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GypsyDragon

GypsyDragon

In 7 Days to Die, there is an okay-ish variety of melee weapons and bows in particular have great variety as it is a single weapon that yet has 5 different variations from Primitive to Wooden to Iron Crossbow, Compound Bow and Compound Crossbow. Bows are a good example of how varied weapons should be and yet for some reason, firearm variety is severely lacking in 7 Days.

 

There are currently only 4 calibers to choose from: 7.62x39mm, 9x19mm, .44 Magnum, and Shotgun Shells (I presume 12-Gauge?). .44 Magnum seems to be more rare than the others and only really works in two weapons in the game. This means regardless of how you play you end up with enormous stockpiles of ammunition and many guns that all use just a few types of ammunition by the end-stage of the game. I think this game desperately needs more calibers and more weapons to choose from. Below I will outline different categories of weapons and why adding certain weapons and certain calibers of ammunition would just make so much sense as an addition to the game.

 

Rifles are the category of weapon that seems to have the most issues right now. It makes no sense whatsoever for rifles to do high damage per shot and be single-shot weapons that have to be reloaded after every shot and then suddenly move up to even more damage and go semi-automatic at the same time with the Lever Action Rifle. The Sniper Rifle is also extremely overpowered being not only extremely powerful per shot but semi-automatic with a decent capacity magazine and has a higher fire rate as well.

 

So I would add 308 Winchester and 556 NATO calibers to the game and separate Sniper Rifles into their own category of weapons from Semi-Auto Rifles. 308 Win ammo should be used for Sniper Rifles only and 556 NATO along with the existing 7.62 can be for semi-auto and fully automatic machine guns and Rifleman DMRs. DMRs and Machine Guns should both have options in 5.56 and 7.62 to mix things up. "Rifleman" and "Sniper" perks could be their own perks both under the Perception Tree. Sniper Rifles - after the break-action pipe rifle - should all be single shot/Bolt-Action. After the hunting rifle, there should be an entry-level bolt-action rifle with a box magazine akin to a basic Ruger American Ranch 300. It would have slightly higher damage and fire rate than the hunting rifle because instead of hand-loading a round into the rifle with each shot, you simply cycle the bolt action and then fire again. Magazine capacity for the Ruger should be 5 rounds.

 

Ruger American Ranch 300

 

Ruger300.thumb.jpg.9096ea2ff1fc51cd739a67ca6517260a.jpg

 

Next up the progression tree for sniper rifles should be a more premium, high end Sniper Rifle that does more damage per round and has longer range and can cycle the bolt-action a bit quicker but still only has a 5-round magazine capacity - A Christiansen Arms MPR or MHR Would be a good model to use as inspiration.

 

Christiansen Arms MPR

ChrisMPR.thumb.jpg.1e81b5aeba23bee0dc29ba0321148666.jpg

 

The final Rifle in the Sniper Rifle in the Sniper tree should be an incredibly powerful, large, Bolt-Action Sniper rifle and should have a slightly larger 7-round standard magazine capacity and still use 308 Win ammo for simplicity's sake in the game; even though IRL this kind of rifle would probably be more of a 300 Win-Mag or 338 Lapua Magnum. A Barrett MRAD in 338 Lapua would seve an as excellent inspiration for the game model of the final 308 Sniper Rifle.

 

Barrett MRAD chambered in .338 Lapua Magnum

BarrettMRAD.thumb.png.12069a8126a517da82a3b60b654bb8f8.png

 

While "Sniper" can be its own perk under perception for these extremely high damage but low fire rate Rifles, the existing "Rifleman" Perk should be used for Semi-Automatic DMR-Style Rifles. There should be options available in both 556 NATO and 762 and should start with a Pipe DMR that has a magazine capacity of 5-10 and still be semi-automatic with a fire rate a bit slower than a tier 1 9mm pistol currently in game. DMRs should be incompatible with the full-auto trigger mod to prevent using them as Machine Gun replacements. The weapon after a Pipe DMR should be modeled after a cheap, basic 556 AR or 762 AK. Not all AKs are fully automatic, you could separate the DMR AK from the standard full-auto machine gun by modelling the DMR AK off a different kind of AK or using something unique as a model like the CMMG Mutant which is the 7.62 AK caliber in an AR-15 platform. DMRs should do just a bit more damage per round than full-auto Machine Gun equivalents but should also do considerably less damage per round than a sniper rifle. This basic Anderson AR-15 can serve as a model inspiration for the first step after the Pipe DMR and should have a magazine capacity of 15 or 20 rounds.

