I decided to try an MBD build because I was tempted by the raw damage output. With MBD you can dualwield, and then fire two extra shots per pistol if you have triggerhappy 2. Furthermore, MBD doesn't block SoB like the other pistol masters. So, in my Ao100 game, I intended to eventually max triggerhappy, SoG, and SoB to fire 6 shots at a time, each with +10 damage in addition to their dice rolls. And in a regular game, the strategy is viable too, though obviously you won't have time to max SoB unless maybe you neglect everything else that is probably of interest (finesse/whizkid, TaN, etc.).
However, I soon realized that this strategy was not going to work. I dualwielded unmodded pistols and had lvl 3 SoG, lvl 2 SoB, lvl 2 triggerhappy, and MBD. The problem was that I pushed back enemies and so only the first few of my six shots actually had a chance to hit. When I got an Anti-Freak Jackal, well, pretty much only the first shot had a chance to hit before the enemy was pushed back. So, I found myself using the alternate fire in order to shoot one shot per pistol at once. I would have been better off without MBD! The only way to play it was like a single-shot build except when I got lucky and had an enemy pinned in a corner.
So, how about some way to make your weapons do less knockback? I understand that managing your knockback is part of the game, but knockback with MBD makes MBD useless. So, I have a few suggestions:
1) An assembly which creates a knockback-free weapon
2) A skill that reduces knockback
3) A knockback reduction included in MBD