Accurate* Burst shots have a smaller spread (At distance, bursts spread out with some bullets missing entirely or hitting adjacent targets). The idea is to reduce that spread so that more bullets hit your target, but less of the surrounding targets are struck.* Primarily for shotguns, with high tier/expensive options for other burst guns, and very possibly an extremely expensive option for minigun.This is the only perk revision I'm listing. Accurate's current function is overlapping with the other weapon perk long range, and is rather bland in general. It needs careful balancing as this could be very powerfu on some weapons like minigunl, but it is the general idea that matters (perhaps causes faster deterioration if something simple is needed)Spreadshot* Untargeted shots can affect more than just the torso, possibly multiple limbs at once even.* For burst guns, shotguns, and particularly grenades/rocketsThis perk is a bit harder to name because in my mind it can work with a bunch of different weapons, but I just can't think of a particular name that fits all of them. It is extremely unrealistic (and weak in terms of balance) that some untargeted attacks only hit the torso. Grenades particularly seem absurd that they don't affect limbs, when it is the limbs that suffer from grenade shrapnel the most.Low Blow* A variation of the above, all attacks act as if you were targeting the legs and/or groin.* For grenades only, realism and makes them more viable to use.* Reasoning and explanation in the previous idea.Shrapnel* Chance cripple a limb (arms and legs only) independent of critical hits. Probably based on a luck roll.* For grenades and rockets particularly, possibly other guns (as an ammo type?)Sometimes people just want to focus on crippling, and not knockdown or armor bypass or blinds. That's fine to combine all under luck/critical, but there is no option for people wanting a more specialized build. This idea is a particular favorite of mine.Wounding* Bonus chance to critical* Alternative higher critical table roll, or combination of the two.* Particularly for shotguns, some melee, etcRather boring, but more variety is a good thing I think. A couple simple straightforward perks are fine.Searing Light* Weapon damage is divided, half dealing fire damage, half dealing laser damage* For energy weapons obviouslyStraightforward, makes energy weapons a little bit more viable and not completely shut down by DR.Wideshot* Larger AoE effect for grenades and rockets* Wider bullet spread for burst attacks (inverse of accurate, not sure who would use it but it is a general idea)Magnetic Return/Blessed by Thor* Thrown weapons return to you after a set time if no one else picks them up* Can be applied to non throwing weapons to make them throwing friendly (Yes I would like to be able to throw my super sledge at the enemy)* More of a joke but would be interesting still.
Prenote: Many of the above weapon perk ideas work just as well, sometimes better, for ammo types instead. Particularly, wideshot, wounding, and spreadshot.Damage type* Very straightforward, different ammo, different damage. Shotguns that deal fire or explosive damage, flamethrowers that deal plasma damage, piercing rockets that deal normal damage instead, etc. Laser guns that deal electrical.* Possibly some adverse modifiers, such as less range if it is a damage type that is exceedingly hard to defend againstIMO, shotguns probably should have the highest variation, with others having at most 1 or 2 alternatives. This is for both balance (makes shotguns more desirable, whereas now they're kind of shitty) and makes sense (easier to fit more stuff into a huge shotgun shell than it is into a tiny bullet shell)CP Rounds (Critical pierce)* Ignores critical resistance partially* Gives slight bonus to critical rolls (maybe...)* Large AC penalty, or DR penalty (+DR)Napalm* "This is the fire that keeps on burning!"* Chance to forcefully remove armor the target is wearing* Or chance to cause extreme deterioration or complete destruction of the armor* Creates a "pool" of fire in the areas your attack covers, continually burning things in that area (problem for PvE? Or coding for that matter)* Sets the target on fire, taking heavy damage over time (similar to poison but actually damaging...)AP Rocket* (Revision or just something different for rockets)* Increased DR even more, but no splash attack at all. Chance to pierce and hit whatever else is in its path
They're "fine" as they are now in that they're not causing a problem. But really do perks like "accurate" really make any difference for anyone except for those first 10 levels of leveling perhaps? The only perk that is extremely useful is penetrate, and maybe long range.Knockback could be better, but shotguns in general aren't seeing enough use. Grenades have consistent knockdown, but they suffer from too low of damage with too low of range, when you can just use a rocket launcher instead to get way more damage and range.What I'm proposing in general is to just increase build variety and styles by adding in a lot more variety specifically so that there is more variety in builds and play styles. Weapon perks is just a means to another end. Similar to character traits and perks, it isn't seriously broken right now, but it could be better and promote more variety.
Accurate is actually one of my least favored, simply because it just further promotes the already extremely popular burst builds.