsar
piercing magnus
and
Dark Catalyzer.
Iron Slug seems like a bad choice since as a gunner you are given the option to do SUPER EFFECTIVE dmg at all times.
Perhaps the new piercing autogun with poison will be up your alley for a piercing gun.
I use guns because I like not dying... Sorry if you feel less effective dmg wise, but if you're doing your job of not dying then your team will appreciate you much more for winning and stealing their heat like I do! :D
I beg to differ. Given that the alternative is melee range, being able to attack from a full screen's distance away is a considerable distance given the nature of the game.
Now, there are some enemies with very high mobility around, like Greavers and Wolver, and Devilites have a very good (read: dangerous) ranged attack, but the vast majority of the time that distance keeps you very safe. Besides which, those enemies are precisely why I recommend any gunner carry a good sword as back-up, because there are times when having one is simply a better alternative to trying to shoot them. Several other enemies have ranged attacks, but they're mostly telegraphed or involve slow moving projectiles. In either case they're much easier to deal with at range than they are from up close.
Granted, there are times when I'm under threat more from my party-members than I am from the actual enemies present, because there will always be calibur charge-spamming fools in the game, or Nitronome addicts. Lumbers are a particular pain, because they're generally not a threat to anyone paying attention to them. If you actually get hit by one that you're actively engaged with, you messed up, plain and simple. It's the ones you're not paying attention to, on the far side of the room facing the other way that'll generally get you when some enterprising fellow bats it across the room like he's Babe Ruth or something. I find it much easier to get a feel for events around me when I have some space, and while it's just counter-intuitive to add your teammates to your list of potential threats, sometimes it's what you need to do.
as a swordsman i too have to watch out for caliber charging fools... nothing is worse than bashing some gremlins then seeing a lumbar come flying at you...

Gunslinger have cruddy armor but good guns.so they use ranged wepeons to not risk any massive damage from a lumber or JK.about the cruddy armor I was joking.gunslinger sorta support swordsmen.you can hit a melee enemy from a distance to not be hurt.

Two popular threads with lot of info about handguns:
Ask a Master Gunslinger Anything by FossaFerox.
Ask another Master Gunslinger Anything by Revolver
If you don't have time to read them all here and now ;-) you may check two useful posts with some opinions of famous gunslingers (of course these are just personal opinions, but I think they are worth reading anyway):
A post by FossaFerox
A post by Shoebox
Because Pulsars and Catalyzers have been very recently introduced they are not mentioned in most of above links (exept Revolver's thread).
Personally I've started wielding Pulsar just several days ago and I'm still not used to its slow bullets and I'm missing my Storm Driver often. I guess I have to get used to it though. I'm more used to Catalyzer as I've bought it much earlier then Pulsar. But even though having Virulent Catalyzer in 4th slot comes handy I'm still using Callahan against gremlins quite often.
Also I'd suggest getting Valiance and Callahan. If I were playing with two slots only these would be my weapons of choice. Valiance knock back is useful with mid-range mobs, like retrodes or kats - if you shoot them while their preparing attack you can knock them back and find yourself "out of range" of their beams and missiles. I know it does normal damage only, but so does Leviathan or Nitrome :-D
Some interesting videos about gunslinging (with helpful text tips):
Solo gunslinging in T3 Arena
Solo gunslinging in T3 Arena, part II
Gunslinger vs wolvers in T3
@Unicornkitty
Highly disagree with this. I have yet to see a swordsman run once without dying unless they're specifically going for the title, whereas if you counted the number of times I've gotten gold survivor it'd be ridiculous.
I'm actually superior when I play with untrained randoms...I know how to shieldbump and often end up carrying the team.
Pure gunner here.

Guns are situational, just like every other weapon in the game. Pure gunner is a bad idea. So is pure swordsman or pure bomber. There are situations where you need a sword, situations where you need a gun, and situations where you need a bomb. If you only have one, then sometimes you're going to be gimped and basically have to wait for your teammates to do everything. Maybe you can get through it, just like you can get through tier 2 in starter gear, but you're going to be at a big disadvantage.
For the most part, people don't die because they're using a sword. They die because they're bad at the game. There are perhaps exceptions for Jelly King, Vanaduke, danger rooms in fourth stratum or later, tier 3 third arenas, certain arenas of Sinful Steps or Ritual Road levels in tier 3, having to carry a bad group through relatively difficult content, and the odd situation where the game randomly deals you something horrible, such as greavers and rocket puppies (both plural) at the same time in the same small space where you can't run away. But all of those added together only account for a small fraction of the deaths in the game.

