My issues with the specialization are that the weapon damage bonuses are so strong, I feel obligated to use those weapons. 15% bonus is just to strong to pass up. If I designed the ammo drop system, I would make rack npc have a % based change to drop the ammo, increased by the strength of the npc. Red=2% purple 5% yellow 10%
i just like the grenade launcher more , i dislike camper rifles and always have done sitting at the back is not me , and bows are just cheesey there both functionally fine i just dont like them so demo seems to be the right pickOriginally Posted by Ubi-RealDude Go to original post
but its weapon talents dont match what i tend to use , survivals does , the grenade seems counter to the spec in that we need to get explosive kills but the frag grenade does 1/4 the damage and adds a bleed which seems to fit the survivalist not demo. the tac links are all abit dull and snoozey
so i cn take demo as the weapon fits for me , but survivals talents are better, and i dont get any ammo for either as explosive kills are damn near impossible to deliberately get in WT3+ but i kill most things with headshot so if i play marksman i have a weapon i never use because i dont like , talents that dont get used but the ammo drops like rain.
None of them work for me , i want demos gun , survivals talents and marks ammo gen.
Imo demo need shotgun bonus like breachers do... even without shottie bonus im running shotgun + rifle with my demoOriginally Posted by Ubi-RealDude Go to original post
I really want grenade and ammo wheels back, even being stuck with only 2 grenades why we cant just change them during fight?
Survivalist being trap oriented imo should use a poison/corrosive bolt instead explosion bolt, crossbow bolt seems like grenade launcher but goes straight instead arc and have more radius plus slower time to reload.
While survivalist shoot 1 explosive bolt i can make grenades rain with launcher with almost same effect
Pfft, I LOVE the specialist weapons. The Tac 50 is by far my favorite. The crossbow is fun, too. However, I don't really care for the grenade launcher, so there's a personal preference to counter your personal preference. 😁
The Tac 50 could use a variable scope. Not all the way out to a 4x, but maybe 6 or 8--something to keep it useful inside at least medium range.
As to the biggest thing I don't like, and perhaps the thing that is actually a pretty big negative? I agree that the weapon damage abilities are misguided. Granted, I love the rifle class, so love that talent in my Sharpshooter class, but it does more or less lock me in. I'll miss out on so much if I don't use a rifle. The Sharpshooter already has great headshot, reload, and stability bonuses, so not sure what you could replace it with (maybe sidearm damage since it doesn't have that, and could help close range if running a marksman/rifle combo). The others could maybe get more generic boosts. Like accuracy, handling, damage to targets closer than or farther than X meters, weapon damage to enemy armor/weak points/etc. Useful for different weapon types, but still in the theme of the class (enemy armor damage could be Demo, while increased weak point effect damage could be Survivalist, for example). Would have to be careful on numbers for actual damage boosting stats, but it's already +15% across the entire use of the specific weapons, so a 15% generic weapon bonus under more restricted conditions could still work.