 

Very Cheap Basic Anderson MFG AR-15 in 556 NATO (Its literally $400 IRL LOL)

AndersonBasicAR-15.thumb.jpg.6bae91c99fa656eaf0f69fb190baed46.jpg

 

The Third Progression of DMR Rifles could be a more typical good-quality Semi-Automatic 556 AR or 7.62 AK that most gun-owning Americans actually choose to own. These should do slightly more damage per round than the Anderson and have 30-round magazine capacity.  Something like these CMMG 556 and 762 Rifles would be ideal models for the game:

 

CMMG Resolute 556 NATO AR-15

cmmgresolute556.thumb.jpg.d86b325d7783dba02f38c6c932e703c9.jpg

 

CMMG Mutant - 7.62x39mm Rounds in an AR Platform (Dissent Bufferless series of Rifles)

cmmgmutantdissent.thumb.jpg.7e3ca4f95f3317cd377267a9509cfe2c.jpg

 

The next stage of progression for DMR Rifles could be modeled after a higher-end bullpup to mix up the design and keep it from looking too much like the previous CMMG rifles. In Real life, the Desert Tech Wyvern Semi-Auto Bullpup is available chambered in both 556 NAO and 7.62x39mm so this would be fully accurate in game. I would stick with 30-round magazine capacity.

 

Desert Tech Weapons - Wyvern (Available in 556 or 762 as well as other calibers)

desertwyvern.thumb.jpg.39dedfa53ecd9f6db837f6696f2b0f13.jpg

 

The final tier of DMRs in the game should be modeled after higher caliber DMRs from Real life but still use 556 or 762 in game for simplicity. The model will give the player the presence of a powerful Designated Marksman Rifle. It should do very high damage per round but still be semi-automatic and still have 30-round magazine capacity, but you could make the maximum fire rate/click speed a bit higher. An FN SCAR 17S is a 308 Winchester DMR that is Semi-Automatic for the civilian market in real life. It would serve as a perfect model for the final progression of DMR Rifles in the game.

 

FN SCAR-17S

SCAR-17S.thumb.jpg.8cbfecd0341696bff95d8a97bb02447a.jpg

 

To keep this thread from getting too ridiculously long, I will not add any more images and shorten the summaries of each weapon class. I think you get the idea at this point.

 

This same weapon overhaul can come to Pistols/Handguns as well as SMGs by adding the caliber 10mm Auto to the game which is a caliber with a slight bit more power than .357 Magnum but is weaker than .44 Magnum. 10mm Auto is growing in popularity these days and now several SMG style weapons and handguns are available in 10mm Auto.

 

SMGs should be available in Game in 9mm and 10mm and start from something cheap and small after a Pipe 9mm Sub-Gun (15-round magazine capacity) and Pipe 10mm Sub gun (10-round magazine capacity). The first progression could be modeled after the 9mm Grease Gun and have a 20-round magazine capacity in 9mm and 15-rounds in 10mm.

 

The next progression could be modeled after a reasonable modern Sub-Gun style weapon. These are Semi-Automatic in real life for the civilian  market but would be Full-Auto for the game. Good models could be the CZ Scorpion 3+ or Grand Power Stribog SP9-A3/SP10-A3 and could have 30-round magazines in 9mm and 20-round magazines in 10mm.

 

The final SMG progression could be high-end SMGs like the HK MP5 in both 9mm and 10mm and would still have 20 and 30-round magazines but would have a higher fire rate, more damage per round, and the extended magazine mod would increase the 9mm version to a capacity of 50 rounds.

 

Pistols/Handguns should similarly be overhauled with at least 3 progression weapons for each of the calibers 9mm, 10mm, and .44 Magnum. Handguns should be semi-automatic except if you were to have a 4th or 5th progression weapon in which case those could be burst fire or fully automatic and do the same damage as similar-tier SMGs but have a slower fire rate and smaller magazine capacity. However, handguns could be much less expensive to craft and have slightly more durability than SMGs to still give players a reason to have a handgun.

 

As for .44 Magnum, you could have a Pipe .44 Mag 5-shot Revolver and then move up to a cheap .44 Mag 6-Shot Revolver such as a Taurus 44 Tracker 4" barrel, and then to a high-end, powerful 6 or 7-shot revolver such as a Smith and Wesson 629 Stealth Hunter 44 with 7.5" barrel. Finally you end up back at the Desert Eagle .44 we already have in game.

 

With shotguns, currently you go straight from a pump-action to a Auto-Shotgun. You could fill that gap with a Spaz-12: A Semi-Automatic Shotgun that requires no pump action besides once after reloading and has an 8-round capacity by default.

