Fuse kickback and rumbler into one weapon

Make it work like arbites shotguns, where nades will be kickback’s special ammo.

It will make rumbler free from being either OP or underwhelming. Aoe nade spam will be penalized by special ammo cap and the need of manual loading.

Or like should we expect you will bring 2 more marks for both of this guns? I kinda doubt.

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I think (from a datamining stand point) that the Lorenz were(/are ?) Expected to get 3 different weapons that would share models:

  • Grenade Launcher
  • Shotgun
  • Slugger/Pistol like

Tbh, with the Heavy Stubber, I don’t think the Slugger/Pistol are really as needed, and if they do finally make a 3rd mark, having it as a Flare gun could be fun, burning payload that can auto-ping enemies and cause greater damage in its AoE.


Forcing the 2 weapons to become fused could end as them being harder to balance tbh.

Rumbler get massive buffs due to being an AoS, if they wanted to alleviate that, I’d be more inclined in halving the actual explosion damage, but giving it X shrapnel charge that bring back up the damage to a normal level.

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This just removes the rumbler’s main problems - ammo efficiency, and TTK/ability to kill specials. By combining them, you give it kickback special killing on top of the rumbler’s positives, making both way way way more over powered.

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Ammo efficiency doesn’t exist in this game as a balance thing, since all guns has the same ammo type. The one who has the strongest DPS anti armor gun will just grab all the ammo inbetween ecnounters and spam it during the fights.

How are you going to balance ammo effiicent shitty laspistol against rumbler/plasma/bolter, etc?

It’s not even a problem for an aoe weapon that doesn’t ask for a precise aim but provides both aoe stagger and damage with every shot, wich also doesn’t take long to reload.

There is no skill expression behind such guns (and it’s ok to have guns like that), but it means there are less balancing angles.

Huge ass reloading and draw time? Doesn’t work in fast paced games. So you have only ammo cap as a balance point.

Wich either leads towards “tuh buh i want to shoot 90% of the time with my gun while playing range build” or that ammo cap thing become irrelevant with tree talanets, auras, etc.

So adding a manual control for a very specific high preformance weapon fixes that.

You don’t. Manualy loading special ammo restircts spam hard. This is how all combat and arbites shotguns work.

The only tricky thing there to balance is to nail special ammo cap. Will you be able to load 40 nades per encounter or 4 will give you a different result. Because there is no time to search for ammo pickups during the encounter.

Plus kickback being buffed to a sniper rifle was always a weird gimmick in attempt to make shotgun archetype weapon viable.

There was a lot of stuff datamined, we have OG weapons still having 2 marks, or even 1. And even when there are several marks, everyone is playing with one. Those marks system is an artifact of “our game will have attachements system” era was scrapped and reintroduced in rush. Like you can delete half of the marks from this game and noone will notice.

I’ll admit it’s an intriguing idea. I do have to say though my immediate thought is “how on earth would you handle blessings?”

I’m uhhhh, pretty confident you do not want to give kickback access to shattering impact. I’m not saying it’s impossible to rework the blessing pool to fit but it would definitely be a hurdle.

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That being said tough I don’t think Fatshark will do it I suspect it would be a lot more work than it might seem on the surface.

Kickrumbler would be literally unreal tournament s flak cannon, shrapnel primary and shell secondary. Which I had a lot of fun with back in the day. Given there are even common skins, I think it would be a great fusion.

And let us invert primary and secondary on grenade gauntlet so I can shoot it with M1 instead of flailing with it, as if anyone uses it to beat stuff (melee damage is usually dump stat)

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