Not sure about the pistol options from the first post. It doesn't sound like they'd add anything to the game, just a model and a different mag size. Even the tactical flashlight attachment seems pointless since there's already no penalty for constantly holding the current flashlight (which I avoid using in all but darkened areas).
I can't put my finger on many specific weapons but I'd like to see the core focus be placed on adding new mechanics and increasing the emphasis of "luck of the draw" when you spawn". Ideas I can think to help accomplish that are:
- add lootable higher capacity mags as a rare spawn
- include a gun with an attached laser sight which allows for a quick "hip fire" (hold middle click to quickly aim this gun without the iron-sight and lowered sensitivity perhaps?)
- add a gun which only fires in bursts to add difficulty with recoil and ammo management
- add a bolt-action rifle to make misses feel critical and add panic (or satisfaction after a victory)
- add a light machinegun. higher chance of plentiful spawn ammo, lowered movement speed (harder to dodge/make difficult sprint-jumps), slower to pull up for aiming, generous capacity, awkward if you DO need to reload
- add a very inaccurate pump-action (or possibly double barreled) shotgun to change up the routine of sniping through doorways, forcing us to stick our necks out, sneak closer to enemies first or risk luring them in for a tense hit-or-die stand-off (and of course that satisfying pump-action)
- a high calibre weapon that can pack a strong enough punch to put systems out of action without directly hitting them
And for a joke suggestion (?):
- add a rarely findable watergun (don't let it overwrite spawn weapons). Fill it up at one of the many sinks/bathtubs scattered around the levels. Make your enemy regret not making their robots waterproof. A weapon of tremendous power in the right hands
