[size=8pt]itt i make people angry[/size]
[size=10pt]Cataclysm’s Gun Issues:[/size]
Cataclysm is a video game.
Video games tend to be simplified versions of reality.
Why, then, do we need like seven calibers of handgun/machine gun ammo where, in at least one case, two are nearly indistinguishable from another… and another ammo type from another caliber fills a niche in a similar manner? Why do we have two different shotguns that are almost identical, save for some number variations and their names? Why do we need a sawn-off Saiga-12 - actually, no, never mind, that’s kind of sweet.
My point is that Cataclysm is a game, not an armory management simulation. There should be some effort in keeping your stockpile filled and organized, yes, but I feel objecting to a simplification of the weapon system on the basis of ‘you don’t have to do it’ is ignoring the fact that something is included in the game that is not very game-like.
My proposals are pretty much unchanged from the last time:
1.) Reduce the amount of ammo types to something that makes sense. For example, .45 ACP and then FMJ, 9mm and then 9mm +P+, only one of the H&K/FN calibers, .380 and then 5.65432527whateverx71mm Incendiary. In essence, each ammo type has something that makes it measurably different from the others and a single ‘specialty’ version.
2.) Nuke the number of guns. I’m fine with having one pistol/SMG per caliber, a few shotguns, a semi- and assault rifle for the heavier calibers. I’d also be in favor of tongue-in-cheek renaming in the vein of that one vehicle mod (accepting submissions below), snatching up a Gluck 27 (or, hell, a gun called ‘Boomstick’) to defend against an oncoming horde. Anyone vehemently arguing against this one is welcome to explain why we don’t have Pepsi and Coke instead of cola or five brands of steak knife. Does it really matter so much what gun you’re sticking out the window of your apocalyptic death car to mow down ranks of zombies at 100 km/h? Or, for that matter, what gun you found that didn’t match any of the ammo in the racks at that gun store?
3.) Remove the grenade launcher skill. Yes, grenade launchers are different guns, but last time, no one seemed to have an issue with Firearms covering pistols, SMGs, shotguns, rifles, grenade launchers, and bows. The skill pretty much only seems to count for a slight buff to reloading if you manage to raise it, because even if you miss the roll for a direct hit, a miss tends to land close enough to count. This segues into my next point:
4.) Rework the firearms skills. I believe it wouldn’t be a horrible idea to alter this aspect of ranged combat, too. Archery’s its own separate thing, but handling of smaller guns, then larger guns, then experimental military guns is enough of a skill diaspora and would proceed to put ranged on somewhat more even footing with melee combat’s vague and general skillset. It’s even a little weird right now that shooting a Glock for long enough will let you pick up a revolver and reload it like a pro. I’m aware that different guns are different, but ‘small gun makes small bangs’ and ‘big gun makes big bangs’ should be enough of a distinction for a video game.
This is something that’s been discussed before, but I think it’s worth re-opening the dialogue in a different forum. One of the purposes of a game is to let you do something without having to actually do the boring/dangerous things associated with it in real life, like learn a plethora of gun names and calibers in order to shoot them at zombies; since I started playing, it’s felt like Cataclysm has included in its basic edition some Expanded Guns Mod that I didn’t particularly care for, but which I had to if I wanted to shoot up some zambies.