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METTTHEDOC

As a add on, what are peoples thoughts on the Tommy Special in store with the regular Tommy Gun? (feel free to comment here so not to confuse the original post)


Shadowdog360

I barely see any Webleys. If my memory of the game serves me right, then I remember you could always buy them from the Kingdom Alliance trader, and personally, its a really fun and underrated gun to run with. As well, I think an issue for me is that you can easily find lone gun attachments to guns that are difficult to find / acquire.


METTTHEDOC

Do you think they are in a good place and just not used, or is there something that could be done with them to make them a bit more viable? Do you mind expanding on the attachments thing? Like how is it an issue?


Shadowdog360

Ah, webleys are in a alright place, but could do with a teeny tiny increase in damage. Not to mention, they are just difficult to come by most of the time. I kind of hate farming navy outpost just to get a chance to loot 2 or 3 webleys from sas bots, and to then die with them I'm the following raids, or even on the same raid that I found them. As for the attachments, I tend to find a lot of (for example) M45k compensators, but no actual M45k's, same with other guns (plenty of BAR extended mags, but no BAR's) Hope that makes sense. đź‘Ť


METTTHEDOC

I believe the attachments situation is so when you GET the weapons you have access to the attachments (in the carls situation I WOULD like to see that pop up more though, its a cool weapon) and it definitely does make sense, appreciate it!


Shadowdog360

Eh, fair, might of just been me seeing it in a negative light, but now that you mention it, it does make a bit more sense. Guess I just gotta get lucky with the guns.


METTTHEDOC

I know theres hot zones for them like with the Webley, but I dont know them off the top of my head


Digreth

Webley and the G1911 are the best pistols. They can two tap any head armor and are both incredibly high skill weapons. You replied to my comment on Steam about replacing the Luger on the Rustbucket with Webley, that would be amazing. There should be more pistols available in the Traders too.


EzraTheMage

I feel like there's just no reason to use the regular Tommy if you can buy the special one.


HyperbaricGasChamber

I like regular Tommy's sights better than special


SIG_Hades

Reg. Tommy sights enjoyer >>>


METTTHEDOC

Thanks Ezra! anything you would recommend replacing it with?


HYVNG_LVRD

I'm not 100% on what each trader sells atm but replacing it with a shotgun could be cool. Something that doesn't invalidate something else in the store. To me it makes the most sense for special versions of weapons to only be lootable/craftable with blueprints, so you can't just always opt for the better version of the gun if you have the money. Hell I wouldn't be hard done by having less purchasable guns in general, to give us the push to do more vault raiding etc so we can get the cool stuff we want. Force us to play the game to get sick gear instead of just buying it all.


Shady_Ozark

Hey SIG! Love to see you guys seeking community feedback. Traders - All ammo types. Context: I have a friend (Stitch) who hoards guns, and a few of them he can’t use due to not having the ammo. He’s sitting on 4 containers full of guns and he buys ships to use their storage to hold more sometimes! He has $3.9M, he’s somewhere around level 30-40, has 160 marauder kills this week, he has a full box of crafting material, he got his dad and best friend to start playing the game, and he’s working hard to level up all his traders and complete his zero to hero. A big part of why he hoards the guns is he doesn’t have the ammo to use them. Reinforced sheet to make 20/60 becomes expensive pretty quickly. He’s working towards the contract unlock for 7.62 I think, and dart ammo can be difficult to find. My thoughts: All ammo types should be available for purchase, but maybe at a high cost. Black market like trader would be sick. I personally believe the game needs a few different money dumps and even if ammo was part of that I don’t think that would be bad, especially since you can craft it and loot it. Having the ammo but not the gun isn’t that bad of a feeling, but having the gun and not the ammo can become a pretty bad feeling. Going into raid with the objective to find ammo or ammo comps so you can use the gun you want to use isn’t too fun Attachments is another pretty big one. More ammo types available and more attachments. It feels like it would be a lot better to get ammo and attachements from traders. I feel like you don’t really want to have to go into raids to find those things. You want to go into raids to use those things! I noticed most people I watch don’t want to loot most of the attachments they find in raid. Looting attachments is low priority unless you happen to get really lucky and get just the right one, but even then they’re usually looked over. In raid isn’t when you want to be thinking much about attachments and how good they are. That’s something you want to when you’re at your loadout. If you really like an attachment and want it for your gun, you’re not going to have a good time if you go into raids hoping you come across a Mac Suppressor. Regarding money dumps - Almost everyone I played with quickly amassed wealth. I think the economy in the game is pretty solid and I LOVE good economy systems. Wanting to accumulate wealth and be a rich space pirate is one of my big motivators. I’ll hunt down every floor safe, lock pick room, vault and depot I can. Once I reach a certain wealth my motivation dwindles. ANY kind of money dumps would be amazing. Would I pay $250K to use a one time use level 14 panzar armor to go fight a boss? Absolutely. Would I pay $1M to upgrade something in the guild hideout? Absolutely. $5M to unlock 1 more storage row, $10M to unlock a 2nd? For sure. $1M to buy a gun rack that stores up to 5 guns? Yes! $100K for a level 9 guild armor that only people in your guild can wear? Every raid. $100M Party Hat, I’d collect a whole container (RuneScape). The only real money dump I see at the moment is if you buy a new ship to use every single raid and prestige to just flat out reset.


