ok, here goes.
I'lm posting this even though Kornel is currently working on some upgrading solution for pistols and I also want this to be somewhat about pistols in general and not AOM specific. Right now goin melee is a doable strategie even in not AoB games and challenges because berserker packs, berserker effect in general, chainsaw (more damage than rocket launcher) and LS are strong enough to make that route possible, but the same can't be said about pistols.
So here are my thoughts and some suggestions.
Also, there is
the big AoM discussion thread over in the discussion forum.
SKills/Traitschanges:
Dualgunner: I think Dualgunner should be buffed the way Kornel suggested on IRC. Make it 140%/100%. Havin 2 20% steps is too little a bonus since the base speed used for dualgunner is the already enhanced speed from the pistol (see thread).
new traits:
Dual Reloader: One level, requires Dualgunner(2), increases reload speed on special reload (ONLY on special reload) to XX%. RIght now I am unsure what a good number would be. reloading one gun takes 12 turns and reloading both obviously 24. 150% would mean 18 for both which is a reduction of 6 (=25%) and thus only 5% more than reloader(1) ad also doesn'T work on single pistol reload. Thus I would amke it 100%. THat would be a reduction from 24 to 12 (50%) but still be limited to special reload and to pistols (in case of non AoM games).
The reason this skill should come after dualgunner(2) is twofold. a) it means a total of 4 skill picks are required to acess it and b) it is supposed to enhance the dualgunner/pistol line and havin it require reloader(2) would sorta break that imo.
Son of John Wayne: One level, requires Soag(3), increases pistol damage by an additional 4 points (total of +10 with Soag(3)). Maxing Soag is required anyway so plcing this in top would be a nice bonus.
For those concerned that this might make pistols imbalanced remember:
including the changes/additions I listed you'd need 7 skills { Soag(3), Dg(2), Dr(1), SoJW(1) } to make your advanced pistols do 2d5 + 10 damage, which is an average of 16 damage before armor and only to one target. Granting 7 skills to a normal character who can wield an advanced BFG for an average base damage of 40 to multiple enemies is still stronger in most situations, especially Cybie with his 4 armor which reduce the pistol damage by 25% on every singe shot.
ok, where was I....
ahhh, yes.
About upgrades, special pistols, and new pistols:
I think rapid/fastload should not be possible on pistols because it makes dualgunner tricky. Right now the game only uses the first pistol for determining the attack speed and it for the best. Imagine havin one pistol fire every 400 and the other every 450 energy. You'd either waste 50 energy waiting for the second one to fire once the first was fired or start firing the first one again but then you'd be in the same situation once the second one fired: wait for the first one to fire (already 50 energy 'into' firing) and waste 250 energy or start a second shot. Same goes for reloading.
There should only be damage and ammo capacity mods for pistols. Those are also the mos timportant modifications because damage output is the main problem and Soag & Dg already offer good speed bonuses.
As for new pisols. I'd like to see
plasma pistols (as I mentioned on IRC).
I'd make them 2d6, 8 round per clip, and obviously energy based and put two in the armory. The armory contains nothing special right now. RL can be found in the arena. The Wall, Chained Court, Mortuary, Cathedral, Halls of Carnage all contain weapons you won'T find anywhere else, so giveing something to the Armory wouldn't hurt. It also comes after the arena so you can have rocket launcher, chaingun (both from arena) and chainsaw (Chained Court) by then.
As an additional boon you could make the armory a guaranteed level on AoM.
That'S all for now.
ANyway, let's see how Kornels new upgrades work out :D
Edit: Was wrong link as Blade said. Corrected it,