 

Make this same sort-of overhaul to Machine Guns and you would easily have over 50 firearms to choose from as you play through the game, giving you plenty of variety and things to look forward to as you play with a total of 7 different calibers of ammunition to scavange: 9mm, 10mm, .44 Mag, 5.56, 7.62, 308, and Shotgun Shells.

GypsyDragon

GypsyDragon

In 7 Days to Die, there is an okay-ish variety of melee weapons and bows in particular have great variety as it is a single weapon that yet has 5 different variations from Primitive to Wooden to Iron Crossbow, Compound Bow and Compound Crossbow. Bows are a good example of how varied weapons should be and yet for some reason, firearm variety is severely lacking in 7 Days.

 

There are currently only 4 calibers to choose from: 7.62x39mm, 9x19mm, .44 Magnum, and Shotgun Shells (I presume 12-Gauge?). .44 Magnum seems to be more rare than the others and only really works in two weapons in the game. This means regardless of how you play you end up with enormous stockpiles of ammunition and many guns that all use just a few types of ammunition by the end-stage of the game. I think this game desperately needs more calibers and more weapons to choose from. Below I will outline different categories of weapons and why adding certain weapons and certain calibers of ammunition would just make so much sense as an addition to the game.

 

Rifles are the category of weapon that seems to have the most issues right now. It makes no sense whatsoever for rifles to do high damage per shot and be single-shot weapons that have to be reloaded after every shot and then suddenly move up to even more damage and going semi-automatic at the same time with the Lever Action Rifle. The Sniper Rifle is also extremely overpowered being not only extremely powerful per shot but semi-automatic with a decent capacity magazine with a higher fire rate as well.

 

So I would add 308 Winchester and 556 NATO calibers to the game and separate Sniper Rifles into their own category of weapons from Semi-Auto Rifles. 308 Win ammo should be for Sniper Rifles only and 556 NATO along with the existing 7.62 can be for semi-auto and fully automatic machine guns and Rifleman DMRs. "Rifleman" and "Sniper" perks could be their own perks both under the Perception Tree. Sniper Rifles - after the break-action pipe rifle - should all be single shot. After the hunting rifle, there should be an entry-level bolt-action rifle with box magazine akin to a basic Ruger American Ranch 300. It would have slightly higher damage and fire rate than the hunting rifle because instead of hand-loading a round into the rifle with each shot, you simply cycle the bolt action and then fire again. Magazine capacity for the Ruger should be 5 rounds.

 

Ruger American Ranch 300

 

Ruger300.thumb.jpg.9096ea2ff1fc51cd739a67ca6517260a.jpg

 

Next up the progression tree for sniper rifles should be a more premium, high end Sniper Rifle that does more damage and has longer range and can cycle the bolt-action a bit quicker but still only has a 5-round magazine capacity - A Christiansen Arms MPR or MHR Would be a good model to use as inspiration.

 

Christiansen Arms MPR

ChrisMPR.thumb.jpg.1e81b5aeba23bee0dc29ba0321148666.jpg

 

The final Rifle in the Sniper Rifle tree should be an incredibly powerful, large, Bolt-Action Sniper rifle and should have a slightly larger 7-round standard magazine capacity and still use 308 Win ammo for simplicity's sake in the game even though IRL this kind of rifle would probably be more of a 300 Win-Mag or 338 Lapua Magnum. A Barrett MRAD in 338 Lapua would sever an as excellent inspiration for the game model of the final 308 Sniper Rifle.

 

Barrett MRAD chambered in .338 Lapua Magnum

BarrettMRAD.thumb.png.12069a8126a517da82a3b60b654bb8f8.png

 

While "Sniper" can be its own perk under perception for these extremely high damage but low fire rate Rifles, the existing "Rifleman" Perk should be used for Semi-Automatic DMR-Style Rifles. There should be options available in both 556 NATO and 762 and should start with a Pipe DMR that has a magazine capacity of 5-10 and still be semi-automatic with a fire rate a bit slower than a tier 1 9mm pistol currently in game. DMRs should be incompatible with the full-auto trigger mod to prevent using them as Machine Gun replacements. The weapon after a Pipe DMR should be modeled after a cheap, basic 556 AR or 762 AK. Not all AKs are fully automatic, you could separate the DMR AK from the standard full-auto machine gun by modelling the DMR AK off a different kind of AK or using something unique as a model like the CMMG Mutant which is the 7.62 AK caliber in an AR-15 platform. DMRs should do just a bit more damage per round than full-auto Machine Gun equivalents but should also do considerably less damage per round than a sniper rifle. This basic Anderson AR-15 can serve as a model inspiration for the first step after the Pipe DMR and should have a magazine capacity of 15 or 20 rounds.