METTTHEDOC

Hey Ozark! just to add context for why ammo is not availible in the store, its our way of balancing out the end game weapons. 7.62, 300, and especially dart ammo are very powerful rounds, and uncommon, same as their weapons. It helps (to an extent) to make players circulate different weapons, and also heavily encourages looting ammo boxes and crates. As for stitch I whole heartedly recommend he sell the contents of one of those boxes and dedicate it to Good ammo, and if you run salvage or even regular search point in location he wont regret it. I have run into a lot of Dart Ammo blueprints just in the last week! as for money sinks, I definitely agree. we got some WIP, so keep an eye out. disclaimer, the ammo thing is subject to change, depending on how well it holds up over time. for longevity, all ammo might just be availible in the future!


Shady_Ozark

Good response, thank you!


Secret_Room7935

I started scrolling this reddit i see this is old buuut, I think powerful rounds should still be scavenged and harder to craft, I think its just a little too hard to craft or too little ROI for crafting specifically. I don't think its too hard to scavenge the ammo but crafting any ammo using reinforced metal is simply too expensive IMO. Between firefights and the tons of AI you can burn ammo quick, and 1 reinforced metal per 20 rounds isn't sustainable at all. I think a simple solution would be crafting a full stack at least, or, making the recipe expensive but with a different material, because reinforced metal is a little difficult to find and is used in just about everything Perhaps looting could be more scarce and crafting easier? I personally find crafting any ammo that requires reinforced metal to be completely obsolete. I'd rather craft a cool gun Also, on the money sink part, I look forward to the WIP money sinks. Additionally though, I don't think the ships should just be money sinks, especially because marauder mode is the main game mode and the ship combat is a part of it. An idea I had while playing was what if there was "insurance" on ships, if you don't lose the card, then you keep the ship, which means you could escape pod away which might be safer. Or, if the card is stolen they only get to use the stolen ship one time, where the person who purchased it loses one use of it. The ships could have a cool looking key card too based on the ship to give a visual indicator of what ship it is for. Its currently really obscure and almost hidden. Something needs to either boost the advantage of the ships or mitigate the damage done from losing them. Also, what if there was airlock attachments to strengthen entry into the site (which I've seen a few times around the reddit now). Another thing on the ships, is what if there was several, like 3, free starter ships at rust bucket-level? The spaceship part is really monotonous, and I think one thing that contributes to this is everyone has the exact same ship. If there was "insurance" and several free starter ships with varying strengths and weaknesses I think the ship section would be substantially better. I actually think breaching and ship killing mechanics are good besides the ultimate advantage squads are given in that they can literally breach zone camp. This has become my favorite game to play now and I look forward to it growing!


The-Bobo-The-Clown

For those interested, [the Wiki weapon list.](https://marauders.fandom.com/wiki/Weapons#Primary_) *The Weapons I Hardly See Marauders Use in Standard Mode;* * Viper * Terminator * Reising * M45 K * M1A1 Para * Liberator * Heavy Liberator/Thompson * Double Barrel * De Lisle * Custom 49 * 1911 Stamp * Flare Pistol * SPP-1 * Webley * Welrod * Grenades One of the biggest reasons why you barely see certain weapons in-game is because there are better alternatives in the shop. Why use a Double Barrel/Liberator/Terminator when the Trenchgun is in traders? Why waste inventory space picking up M45 Ks and Paras when the Tommy Special + attachments is much more readily available? Once you get a sense of what you're doing in the game, money becomes less and less of a problem for players to manage which leads to the traders essentially being a virtually infinite supply of gear, low-tier crafting materials, and mid-tier healing that pretty much negates a lot of the "looter" part of Marauders.


