Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Split the 'Ranger' trait
Re: Split the 'Ranger' trait[message #339694 is a reply to message #339683] Fri, 27 February 2015 10:17 Go to previous messageGo to previous message
silversurfer

 
Messages:2791
Registered:May 2009
I think the trait makes sense as it is. It's about hunters or rangers, people that spend a lot of time in the wild. Among other things they are hunting with rifles or shotguns, hence the weapon proficiency. Because they spend so much time in the wild they learn to live there better than others, hence the survival abilities.

We don't really need another sole rifle proficiency. We already have the marksman/sniper for that.

A shotgun proficiency would make even less sense if shotguns suck so bad as you say. Who would pick that proficiency?

Funny thing is that my team has a hunter with a shotgun. She has more kills than my AR guys. big grin
She is using a SPAS-12 (range 20 with buckshot and full choke) at the moment. Before it was a Neostead (range 18 with buckshot and duckbill). We can also add an extender to any shotgun which increases range by 10. That brings maximum range to 25-26 for most shotguns which is clearly enough. Flechette ammo is devastating and has good armor penetration. It's only available later in the game but it's also needed only in the later game because of better armor. At the moment (progress 42) buckshot is just fine.
Also the suppression effect is very nice. I can slow down a group of enemies to a crawl with just two shots and also injure them in the process. Shotguns are nice for mercs with bad marksmanship too. Even Gasket can hit something with his shotgun.

I agree that firing AP cost for shotguns is much too high but this can easily be fixed by XML editing. I can do that later on. I would lower it to AR level. At the moment it's even higher than SR level which is insane. A shotgun is a gun that can be fired as fast as any rifle.



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