 

Very Cheap Basic Anderson MFG AR-15 in 556 NATO (Its literally $400 IRL LOL)

AndersonBasicAR-15.thumb.jpg.6bae91c99fa656eaf0f69fb190baed46.jpg

 

The Third Progression of DMR Rifles could be a more typical good-quality Semi-Automatic 556 AR or 7.62 AK that most gun-owning Americans actually choose to own. These should do slightly more damage per round than the Anderson and have 30-round magazine capacity.  Something like these CMMG 556 and 762 Rifles would be ideal models for the game:

 

CMMG Resolute 556 NATO AR-15

cmmgresolute556.thumb.jpg.d86b325d7783dba02f38c6c932e703c9.jpg

 

CMMG Mutant - 7.62x39mm Rounds in an AR Platform (Dissent Bufferless series of Rifles)

cmmgmutantdissent.thumb.jpg.7e3ca4f95f3317cd377267a9509cfe2c.jpg

 

The next stage of progression for DMR Rifles could be modeled after a higher-end bullpup to mix up the design and keep it from looking too much like the previous CMMG rifles. In Real life, the Desert Tech Wyvern Semi-Auto Bullpup is available chambered in both 556 NAO and 7.62x39mm so this would be fully accurate in game. I would stick with 30-round magazine capacity.

 

Desert Tech Weapons - Wyvern (Available in 556 or 762 as well as other calibers)

desertwyvern.thumb.jpg.39dedfa53ecd9f6db837f6696f2b0f13.jpg

 

The final tier of DMRs in the game should be modeled after higher caliber DMRs from Real life but still use 556 or 762 in game for simplicity. The model will give the player the presence of a powerful Designated Marksman Rifle. It should do very high damage per round but still be semi-automatic and still have 30-round magazine capacity, but you could make the maximum fire rate/click speed a bit higher. An FN SCAR 17S is a 308 Winchester DMR that is Semi-Automatic for the civilian market in real life. It would serve as a perfect model for the final progression of DMR Rifles in the game.

 

FN SCAR-17S

SCAR-17S.thumb.jpg.8cbfecd0341696bff95d8a97bb02447a.jpg

 

To keep this thread from getting too ridiculously long, I will not add any more images and shorten the summaries of each weapon class. I think you get the idea at this point.

 

This same weapon overhaul can come to Pistols/Handguns as well as SMGs by adding the caliber 10mm Auto to the game which is a caliber with a slight bit more power than .357 Magnum but is weaker than .44 Magnum. 10mm Auto is growing in popularity these days and now several SMG style weapons and handguns are available in 10mm Auto.

 

SMGs should be available in Game in 9mm and 10mm and start from something cheap and small after a Pipe 9mm Sub-Gun (15-round magazine capacity) and Pipe 10mm Sub gun (10-round magazine capacity). The first progression could be modeled after the 9mm Grease Gun and have a 20-round magazine capacity in 9mm and 15-rounds in 10mm.

 

The next progression could be modeled after a reasonable modern Sub-Gun style weapon. These are Semi-Automatic in real life for the civilian  market but would be Full-Auto for the game. Good models could be the CZ Scorpion 3+ or Grand Power Stribog SP9-A3/SP10-A3 and could have 30-round magazines in 9mm and 20-round magazines in 10mm.

 

The final SMG progression could be high-end SMGs like the HK MP5 in both 9mm and 10mm and would still have 20 and 30-round magazines but would have a higher fire rate, more damage per round, and the extended magazine mod would increase the 9mm version to a capacity of 50 rounds.

 

Pistols/Handguns should similarly be overhauled with at least 3 progression weapons for each of the calibers 9mm, 10mm, and .44 Magnum. Handguns should be semi-automatic except if you were to have a 4th or 5th progression weapon in which case those could be burst fire or fully automatic and do the same damage as similar-tier SMGs but have a slower fire rate and smaller magazine capacity. However, handguns could be much less expensive to craft and have slightly more durability than SMGs to still give players a reason to have a handgun.

 

As for .44 Magnum, you could have a Pipe .44 Mag 5-shot Revolver and then move up to a cheap .44 Mag 6-Shot Revolver such as a Taurus 44 Tracker 4" barrel, and then to a high-end, powerful 6 or 7-shot revolver such as a Smith and Wesson 629 Stealth Hunter 44 with 7.5" barrel. Finally you end up back at the Desert Eagle .44 we already have in game.

