RStarphoenix
Member
Weapon change suggestions since it always felt odd about certain things, at least to me.
Spears - change stone spear to bone spear (repairable with bones, mainly to break up the other stone items we can make)
Baton - make a tonfa/wooden baton, change pipe baton to an iron baton that can use more mods
Fists - let leather knucks use chain mod, same for iron knucks
Crossbows - makeshift or wooden crossbow to match the primitive bow, obtainable after getting a few bow magazines
Pistols - remove magnum & vulture from this class - only pipe pistol, semi-auto and SMG
Revolvers/Hand Cannons - make a pipe revolver obtainable early game (4 rounds of .44), move magnum & vulture to this sub-class
* can still share the handguns crafting magazines
* can help with armor set balance, pistols & revolvers can have their own seperate armor perks
Robotic Turrets - add a new variant with a smaller capacity (unable to add ammo extender mods) to shoot iron darts or nails
44 Auto Turret - add a variant of the SMG auto turret to shoot 44 ammo instead with a slower firing speed
Nail Gun - let the auto trigger mod be added to it and increase the nail capacity to 40
(commercial nail guns can have up to 80 at a time but we'll assume apocalypse ones are an older model)
Also they should do way more damage in-game than they do. At least give them a high proc of bleed damage, even if you limit it to 1 stack at a time.
Spears - change stone spear to bone spear (repairable with bones, mainly to break up the other stone items we can make)
Baton - make a tonfa/wooden baton, change pipe baton to an iron baton that can use more mods
Fists - let leather knucks use chain mod, same for iron knucks
Crossbows - makeshift or wooden crossbow to match the primitive bow, obtainable after getting a few bow magazines
Pistols - remove magnum & vulture from this class - only pipe pistol, semi-auto and SMG
Revolvers/Hand Cannons - make a pipe revolver obtainable early game (4 rounds of .44), move magnum & vulture to this sub-class
* can still share the handguns crafting magazines
* can help with armor set balance, pistols & revolvers can have their own seperate armor perks
Robotic Turrets - add a new variant with a smaller capacity (unable to add ammo extender mods) to shoot iron darts or nails
44 Auto Turret - add a variant of the SMG auto turret to shoot 44 ammo instead with a slower firing speed
Nail Gun - let the auto trigger mod be added to it and increase the nail capacity to 40
(commercial nail guns can have up to 80 at a time but we'll assume apocalypse ones are an older model)
Also they should do way more damage in-game than they do. At least give them a high proc of bleed damage, even if you limit it to 1 stack at a time.