I currently use a sword and bomb but on JK runs I'm going to get a decent gun and sword.I already got a shadow tech recipe but waiting for my mist to recharge.
I personally think guns are awesome.
It's rare for me to find swords to be more useful excepting that they kill things quicker, most of the time with guns I can manage enemies well enough that I simply don't get hit and I still win.
JK is an example that pretty much requires a sword to do well in (though it's debatable whether it's really possible to do well against JK), but most other players I see (most being sword-users) throw themselves at the enemy and inevitably get hit quite a bit, if you use a gun well you can avoid that a good portion of the time.
Though on the other hand, it wouldn't be surprising if you found yourself using multiple weapon types (or all 3) later on.
The three weapon types tend to have different roles, each of which is useful to a group, but each weapon type has weaknesses which promote carrying multiple types of weapons.
Swords tend towards single-target DPS, at the cost of the user's safety.
Guns tend towards higher user safety and controlling single mobs, at the cost of all DPS.
Bombs tend towards group DPS and crowd control at the cost of single-target DPS and safety
Now, there are exceptions in each group; two strike swords tend to excel at group DPS but have less single target DPS than standard three strike swords; the Pulsar and Catalyzer lines essentially shoot bombs; Crystal Bombs excel at single-target DPS instead of group DPS.
But for the most part, weapons in each group meet the ideas I set out above.
However, we have multiple weapon slots, and we can cover multiple roles by utilizing them. Specializing is actually enabled by the weapons in each group that act like other groups, though - Pulsars enable pure gunners to act like they have bombs, Crystal Bombs enable pure bombers to act like they have swords (to a degree). The puzzles in the clockworks are designed so they can always be solved regardless of what weapon types you carry, generally by having throwable items around.
Personally, I'll never venture into the clockworks without a sword and a gun, though if I use other slots, their usage is based on what I feel like using.
I'd say a gunner's role in a group scenario is keeping a large number of monsters aggro'd on themselves to enable the other players to pick targets out without being attacked by the rest; if you do this well and your teammates recognise that you're doing it, you'll feel it's worth your time. The gunner is also typically the last player standing when [crap] hits the fan, meaning they'll have to be grateful for you reviving them all the time.

The gunslinger doen't really deal less damage than a swordmen. First of all, you perm deal damage, while a swordmen has to block or flee a bit or charge. Lets say you deal 100 damage, the swordmen 300. He hit's the enemy twice then fall back, he did 600 damage, while you will do in the same time 6 shots up to his next attack. You're same up.
Gunslinger have a perm and high attackspeed. Also you MUST HAVE an elementary gun, a shadow gun and a piercing one (Magnus). Now you allways will deal bonus damage. For example me, I use the Biohazard (Shadow Catalyzer), the Polaris (Elementary Pulsar) and the Callahan (Magnus).
The Callahan is the best weapon for wolver and devilites. Swordmen will allways get hit by these mobs.
The Biohazard is awesome for Jellys, they are allways en Mass and you deal great with the chargethen. Requires intelligent teammates or solo. I prefer Skype or TS ;) and a Guild. How ever it can poison, so it's also effective to Gremlins due they will get killed by their healer or even not getting healed. This is a great adventage!
The Polaris is the most useful weapon i think. It deals in FSC over 200 damage per bullet! There i deal way more damage than a swordmen ever will do. Also the Shock wich allways comes back, because of the touching mobs. Deals +75 dmg (3x25) and prevents from block and attacking. Also the polaris stops Puppies from attack.
I also have a Blitz Needle, it's way more useful in FSC than the Magnus. If you charge your attack and attack the Trojan from behind you kill it immediately. You will deal 150 x 15 damage ... Thats right: 2250 damage ;) What now swordmen eh? :D
NOTE: Also keep in mind, never shot 3 bullets with the Polaris and Biohazard if you use Nameless. It takes too long to reload, just wait unit the hand is back in position and shot again 2 times. You deal more damage then. Also you are allways allowed to block. Thats the reason why i hate the alchemers. 1. they deal same damage, just more bullet speed. 2. They have just 2 shot clip -> sux :D
mfg Xyonon (ingame Abathur - Gunner only)

Alhemers are very good.you don't have to charge to inflict the status if you choose a fire tech or something.they are pretty cheap to get so they are good for people who are starting to be gunslingers.theirnupgrades are very good.I recommend getting the shock one because shock is a very good effect.
As a pure gunner myself I enjoy going on solo runs. But when I play in a party I hang back, manipulate enemies, and save lives. With the my magnus line i stop enemy attacks and when it comes down to it I'm always the last one alive.

@P1JK: http://www.youtube.com/watch?v=-6NQx4WRRg0 sry.
Gunslingers are the gods of kiting and dont worry about the low damage, just pick a freezing vap/vortex + needle and PEWPEW charge shot.

It's an illusion to image that you're just there to inflict fire, freeze or something like that. Every bomb will do that way better than you ever can do with an cheap alchemer ... Get hard guns, learn to crow control, learn to use them wisely, pwn ever enemy without losing 1 health bar.

Hard guns ?
Elemental: polaris
Piercing: nedlee
Shadow: Biohazard
those are the hard guns ?
Personally I'd replace Needle Shot with the Magnus line, but otherwise that's the exact setup I'm running.

Pierce: Callahan (must have for Gunner)
Elem.: Polaris (even the small pellets deal the same dmg as an voltech alchemer, just 3 shots per clip (you anyway just use 2) and abit slower. the expand deal about +50% more damage and deal nice splash dmg. don't tell me now "its not teamable" ... it is)
Shad.: Biohazard (awesome weapon, wich bullets travel faster at each *. Just made it to 5* today and i love it already. Deals perfect single target dmg, same as Polaris, and the catalyzed explosions are awesome! Also the poison is soooo awesome! For them who dont know: Poison decreases the enemies Atk by 50%, Defense by 10%, and they take 10% dmg instead of beeing healed)
-> 4th slot -> Blitz Needle. Most powerful weapon in the whole game with a Charge that deals ~1400 dmg (!)
I'm not evil, I wont bite :P You can add me for a teamplay if you want. Abathur ig.
The lower damage guns do is to balance out the fact that you don't have to put yourself at risk to do that damage. Melee is high risk/reward by contrast. You help the team just by surviving and being able to help someone who dies due to lag or something.
If you want to pull off some insane damage, try trickshooting a charge shot with a 5* alchemer into a cluster of enemies weak to elemental (or Shadow, if using Umbra).