 

With shotguns, currently you go straight from a pump-action to a Auto-Shotgun. You could fill that gap with a Spaz-12: A Semi-Automatic Shotgun that requires no pump action besides once after reloading and has an 8-round capacity by default.

 

Make this same sort-of overhaul to Machine Guns and you would easily have over 50 firearms to choose from as you play through the game, giving you plenty of variety and things to look forward to as you play with a total of 7 different calibers of ammunition to scavange: 9mm, 10mm, .44 Mag, 5.56, 7.62, 308, and Shotgun Shells.

GypsyDragon

GypsyDragon

In 7 Days to Die, there is an okay-ish variety of melee weapons and bows in particular have great variety as it is a single weapon that yet has 5 different variations from Primitive to Wooden to Iron Crossbow, Compound Bow and Compound Crossbow. Bows are a good example of how varied weapons should be and yet for some reason, firearm variety is severely lacking in 7 Days.

 

There are currently only 4 calibers to choose from: 7.62x39mm, 9x19mm, .44 Magnum, and Shotgun Shells (I presume 12-Gauge?). .44 Magnum seems to be more rare than the others and only really works in two weapons in the game. This means regardless of how you play you end up with enormous stockpiles of ammunition and many guns that all use just a few types of ammunition by the end-stage of the game. I think this game desperately needs more calibers and more weapons to choose from. Below I will outline different categories of weapons and why adding certain weapons and certain calibers of ammunition would just make so much sense as an addition to the game.

 

Rifles are the category of weapon that seems to have the most issues right now. It makes no sense whatsoever for rifles to do high damage per shot and be single-shot weapons that have to be reloaded after every shot and then suddenly move up to even more damage and going semi-automatic at the same time with the Lever Action Rifle. The Sniper Rifle is also extremely overpowered being not only extremely powerful per shot but semi-automatic with a decent capacity magazine with a higher fire rate as well.

 

So I would add 308 Winchester and 556 NATO calibers to the game and separate Sniper Rifles into their own category of weapons from Semi-Auto Rifles. 308 Win ammo should be for Sniper Rifles only and 556 NATO along with the existing 7.62 can be for semi-auto and fully automatic machine guns and Rifleman DMRs. "Rifleman" and "Sniper" perks could be their own perks both under the Perception Tree. Sniper Rifles - after the break-action pipe rifle - should all be single shot. After the hunting rifle, there should be an entry-level bolt-action rifle with box magazine akin to a basic Ruger American Ranch 300. It would have slightly higher damage and fire rate than the hunting rifle because instead of hand-loading a round into the rifle with each shot, you simply cycle the bolt action and then fire again. Magazine capacity for the Ruger should be 5 rounds.

 

Ruger American Ranch 300

 

Ruger300.thumb.jpg.9096ea2ff1fc51cd739a67ca6517260a.jpg

 

Next up the progression tree for sniper rifles should be a more premium, high end Sniper Rifle that does more damage and has longer range and can cycle the bolt-action a bit quicker but still only has a 5-round magazine capacity - A Christiansen Arms MPR or MHR Would be a good model to use as inspiration.

 

Christiansen Arms MPR

ChrisMPR.thumb.jpg.1e81b5aeba23bee0dc29ba0321148666.jpg

 

The final Rifle in the Sniper Rifle tree should be an incredibly powerful, large, Bolt-Action Sniper rifle and should have a slightly larger 7-round standard magazine capacity and still use 308 Win ammo for simplicity's sake in the game even though IRL this kind of rifle would probably be more of a 300 Win-Mag or 338 Lapua Magnum. A Barrett MRAD in 338 Lapua would sever an as excellent inspiration for the game model of the final 308 Sniper Rifle.

 

Barrett MRAD chambered in .338 Lapua Magnum

BarrettMRAD.thumb.png.12069a8126a517da82a3b60b654bb8f8.png

 

While "Sniper" can be its own perk under perception for these extremely high damage but low fire rate Rifles, the existing "Rifleman" Perk should be used for Semi-Automatic DMR-Style Rifles. There should be options available in both 556 NATO and 762 and should start with a Pipe DMR that has a magazine capacity of 5-10 and still be semi-automatic with a fire rate a bit slower than a tier 1 9mm pistol currently in game. DMRs should be incompatible with the full-auto trigger mod to prevent using them as Machine Gun replacements. The weapon after a Pipe DMR should be modeled after a cheap, basic 556 AR or 762 AK. Not all AKs are fully automatic, you could separate the DMR AK from the standard full-auto machine gun by modelling the DMR AK off a different kind of AK or using something unique as a model like the CMMG Mutant which is the 7.62 AK caliber in an AR-15 platform. DMRs should do just a bit more damage per round than full-auto Machine Gun equivalents but should also do considerably less damage per round than a sniper rifle. This basic Anderson AR-15 can serve as a model inspiration for the first step after the Pipe DMR and should have a magazine capacity of 15 or 20 rounds.

