How to fix Gun Whisperer perk. My suggestion after playing 200+ hours

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Gun Whisperer is supposed to make Tech weapons not shoot automatically when fully charged. They should hold their charge until you release the trigger.

However, this does not work in the following guns:

  • Tech pistol JKE-X2 Kenshin fires as soon as it's charged.
  • Tech revolver RT-46 Burya does not "charge up" like it's supposed to, with or without the perk. Kinda makes it seem like a pointless gun. (I read somewhere it's "always charged" to counter a small magazine size, but that's totally not clear to the player; it seems bugged. Please make it charge up like all the rest of the tech weapons.)
  • Gun Whisperer doesn't work on DR12 Quasar, but this may have been intentional because releasing the trigger to fire would counteract the auto-fire ability it gains from being fully charged.
In addition (unrelated to this perk) there is a super-annoying "feature" where sniper rifle Nekomata shakes like crazy when fully charged. This is not a bug but... it makes this gun lame. What the heck is the point of a sniper rifle that shakes? Why is the sniper rifle the only Tech gun that shakes when charged? Why would anyone design such a thing? Very crappy.

My Suggested Fixes:

Without Ghost Whisperer:

  • Tech weapon charging works the same as currently (based on holding the trigger while aiming) although with the following tweaks:
  • In-game text descriptions describe Tech Weapons as "automatically fire when fully charged as a safety mechanism to protect inexperienced users".
  • Nekomata no longer shakes when charged.
  • Burya has a short charge-up time and a slightly larger magazine.

With Ghost Whisperer:
  • With this perk there would now be a "Toggle Charging" button for Tech weapons (instead of charging based on the weapon's main trigger) that works as follows:
    • "Toggle Charging" button only works while aiming, and is the same button as "Toggle Sprint."
    • Controller: left stick click, (L3).
    • Keyboard: left shift.
    • While aiming, tapping "Toggle Charging" will cause the weapon to begin or cancel charging (depending on whether it is already charging when pressed).
  • Tech weapons do not automatically fire when fully charged.
  • Tech weapons explode after 30 seconds of being fully charged. (Time can be extended by mods or special stat rolls on high quality versions of a weapon.)
  • Firing, reloading, or de-toggling out of the charged state before the 30 seconds will avoid that explosion.
  • While a Tech weapon has charging toggled ON, it can be thrown as a grenade by pressing and holding the "throw grenade button".
    • Damage varies on how many rounds are in the magazine.
    • The weapon is always destroyed by this action.
    • There would be a random chance to salvage crafting components from an exploded gun.
  • Exploding tech weapons are particularly deadly.
  • Detoggling from a partially- or fully-charged state incurs up to a 1-second cool-down before the weapon can begin to charge again. (Firing the weapon meanwhile avoids the cooldown due to outgassing relieving the built-up pressure.)
  • To reiterate: only those with Ghost Whisperer perk can de-toggle a Tech weapon from a fully charged state. (Without the perk, the gun simply fires as soon as it is fully charged, and charging occurs due to holding the trigger.)
If an enemy dies while their gun is still charging AND they have Ghost Whisperer perk, the gun keeps charging and eventually explodes unless:
  • A player without Ghost Whisperer picks up the weapon, equips it, and fires it before overload occurs
  • A player with Ghost Whisperer who picks up the weapon automatically disarms it. (This also allows a player to safely pick up a charging weapon they threw.)
Special new Tech-weapon-only mods:
  • Capacitors: increases the amount by which a tech weapon can be charged up, increasing charge-up time, total damage when fully charged, and explosion damage (explosions can only happen if you have Ghost Whisperer).
  • Charging Coils: Decreases charge-up time without affecting overload time.
  • Heatsinks: increases the amount of time a Tech weapon can remain charged before it explodes due to overload. (Only useful if you have Ghost Whisperer.)

I think this would be easy to implement and would make Tech weapons a lot more fun (and interesting!) to use.
 
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