The recent Manitou change was good, but I think it still needs another adjustment to make it truly useful.
The manual reload thing is good, but it doesn’t make sense that you can only trigger it if there are still rounds in the chamber. I propose that you should be able to trigger it when the chambers are empty, so that you don’t need to wait for it to automatically reload, and then reload a second time to get the damage buff.
This is needed so that it becomes more useful for Corvos (since Corvos depend on emptying all the chambers) and also for Lucifer (which uses ammo, which gets wasted when you trigger the manual reload when it’s fully loaded).
Currently, the reload buff is greater the more chambers are currently loaded. I propose that when reloading a fully empty gun, it provides very little reload speed buff, to help keep it in balance, while still allowing it to be useful for all revolvers.
im gonna take this and file it in the “hell no” folder. we have enough shotguns in the game man.
… also for some reason i just imagined a double barrel shotgun with a big revolver magazine on it and it can hold like 10 rounds… dunno why but i think its quite funny
but the issue here is that theyd get the boost permanently that way and thats… idk i think it might be overpowered. i like it for the naguals but i can only get off 2 shots before it has to reload to keep the boost. also found out that the flywheel doesnt work for naguals which is a bummer. honestly i think it should reload them and give them the boost when the chambers empty but only give it a slight boost to reload to balance it out. it would be a problem on things like emilys, corvos and the lucifer because of the mechanics on them but… idk.
I still find the perk to be confusing, and I am not the only one. Even to this day there is debate wether you need to activate the perk while your chamber is full so you get the damage boost to all the shots, or if it is supposed to be reloaded when you have only 1 shot left, so all but 1 shot get the damage boost from the extremely awkwardly worded out perk.
Even when it originally came out I found the perk to be an awkward clusterfug. It feels like they went at the most convoluted, awkward way of making a cabin that basically “Activate this to extra reload your revolvers so they do extra damage for one set of rounds. Can’t be stacked.”
I do not understand why it can’t just be “If you activate perk while not having shot any shots yet (your gun is full), gun reloads faster than normal, this reloaded set of rounds does extra damage” and if you have shot out some rounds, you can’t activate the perk. No need for perk recharge speed and whatnot. Do an extra reload with your guns full and you supercharge your shots.
Just make it simple to use. You do a speedy extra reload with your gun full, you do extra damage. You can’t do this extra reload if you have fired any set of shots so you have to empty the barrel, let it reload normally, and only then you can activate the perk again. Like supercharging your revolver. If it worked like this form the start it would have been so much more simple.
It is a fine example of how simple is best, you don’t need to make things extremely convoluted to be better, you just end up with a lesser product of something simple, and the “simple” version of it would be way better than whatever extra nonsense you slapped onto it
the conclusion:
it doesnt matter on how many shots you have left, if you reload it it will get the 20% bonus until your shots run out and you have to reload or you hit the button to reload then itll reapply the boost.
it doesnt matter how many bullets you got left in the chamber, the 20% boost will always apply to every bullet you have in the gun until it runs out regardless on if you reload it from full or 1 shot left.
also, just fyi, i found that if you point the guns at your vehicle, i.e. can’t shoot, you can use the reload/perk even with a full clip…iirc you couldn’t hit reload if the gun was full before…
your remembering wrong. you can hit the reload perk at any time to reload the gun even if it was full, it ejects all rounds and reloads giving it the full damage boost for all rounds.
Yeah, that is exactly what I am proposing. I’d even be happy with no reload boost when the chambers are empty, and just the damage buff.
That’s weird, have you tested the other reloaders? Because if none of the reload modules do anything with revolvers, that means I need to rebuild all my revolver cars.
If you ran Emilies much before the Manitou was released, the perk it offered was intuitive and easy to appreciate. It solved the problem with Emilies perfectly. It just wasn’t very helpful for any of the other revolvers. It still really isn’t.
The Nagual needs more ammo (better accuracy too, probably) for this reload perk to be practical.
I say leave the Manitou alone. Fix the Nagual. Make it a 5 shot revolver. Reorder the Corvo’s silver bullet feature to be first, instead of last, so it doesn’t always get buried by the Manitou’s perk.
Then the Manitou’s perk would compliment those weapons too, instead of contradicting them.
I actually find it more useful with Nagual than with Corvos or Lucifer.
There’s so much bloom after Nagual shots that you can only unload the chambers quickly at close range. So I usually pop off a couple shots, and then trigger the manual reload.
With Corvos it is super annoying, because you generally want to unload all the chambers quickly to get the benefit of the weapon perk. Then you have to wait for it to reload automatically, and then reload again manually to get the damage perk.
With Lucifer, you end up wasting so much actual ammo to get the damage perk of the cabin going. Thankfully the weapon perk means that you often have a couple missiles left after destroying an enemy, which allows you to trigger the manual reload without wasting too much ammo.
Beyond the usefulness of the cabin perk, it just doesn’t make any logical sense that you can’t trigger the reload when the chambers are empty. It feels like the “shoot offscreen to reload” mechanic of old arcade rail shooters, but not being able to use it when the gun actually needs to be reloaded feels so counterintuitive and wrong.
well, it did get a buff relatively recently…smt along the lines of lower spread per shot…
so that helped it’s accuracy quite a bit…it’s the only cannon i use so it was a visible improvement in it’s performance. i use it with the torro so the shots became preety accurate.
the manitou’s perk to me wasn’t usefull really (i bought the pack to use it w corvos, which ended as a huge dissapointment as even so the corvos were uncompetitive) so i sold the cab relatevely quickly.
rightly said
could be a viable option, but…i can already see people just firing the 1st bullet and nothing more so it would turn them into just “a very weird cannon ”
…and if you adjusted it to behave that way, then having an activation button at all seems silly. It might as well just have a constant reload perk, at that point.
Deleting the activation button is probably the simple answer, but then you’re begging for a nerf in some other area…please don’t.
EDIT: I thought about it for a second, and I think you’re right. Just allow us activate the reload perk whenever, and regardless of whether or not the cylinder is full or empty.
actually i have and none of them activate when the gun reloads.
buuuuuut… i have tested it with the flywheel and to me it SEEMED to reload faster when i had one on as opposed to taking it off. but i checked all 3 reload boosters and their effects dont apply. the animations for all 3 are stationary and dont activate upon the gun needing to reload. the hadrons perk doesnt effect the naguals, emilys and corvos either but then again it says it on the tin that it doesnt effect revolvers.
ok so i tested this and it made absolutely no sense. so we dont have a timer on our weapons reload speed but i counted in mississippi instead. i got the following results.
so… it seems that the reload bonus IS applied but… it doesnt play the animation of the cyclops, flywheel or the discharger actually reloading. this is really odd to me… maybe its a bug?
i agree, something that gives them the boost like that is good. naguals are strong as is but i have 2 of them fused for 5% more damage and one for penetration and holy crap do these destroy things, especially weapons! lol.
Naguals are seriously underrated in my opinion.
I don’t see many people using them, but there are a few players who are pretty scary with them. It’s easy to underestimate how hard they’re actually hitting your weapons and other juicy bits.
dude no joke, a nagual with 100% penetration is scary. my one nagual with 100% penetration has popped waaaaaaaay more generators and ammo packs then i thought it would. hell i land a perfect shot on a bot and pop goes the weasel lol.
3 of them can get a cyclone sparking in 1 shot, at least from my experience. they are one hard hitting cannon and i love using them in long range combat. aim them well and theyll peel off anything.
only problem is tougher things like cannons which can take a few more hits. still though fuse them and man they are scary.