Make the bonuses on the Bandit chain stack instead of replace and you've got something. 12% chance of a free attack would be nice.SagaDC wrote:Handguns: Moderate damage, moderate penetration, very short range, low-to-moderate AP cost. Can be buffed by the Bandit chain, which gives up to a 6% chance of getting a free attack (3-5 AP), equating to one free attack every seventeen shots (at the cost of three perks).
The reload cost one is decent, but yeah, the cover penalty one is pretty lackluster.Submachine Guns: Low damage, low penetration, moderate range, moderate AP cost, always burst-fires. Two perks, one dedicated to reducing the reload cost, and another granting a small bonus to hit targets that are in cover (ie, reducing the accuracy penalty from -50% to -40%). No perks are dedicated to enhancing the weapon in any significant way. Submachine guns start off weak and ammo-hungry, and end weak and ammo-hungry but with the added benefit of eating ammo faster (via the reload perk) and being slightly more likely to hit (and not hurt) targets behind cover.
Handguns, SMGs, and Shotguns would all greatly benefit from an Armor Penetration perk/chain.
Assault Rifles and Sniper Rifles...yikes! The best weapon perks on top of the already best weapon types.
For sure. I'm thinking it'll be worth the 4SP investment on a few characters just to qualify for this perk. Stack this with an AP-boosting Quirk like Brittle Bones or Two-Pump Chump and you can stack to some pretty ridiculous AP. 14 AP and 12 CI at your first Perk with Two-Pump Chump...ooh!As an aside, Tinkerer is the best perk, hands down. Unless you're absolutely intent on using heavy armor (maybe if you have "Reinforced Plating" and "Shoulder the Load"), then +1AP for wearing light armor will always be the better choice. Plus, it only costs 4SP to meet the prerequisites (Weaponsmith 2).