Bows:
The bow is extremely difficult to use. It consumes stamina (this game could use a second look at stamina in general as well), has a very low rate of fire, a limited range because of bullet drop, and for all those challenges it doesn’t even do good damage. I normally love bows in most shooter games, but not here. The problem, as I see it, stems mostly from two sources: the draw and the damage. Starting with the damage, it’s just not enough. For a weapon with such a low fire rate, the per-shot damage needs to be much higher. I personally think that the arrows should penetrate armor instead of being weak against it. A medieval longbow could punch through an armored breastplate after all. Moving on to the draw, the consumption of stamina in a game where players have so little stamina is not good. If bows must consume stamina, then I think that they should consume a far smaller amount. Another part of the draw problem is the charge mechanic. I think that bows should reach full draw much faster. If the developers want to make it so that there is a minor amount of challenge involved in firing fully charged arrows, then I would suggest that they take a page out of Destiny 2’s book and add a ‘perfect draw’ mechanic that rewards players for loosing an arrow as soon as it has been fully drawn. This would make the order of charge levels 1 (as the bow is being drawn), 3 (for a split second at full draw), 2 (fully drawn, but after the perfect draw window). Also let players aim through the sights without using stamina. Just make it so that holding fire draws the bow and releasing fire shoots the arrow, basically the same as the experimental Meusser hunting rifle, but without the explosion at the end.
Experimental Shotgun:
I love the concept, but the execution of this experimental weapon makes it less powerful that it’s conventional version. Let’s start with the obvious problem: slugs. Why? Just why? What was the thinking behind making slugs completely useless with this weapon? I’m genuinely curious what the logic behind this decision was. Moving on to the second problem: limited range. One thing that I genuinely love about the way that this game handles shotguns is that it does accurately. It is possible to hit enemies far away with buckshot or birdshot, even if the spread and damage falloff make it fairly ineffective at longer ranges. Unfortunately, the experimental shotgun does away with this by having the pellets detonate after traveling a certain distance. What’s even weirder is that the buckshot has less range than the birdshot. Once again, I would love to know the reasoning behind this decision. The hard limit on range is a devastating blow to the effectiveness and fun of this weapon, but it is not the only one. The damage that the pellets and their explosions do is rather underwhelming. They will take out a gas tank or a car with ease, but seem to struggle to make an impact on machine enemies. The collateral damage from pellets that miss is also considerable compared to their lackluster damage. I think that the fun and effectiveness of this weapon could be improved by increasing the damage of the pellets exploding by at least 50% (but preferably double or more). I want to be able to fire slugs, and I want them to feel like grenade launcher grenades, though perhaps with a smaller blast radius. I want to be able to one-shot hunters about half of the time (considering the randomness of pellet spread and which components get hit). I can two shot hunters with a five crown pump action shotgun, so I should be able to take down hunters with that many shots or fewer with the experimental version. Right now it usually takes more shots and almost never fewer.
Which weapon do you want to see reworked first?
- Bow
- Experimental Shotgun