 

Very Cheap Basic Anderson MFG AR-15 in 556 NATO (Its literally $400 IRL LOL)

AndersonBasicAR-15.thumb.jpg.6bae91c99fa656eaf0f69fb190baed46.jpg

 

The Third Progression of DMR Rifles could be a more typical good-quality Semi-Automatic 556 AR or 7.62 AK that most gun-owning Americans actually choose to own. These should do slightly more damage per round than the Anderson and have 30-round magazine capacity.  Something like these CMMG 556 and 762 Rifles would be ideal models for the game:

 

CMMG Resolute 556 NATO AR-15

cmmgresolute556.thumb.jpg.d86b325d7783dba02f38c6c932e703c9.jpg

 

CMMG Mutant - 7.62x39mm Rounds in an AR Platform (Dissent Bufferless series of Rifles)

cmmgmutantdissent.thumb.jpg.7e3ca4f95f3317cd377267a9509cfe2c.jpg

 

The next stage of progression for DMR Rifles could be modeled after a higher-end bullpup to mix up the design and keep it from looking too much like the previous CMMG rifles. In Real life, the Desert Tech Wyvern Semi-Auto Bullpup is available chambered in both 556 NAO and 7.62x39mm so this would be fully accurate in game. I would stick with 30-round magazine capacity.

 

Desert Tech Weapons - Wyvern (Available in 556 or 762 as well as other calibers)

desertwyvern.thumb.jpg.39dedfa53ecd9f6db837f6696f2b0f13.jpg

 

The final tier of DMRs in the game should be modeled after higher caliber DMRs from Real life but still use 556 or 762 in game for simplicity. The model will give the player the presence of a powerful Designated Marksman Rifle. It should do very high damage per round but still be semi-automatic and still have 30-round magazine capacity, but you could make the maximum fire rate/click speed a bit higher. An FN SCAR 17S is a 308 Winchester DMR that is Semi-Automatic for the civilian market in real life. It would serve as a perfect model for the final progression of DMR Rifles in the game.

 

FN SCAR-17S

SCAR-17S.thumb.jpg.8cbfecd0341696bff95d8a97bb02447a.jpg

 

To keep this thread from getting too ridiculously long, I will not add any more images and shorten the summaries of each weapon class. I think you get the idea at this point.

 

This same weapon overhaul can come to Pistols/Handguns as well as SMGs by adding the caliber 10mm Auto to the game which is a caliber with a slight bit more power than .357 Magnum but is weaker than .44 Magnum. 10mm Auto is growing in popularity these days and now several SMG style weapons and handguns are available in 10mm Auto.

 

SMGs should be available in Game in 9mm and 10mm and start from something cheap and small after a Pipe 9mm Sub-Gun (15-round magazine capacity) and Pipe 10mm Sub gun (10-round magazine capacity). The first progression could be modeled after the 9mm Grease Gun and have a 20-round magazine capacity in 9mm and 15-rounds in 10mm.

 

The next progression could be modeled after a reasonable modern Sub-Gun style weapon. These are Semi-Automatic in real life for the civilian  market but would be Full-Auto for the game. Good models could be the CZ Scorpion 3+ or Grand Power Stribog SP9-A3/SP10-A3 and could have 30-round magazines in 9mm and 20-round magazines in 10mm.

 

The final SMG progression could be high-end SMGs like the HK MP5 in both 9mm and 10mm and would still have 20 and 30-round magazines but would have a higher fire rate, more damage per round, and the extended magazine mod would increase the 9mm version to a capacity of 50 rounds.

 

Pistols/Handguns should similarly be overhauled with at least 3 progression weapons for each of the calibers 9mm, 10mm, and .44 Magnum. Handguns should be semi-automatic except if you were to have a 4th or 5th progression weapon in which case those could be burst fire or fully automatic and do the same damage as similar-tier SMGs but have a slower fire rate and smaller magazine capacity. However, handguns could be much less expensive to craft and have slightly more durability than SMGs to still give players a reason to have a handgun.

