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Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 4:38 am
by Saice
One golden key = 50 shot and 10 cannon balls.

O_O

Re: Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 5:11 am
by 7Soul
If only firearms scaled with dexterity too...

Re: Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 5:48 am
by Saice
Na I just find that the trade 1 golden key for a mere 50 rounds of shot is kind of silly. I mean I know it is optional to open that but yeah it just kind of gives me an idea how how powerful they believe firearms currently are. Now mind you the flat damage is good if when you have these guns at level 5 (the earliest you could have max firearms). But the limited ammo makes them not nearly as good as the weapons with reusable ammo that also scale with your stats. Sure the Hand Cannon is nice but I think I've seen all of 30 rounds for it in game. And I've seen about 400 rounds of shot here and there. That sounds like a lot on paper but given there short range and that many mobs are fairly mobile now there is some missing that goes on that just hurts you more then if you had reusable ammo. I threw away my save that had a firearm user away because it was just a waste of points in the long run.

Edit: Honestly I would probably actually be happy with firearms just by making cannon balls reusable.

Re: Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 6:35 am
by Batty
I played with a back row Alchemist with alchemy, throwing and firearms all at 5 by game end.

I understand the issues about firearms being weak, ammo scarce and jam prone but I still had fun with it. I just used up my ammo and then switched back to throwing axes until I found more.
SpoilerShow
Since the cannon was so heavy, I left it in storage and built up a stock of ~35 cannon balls by the end. It turned out to be a lifesaver because I unloaded every single one of those cannon balls into The Master (sat in the corner and fired down the hall). I finished him off with a fully charged, portable deck cannon point-blank blast to the face. BOOOOM!!! Very satisfying after he wiped me repeatedly.
The gunfire sound effects were great. I picked off a few enemies at range, that was fun. I don't think every aspect of the game needs to be the be-all and end-all of gameplay but rather fit in its own niche.

Re: Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 6:53 am
by Chimera005ao
sat in the corner and fired down the hall
Which is something I think people forget about firearms.
At max level, 8 range instantly.
I didn't find them to be particularly strong, nor disappointing.
SpoilerShow
I did find my gunner unable to actually carry more than 5 cannonballs at a time, so I kept having my ratling pass them over 5 at a time. ; P

Re: Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 7:03 am
by Batty
Chimera005ao wrote: Which is something I think people forget about firearms.
At max level, 8 range instantly.
I didn't find them to be particularly strong, nor disappointing.
SpoilerShow
I did find my gunner unable to actually carry more than 5 cannonballs at a time, so I kept having my ratling pass them over 5 at a time. ; P
Haa! That's what I did too, I had a
SpoilerShow
barbarian in the front hold the full stockpile and pass it to the alchemist who could only handle 11 max at a time (even with empty inventory!).
This is an RPG and an intelligent one at that so you need to actively manage and plan everything because there's a cost and benefit to all your actions/decisions.

Re: Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 7:16 am
by PPanda
My first run thru had an alchy/firearm human. She was clocking people with her crits. At least, I thought she was critting.

Re: Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 7:18 am
by Saice
The Hand Cannon really was the only Firearm that really paid off later in game but it has the least amount of ammo. So I really just did not fine myself enjoying firearms because the gunner spent a large number of combats not using firearms and instead doing tiny damage with weapons that he was not all the skilled in because of skill point limits 5 Alchemisty 5 Firearms 2 Accury meant that near end game he was just starting to point points in heavy weapons. By end game he would most likely have 3-4 in heavy weapons finally becoming a useful combatant when low/out of ammo. OR I would have waited to ramp up firearms until end game but why? Sure bombs are nice but again limited resources mean you save them like your saving your ammo for the fights were you need them. But doing that makes that guy feel like a 3rd wheel.

And that is when I restarted my game without firearms.

Re: Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 6:24 pm
by Alaric
Yes, it's odd that the firearms are so incredibly unreliable. Given that the first weapon you find is a flintlock pistol, it would be understandable if it look a long while to reload or if it often failed in the rain, but otherwise it should work nearly always and deal massive damage compared to throwing stars, etc.

Then again, it's a game, and there are a lot of abstractions that are even less realistic than this, and it's ok. :D

Re: Ok I understand now what the Devs think of firearms.

Posted: Thu Oct 23, 2014 6:39 pm
by Ixnatifual
Saice wrote:One golden key = 50 shot and 10 cannon balls.

O_O
I took that as well. The ammo didn't last very long.