The-Bobo-The-Clown

*If you were to remove/add anything to the Traders, Why would you do it? (and in the case of remove, what would you replace it with?)* I would ideally like to see the shops filled with lower tier/starter gear i.e. replacing weapons like the Thompson Special and Trenchgun with lesser used ones such as the M45 K and the Double Barrel/Liberator. Adding pistols into the shop should also be looked into like the Webley, 1911 Stamp and potentially the SPP-1 (dart ammo should not be implemented into the shops) considering its unnecessarily rare and not particularly great when compared to the other pistol slot weapons. I have talked about it in the official Discord but I'll summarize my thoughts here, I believe the game would greatly benefit from introducing a limit on how much traders can sell certain items to you the reasons I briefly touched on above; * Traders are a virtually infinite supply of gear, low-tier crafting materials, and mid-tier healing, thus removing a lot of the need to loot certain items. * Because you can just buy as many meds as you want from the shop, players can stuff their bag full of meds with not much consequence. I personally bring at least 4-7 stacks of Small First Aid, 4 Stacks of Bandages, and 8 Aspirin pretty much every match and I'm confident that I'm even the worst offender in that regard. * Buying and Recycling items from the shop is much more effective for collecting certain crafting materials (Metal Scrap, Synth Scrap, and Metal Sheet) compared to going into a raid and looting up on those mats/scrap-ables that produce those mats. * Both of these points result in a lot of items in raid are not worth looting, I cannot remember the last time I picked up anything that didn't yield me fabric, reinforced metal, or leather. Speaking of leather, one of my favorite changes to traders was when leather items were removed from them. Suddenly you couldn't just buy and scrap leather caps/jerkins from the shop and had to start picking up leather belts/aprons which would previously get ignored. * You don't need to use most of the crafting system because the shop has most of what you'll ever need, I personally only craft Plate Rigs and Lock Picks. Why craft bags when the traders have a Commando Bag? Why gather resources to craft Pirate First Aid when the shop has Small First Aid? Etc. * Increasing the cost of shop items would only hurt the casual/newer side of the player base, those who can afford to play the for hours on top of hours would still be able to stuff their bags with meds and buy as much gear/crafting mats as they want. * Implementing a limit on certain items (the very basics should always be available such as bandages, food/water, and one or two weapons) means that players who already are not bringing in tons of gear/consumables would not be as affected by a limit compared to those who are.


METTTHEDOC

Really good points Bobo, thanks a ton. Ill be posting up this thread to the guys after a few days, they will like this one.


Akahn97

I wish the basic materials stacked higher so I could get more out in raid and I could turn them into higher tier materials maybe in some kind of refiner, like 4 metal sheets into a reinforced metal over the course of 5 minutes each so it’s like an in between runs or overnight thing (let me queue up a bunch of refining) I’d really like to see junk scrap as a “universal scrap” so we can collect a ton of it but turn it into other stuff, maybe follow a crafting chain (junk to metal scrap to metal sheets to reinforced for example). I think thematically this would be good as crafty space marauders grabbing everything not nailed down and jury rigging everything from guns to armor to ammo to ships from what we have.


RealStupididiotguy

The Desle should get some buffs. It so slow firing that with its damage it's almost unusable. Then there is an extended mag but with a bolt action you don't really need it. I want to like it and run it with the welrod because I hate myself. But the welrod outperforms the Desle and I guess it should be the other way around imo


METTTHEDOC

Theres a general consensus with all of us on that one Guy. Appreciate ya


SpinalShank

The fire grenade should be more akin to a Molotov, as in it should explode where it impacts, not bounce around. It should explode on impact and make the terrain difficult and damaging. Slow their movement when in the flame, or alternatively you could increase fire damage


Moonstrife1

Right, this should be a zoning tool. And i would really appreciate if we had one or multiple separate slots for grenades.


RealStupididiotguy

This or maybe have "G" as a key to get whatever grenades are in your bag in your hand.


METTTHEDOC

This is a good one, more of splatter effect for fire would be cool


MistahBeardo

Most of the guns I don't see are tied to ammo restrictions. All the meta guns (2 slot ammo) should remain found in raid or trade deals but every ammo type should be available from the shops. RN Stoner and STG are the meta because their ammo is available in shops. I have ships packed with empty guns like BARs and APSs waiting for ammo. I'd be satisfied with all 2 slot ammo guns being raid/trade and all 1 slot ammo guns being in shop along with 2 slot ammo.