 

As for .44 Magnum, you could have a Pipe .44 Mag 5-shot Revolver and then move up to a cheap .44 Mag 6-Shot Revolver such as a Taurus 44 Tracker 4" barrel, and then to a high-end, powerful 6 or 7-shot revolver such as a Smith and Wesson 629 Stealth Hunter 44 with 7.5" barrel. Finally you end up back at the Desert Eagle .44 we already have in game.

 

With shotguns, currently you go straight from a pump-action to a Auto-Shotgun. You could fill that gap with a Spaz-12: A Semi-Automatic Shotgun that requires no pump action besides once after reloading and has an 8-round capacity by default.

 

Make this same sort-of overhaul to Machine Guns and you would easily have over 50 firearms to choose from as you play through the game, giving you plenty of variety and things to look forward to as you play...

GypsyDragon

GypsyDragon

In 7 Days to Die, there is an okay-ish variety of melee weapons and bows in particular have great variety as it is a single weapon that yet has 5 different variations from Primitive to Wooden to Iron Crossbow, Compound Bow and Compound Crossbow. Bows are a good example of how varied weapons should be and yet for some reason, firearm variety is severely lacking in 7 Days.

 

There are currently only 4 calibers to choose from: 7.62x39mm, 9x19mm, .44 Magnum, and Shotgun Shells (I presume 12-Gauge?). .44 Magnum seems to be more rare than the others and only really works in two weapons in the game. This means regardless of how you play you end up with enormous stockpiles of ammunition and many guns that all use just a few types of ammunition by the end-stage of the game. I think this game desperately needs more calibers and more weapons to choose from. Below I will outline different categories of weapons and why adding certain weapons and certain calibers of ammunition would just make so much sense as an addition to the game.

 

Rifles are the category of weapon that seems to have the most issues right now. It makes no sense whatsoever for rifles to do high damage per shot and be single-shot weapons that have to be reloaded after every shot and then suddenly move up to even more damage and going semi-automatic at the same time with the Lever Action Rifle. The Sniper Rifle is also extremely overpowered being not only extremely powerful per shot but semi-automatic with a decent capacity magazine with a higher fire rate as well.

 

So I would add 308 Winchester and 556 NATO calibers to the game and separate Sniper Rifles into their own category of weapons from Semi-Auto Rifles. 308 Win ammo should be for Sniper Rifles only and 556 NATO along with the existing 7.62 can be for semi-auto and fully automatic machine guns and Rifleman DMRs. "Rifleman" and "Sniper" perks could be their own perks both under the Perception Tree. Sniper Rifles - after the break-action pipe rifle - should all be single shot. After the hunting rifle, there should be an entry-level bolt-action rifle with box magazine akin to a basic Ruger American Ranch 300. It would have slightly higher damage and fire rate than the hunting rifle because instead of hand-loading a round into the rifle with each shot, you simply cycle the bolt action and then fire again. Magazine capacity for the Ruger should be 5 rounds.

 

Ruger American Ranch 300

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Next up the progression tree for sniper rifles should be a more premium, high end Sniper Rifle that does more damage and has longer range and can cycle the bolt-action a bit quicker but still only has a 5-round magazine capacity - A Christiansen Arms MPR or MHR Would be a good model to use as inspiration.

 

Christiansen Arms MPR

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The final Rifle in the Sniper Rifle tree should be an incredibly powerful, large, Bolt-Action Sniper rifle and should have a slightly larger 7-round standard magazine capacity and still use 308 Win ammo for simplicity's sake in the game even though IRL this kind of rifle would probably be more of a 300 Win-Mag or 338 Lapua Magnum. A Barrett MRAD in 338 Lapua would sever an as excellent inspiration for the game model of the final 308 Sniper Rifle.

 

Barrett MRAD chambered in .338 Lapua Magnum

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While "Sniper" can be its own perk under perception for these extremely high damage but low fire rate Rifles, the existing "Rifleman" Perk should be used for Semi-Automatic DMR-Style Rifles. There should be options available in both 556 NATO and 762 and should start with a Pipe DMR that has a magazine capacity of 5-10 and still be semi-automatic with a fire rate a bit slower than a tier 1 9mm pistol currently in game. DMRs should be incompatible with the full-auto trigger mod to prevent using them as Machine Gun replacements. The weapon after a Pipe DMR should be modeled after a cheap, basic 556 AR or 762 AK. Not all AKs are fully automatic, you could separate the DMR AK from the standard full-auto machine gun by modelling the DMR AK off a different kind of AK or using something unique as a model like the CMMG Mutant which is the 7.62 AK caliber in an AR-15 platform. DMRs should do just a bit more damage per round than full-auto Machine Gun equivalents but should also do considerably less damage per round than a sniper rifle. This basic Anderson AR-15 can serve as a model inspiration for the first step after the Pipe DMR and should have a magazine capacity of 15 or 20 rounds.

