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Why was derringers nerfed?
#26
IMO, the Derringer is a bad item. The fact that you can hide it in worn clothing just makes arresting security strip you of everything (including headsets!) once they've got you cuffed. That's a shitty meta. The fact that it's 1 telecrystal per shot, and you need both shots to actually drop someone means that you can't rely on it for assassinations. So if I had my way, I would redo it as two items:

First, fold the escape usage into the Freedom Implant. The implant would now let you instantly bust out of handcuffs like normal, but as an added bonus, you can shoot a .41 round out of either finger. If you *wink with an empty (or handcuffed!) hand, it shoots one bullet at whatever you're mousing over, doing roughly 60 AP damage. Wait for the officer to drag you half way to the brig, out of side of onlookers, then wink twice and bust free of your cuffs to escape. Freedom implant cost gets upped to 2 telecrystals to compensate. The fact that it's an implant and you can use if while cuffed means that strip searches and headset theft won't help.

Second, add in a new up close murdering people option: the Thompson Jr. For 3-4 telecrystals, you get a loud, pocket-sized SMG. Ten round clip, burst fires five .22 bullets each click. Essentially, a non-silenced, burst-fire only version of the .22 pistol. Comes with the same ammo count as the .22 pistol, and yes you can get more from vending machines. While .22 bullets are easily stopped by body armour, the bleeding and knockdown from being hit by five bullets at once will keep someone down long enough for you to either knife them or put them in a stranglehold.
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