Author Topic: New Feat: Gunsmith  (Read 1399 times)

Sithicus

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New Feat: Gunsmith
« on: September 07, 2019, 10:46:19 pm »
This feat allows for the addition of an extra component to a firearm.

TheAverageGortsby

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Re: New Feat: Gunsmith
« Reply #1 on: September 08, 2019, 03:52:13 am »
Without any kind of penalty it would so ridiculously overpowered that it would be a must-have feat for all gun builds, and would even further widen the already immense gap between craftable weapons and found weapons.  Doesn't matter if it would require 7 INT and 120 Mechanical, an additional slot at no penalty would be worth moving around points.  Too powerful by far.

EDIT: OTOH, if it only applied to gunpowder pistols...

MirddinEmris

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Re: New Feat: Gunsmith
« Reply #2 on: September 08, 2019, 10:00:49 am »
Without any kind of penalty it would so ridiculously overpowered that it would be a must-have feat for all gun builds, and would even further widen the already immense gap between craftable weapons and found weapons.  Doesn't matter if it would require 7 INT and 120 Mechanical, an additional slot at no penalty would be worth moving around points.  Too powerful by far.

EDIT: OTOH, if it only applied to gunpowder pistols...

I wouldn't call it ridiculously overpowered. It will be a nobrainer obviously, but the power it gives to you directly proportionate of the power of the possible components. And it's not all that great. Yes, you will be able to make muzzled, smart rapid ARs, which compared to current meta means you have occasional damage increase from smart module. Maybe even just increased precision on bursts instead of smart module. Think of available components and think that for most of the firearms you use like two of them constantly and the rest you use precisely never because they suck compared to the usual choice.

No come to think of it, it's not even a nobrainer for many builds, since most of the components provide benefits that aren't worth investing a feat.

Tygrende

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Re: New Feat: Gunsmith
« Reply #3 on: September 08, 2019, 07:51:01 pm »
Without any kind of penalty it would so ridiculously overpowered that it would be a must-have feat for all gun builds
Not really. There's been some talk in the past to change Gun Nut to give an additional mod slot instead of the underwhelming damage increase. A good change, if you ask me. It would be mostly on par with other weapon-specific crafting feats, just more versatile. Keep in mind the best mods sometimes conflict with each other (like muzzle brake and compensator or various scopes), so your options would still be limited.

It would probably be the most benefical for ARs. I don't know how meta changed since the smart bonus nerf, but I assume it's muzzle brake and either rapid reloader depending on the frame and caliber, A-A/digital scope or smart module for the few special attacks ARs can have. If we assume someone goes with the brake/rapid reloader, that gives him a choice of additional 35% crit damage, 7% crit chance or +/- 50% more damage on Rapid Fire, Point Shot and such. I could see the crit damage/chance being attractive for crit builds, but it's on par with Bowyer and Weaponsmith. On SMGs it would most likely boil down to 10% precision form laser sight/forward grip instead of scopes. Same for pistols. Decent bonus, but not necessarily worth a feat and possibly investing more points in INT. It would actually be hardly worth the effort for sniper rifles (at least smart, rapid A-A spearheads) since your only options would be an extended magazine and barrel retractor. Extended magazine would give you whole 3 more rounds while barrel retractor is mostly irrelevant now thanks to Strafe.
« Last Edit: September 08, 2019, 07:54:21 pm by Tygrende »

harperfan7

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Re: New Feat: Gunsmith
« Reply #4 on: September 08, 2019, 09:43:04 pm »
Sergei, what if put TWO scopes on rifle?
*eurobeat intensifies*