 

Very Cheap Basic Anderson MFG AR-15 in 556 NATO (Its literally $400 IRL LOL)

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The Third Progression of DMR Rifles could be a more typical good-quality Semi-Automatic 556 AR or 7.62 AK that most gun-owning Americans actually choose to own. These should do slightly more damage per round than the Anderson and have 30-round magazine capacity.  Something like these CMMG 556 and 762 Rifles would be ideal models for the game:

 

CMMG Resolute 556 NATO AR-15

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CMMG Mutant - 7.62x39mm Rounds in an AR Platform (Dissent Bufferless series of Rifles)

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The next stage of progression for DMR Rifles could be modeled after a higher-end bullpup to mix up the design and keep it from looking too much like the previous CMMG rifles. In Real life, the Desert Tech Wyvern Semi-Auto Bullpup is available chambered in both 556 NAO and 7.62x39mm so this would be fully accurate in game. I would stick with 30-round magazine capacity.

 

Desert Tech Weapons - Wyvern (Available in 556 or 762 as well as other calibers)

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The final tier of DMRs in the game should be modeled after higher caliber DMRs from Real life but still use 556 or 762 in game for simplicity. The model will give the player the presence of a powerful Designated Marksman Rifle. It should do very high damage per round but still be semi-automatic and still have 30-round magazine capacity, but you could make the maximum fire rate/click speed a bit higher. An FN SCAR 17S is a 308 Winchester DMR that is Semi-Automatic for the civilian market in real life. It would serve as a perfect model for the final progression of DMR Rifles in the game.

 

FN SCAR-17S

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To keep this thread from getting too ridiculously long, I will not add any more images and shorten the summaries of each weapon class. I think you get the idea at this point.

 

This same weapon overhaul can come to Pistols/Handguns as well as SMGs by adding the caliber 10mm Auto to the game which is a caliber with a slight bit more power than .357 Magnum but is weaker than .44 Magnum. 10mm Auto is growing in popularity these days and now several SMG style weapons and handguns are available in 10mm Auto.

 

SMGs should be available in Game in 9mm and 10mm and start from something cheap and small after a Pipe 9mm Sub-Gun (15-round magazine capacity) and Pipe 10mm Sub gun (10-round magazine capacity). The first progression could be modeled after the 9mm Grease Gun and have a 20-round magazine capacity in 9mm and 15-rounds in 10mm.

 

The next progression could be modeled after a reasonable modern Sub-Gun style weapon. These are Semi-Automatic in real life for the civilian  market but would be Full-Auto for the game. Good models could be the CZ Scorpion 3+ or Grand Power Stribog SP9-A3/SP10-A3 and could have 30-round magazines in 9mm and 20-round magazines in 10mm.

 

The final SMG progression could be high-end SMGs like the HK MP5 in both 9mm and 10mm and would still have 20 and 30-round magazines but would have a higher fire rate, more damage per round, and the extended magazine mod would increase the 9mm version to a capacity of 50 rounds.

 

Pistols/Handguns should similarly be overhauled with at least 3 progression weapons for each of the calibers 9mm, 10mm, and .44 Magnum. Handguns should be semi-automatic except if you were to have a 4th or 5th progression weapon in which case those could be burst fire or fully automatic and do the same damage as similar-tier SMGs but have a slower fire rate and smaller magazine capacity. However, handguns could be much less expensive to craft and have slightly more durability than SMGs to still give players a reason to have a handgun.

 

As for .44 Magnum, you could have a Pipe .44 Mag 5-shot Revolver and then move up to a cheap .44 Mag 6-Shot Revolver such as a Taurus 44 Tracker 4" barrel, and then to a high-end, powerful 6 or 7-shot revolver such as a Smith and Wesson 629 Stealth Hunter 44 with 7.5" barrel. Finally you end up back at the Desert Eagle .44 we already have in game.

 

With shotguns, currently you go straight from a pump-action to a Auto-Shotgun. You could fill that gap with a Spaz-12: A Semi-Automatic Shotgun that requires no pump action besides once after reloading and has an 8-round capacity by default.

 

Make this same sort-of overhaul to Machine Guns and you would easily have over 50 firearms to choose from as you play through the game, giving you plenty of variety and things to look forward to as you play...

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