I might have a play tonight with the weapon damages and the ammunition armor penetration values... as playing around with handgun and some bad guys - 4 shots in the face seems a tad unrealistic (especially since they were only wearing berets).
Thinking about making the pistols have comparable damage to SMGs/ARs, but the difference will be their effective range and armor penetration (depending on ammunition used). Handguns maybe 10m, SMGs 20m, AR 30m+, Snipers 100m+. I got this fairly close last night, picking off troops at distance with sniper, then advancing with AR when enemy closed in on my position, then running and gunning through buildings/confined spaces pulled out SMG, and if worse comes to worse, pistol
This would be alot better if in the next patch or sometime down the track the ability to keep a weapon loaded when changing would be fantastic... pinned down behind cover, firing AR until empty, enemy still approaching (because your an idiot and you shouldn't have let them get in range in the first place), pull out pistol and try to make it through the fight.
That way, sneaking around a corner with a suppressed handgun and putting a single round into an unsuspecting soldiers temple wont be a fruitless (and sometimes costly) endeavour.Question:
Speaking of which, do you know if you can use multiple types of ammunition in a weapon? ie: hollow-points vs. FMJ etc?
Sniping feels dead on however, and especially on the first level (if you add a couple of level 4 or 5 soldiers) who have sniper rifles, making a bad move will end with a sniper round through your face before you know it.
My last thought is the 'cooking' of grenades, a skill I think that most (if not all) mercs should have. I know that when Explosives is at 100 when they throw a grenade it explodes where it lands.Question:
does the delay in which a grenade explodes change depending on the level of the skill? or is it 0-99 'dont cook grenade' or 100 'cook grenade' ?