Before going into individual items; I’d like to address the primary problem with Resistance Pack Equipment.
The only reliable source of ammo is crafting. With guns, ammo is readily available due to the way drops favor weapons you have.
Items from this pack are heavy. This results in having to retreat to craft more ammunition as well as devoting more inventory space to ammo which means less space for loot.
The items are generally less effective than modern weapons, which is understandable, but with the general lack of scarcity this means there’s very little reason to use them outside of curiosity.
So I’d like to introduce the Resistance Toolbox: A portable item that lets you craft resistance ammo/consumables without having to fall back to a safehouse. You still won’t be able to break down items or craft other essentials like medkits (although maybe simple medkits only) - and you can only use materials on your person - but this gives resistance gear a cool “survivalist” mechanic as well as solving the above two problems.
Now let’s move on to individual equipment.
Resistance Heavy Bow
I personally really like the bow, but there are enormous hurdles to overcome. The damage is very generous, but the short range and lack of accuracy when not aiming means you’ll have to close in and the fact that it drains stamina in order to aim compounds this issue to make you incredibly vulnerable. As you can’t run too much or you’ll lack stamina in order to aim; a limitation that is found in no other weapon. However, there is a distinct lack of bow attachments, and we do so love our attachments. I’d suggest the following:
“Muzzle” attachment: Arrow Rest: Reduces arrow spread, especially when moving. Arrow Catch: Reduces stamina cost when aiming.
“Magazine” attachment: Improved Bowstring: Increase projectile speed. Bowstring Nock: Allows you to nock arrows faster. Reload skills don’t appear to affect nocking speed, so this is particularly helpful.
Maybe you can add thumb rings (increased charging speed) or hip quivers (increased arrow draw speed) as apparel, but I suppose that’s rather specific. For now, I’ve made it so that it supports two playstyles; one for aiming and one for quick firing. Hopefully that’s plenty.
The flamethrower is surprisingly powerful, although this is due to the flames it sets, not the ammo itself. This results either controlled bursts, which are slow and where you are vulnerable due to short range; or pray and sprays, which burns through fuel incredibly quickly. Fuel is also comparatively heavy compared to weapons (250 fuel weights 1.25 in comparison 200 5.56 is 0.8) The aforementioned resistance toolkit can help with this, but I’d still like to address the other weakness with some attachments.
- “Barrel” Attachment: High pressure nozzle: Increases projectile range. Efficient Nozzle: Reduces ammunition usage.
Again, one for controlled bursts, and one for pray and spray.
Now we come to the elephant in the room. Heavy, can’t kill anything, expensive materials…
Since electrolyte comes from EMP cells, I suggest something similar.
- Remove the time limit on turrets: They already die pretty quickly.
- Give shots from the turret a chance to stagger their targets on hit. This should make them useful, but not overpowered.
You can use them to supplement your own firepower or help defend the base, while ensuring that users can’t just spam a hundred of these. That being said, I feel that if you’re willing to spend that many materials then go right ahead; but that’s not my decision.
My only remaining gripe is that Molotovs use lead, which is generally only used in ammo crafting; whereas the point of resistance gear is to not use bullets. The rest of the resistance gear’s shortcomings can be solved with the toolkit. Dogbombs and Remote explosives are incredibly useful, portable walls are a bit small but can be used in bulk.
Moving on to some other items:
Okay yes, this isn’t Resistance gear, but I’m a big fan of the magnus. It’s a shame that it falls behind other handguns due to the lack of magazine extensions. With that in mind, I’d like to make some suggestions.
- Allow the gun to be fired more rapidly when fired from the hip. Being able to have accurate ranged fire and quick bursts at short range will give the magnus a competitive edge.
- The compensator barely has an effect even at 5c. The effect should be increased.
2a. Also, why is the compensator limited to the revolver? I’d love to have it on my N9 and Klauke.
- Allow the “magazine” attachment of a improved speedloader, which increases reload speed. Makes more sense than an extended magazine, although larger cylinders do exist.
Paramedic Response Packs
These are often received as “Rewards” from assignments, but if anything they’re just straight up worse than even simple medkits. They heal as much as 3 simple medkits but weigh 10x as much!
Give them 200HP and let them heal passively around them like the medical trailer. That would make them much more useful in both single and multiplayer.
I think my grandmother could run out of the blast radius before it goes off. It would be nice if the timer was halved or we could cook the time down.
My understanding is that these have the grand effect of doing absolutely nothing. Maybe change smoke bombs into flash bombs that temporarily disable enemy tracking?
The numbers need to be looked at, they only give 20 flamethrower fuel.
Anyway, that’s all for now. Feel free to add your own thoughts.