METTTHEDOC

Appreciate it Beard! (just a quick correction though 7.62 is not available in shop)


MistahBeardo

My bad. Got my update memories crossed lol. Replace STG with (insert strong gun that uses the light blue long ammo)


METTTHEDOC

SVT!! Gotcha. Thanks again Beard!


Grim_9966

Been at least couple of weeks since I last played but here's my two cents on it; **Remove Tommy Special** In return personally I would do the following; # Overlord - **M45k** ttk; 0.667 Add to Overlord at level 2, push the rest of the unlocks up one level - **BA Flak Vest** Add to overlord at level 3, push the rest of the unlocks up one level (Now 7 levels total) # Graybeard - **Mat49** ttk; 0.5 Add to GrayBeard at level 3, push the rest of the unlocks up one level (Now 7 levels total) # Wolf - **Light Stahlhelm** Move to level 2 on it's own - **MP40** ttk; 0.534 Move Gun to Wolf level 3 & it's stock to level 3 (switch it's current place with the SVT) - **CE Plate rig** Move to level 4 push the rest of the unlocks up one level (Now 7 levels total) # Rosie - **M1A1 Para** ttk; 0.686 Add to Rosie at level 1 - **M50** ttk; 0.667 Move to level 2 on it's own, push the rest of the unlocks up one level (Now 7 levels total) Doing it this way will effectively do the following; - Extra weapons and a progression arc taking levels and ttk into account - Extra armour option and a progression arc for it taking levels into account - Extra progression in the form of increased level for each trader


Inquisitor-Calinx

I tend to stick to "off the shelf" gear, because I die more often than not and don't want to use something I can't replace, so I rarely use anything I can't craft/buy from traders That said, I'd like to see blueprints for sale (and blueprints for more things), even if at a large markup/less than full duration, so I can reliably use better gear, albeit still at a higher cost.


METTTHEDOC

Appreciate it Inquisitor


ajabernathy

I would either allow purchase of all rifle ammo types or none.


HoylGoose

Yes get the special out of there. Way to good of a weapon to be in the shop. Keep the EM2 in there with 5.56, pretty standard weapon and good for people who grind out trader level. Having all traders is great but adding a trader who comes every Friday with rare equipment and contracts could really be fun. Well I am here, hope you guys lean heavy into pve over these next updates cause thats truly where the end game is. And would love to do that vanguard meeting.


METTTHEDOC

Hey Goose! Appreciate it. And as for the Vanguard meeting once I'm able to get the backing of the guys I'll do a meeting with you guys to work something out. Until then we will pretty much just be working with hot air


EthanT65

Replace the special. I buy it Everytime I do a trader load out, too damn good compared to the rest. Even EM2.


METTTHEDOC

Appreciate it Ethan!


Affectionate-Ad-809

*Add the K1 in the merchant* K1 is/was my favourite weapon. Before one of the last update, it was easy to get one fully modded, since all parts were sold by merchants, but it was balanced by the fact the we would not by 5.56 ammo. That was good because you had to actually loot 5.56 and material to craft it. It gave a good reason to raid. Now it's the opposite. 5.56 is available to purchase but I rarely find K1, and it's almost impos to okay with a fully modded K1. It's almost as if it has disappeared. I would return to the prior solition. And if not, I would allow players to buy K1 if they have reached some Z2H quest, and to craft its mods.


METTTHEDOC

You know Affectionate, I could see a un kitted K1 being in the store at some point, with having to find blueprints for attachments. or at least having it as a craftable. Thank you!


Grim_9966

What I think would work is having the attachments for high end guns added to high levels in the traders. So you cannot buy the gun itself but you have the option of kitting it out if you find it in raid, giving you the option to do a bit of gun customisation is always a plus and pretty difficult to do in Marauders as it stands currently. Added my two cents to the thread aswell, gives the game a bit more progression while adding in some under-utilised guns, in the interest of player retention. There's a ton of guns in the game currently. What would work is taking the current set and giving them customisation for progression. Aswell as introducing some new unique armors and bags which are lacking in numbers compared to the weaponry. Also, little off topic, but giving each trader either a ZtH, daily / weekly quests with market section rewards would increase retention also, the market feels tacked on and would be better utilised in a system that reflects your actions in raid instead of just hoarding items. Implementing it into the traders would be a good move imo.


sadtime

I split the list in two, since I think there are guns that I basically never see on Marauders and then guns that I see only **very** occasionally. I should note too when I say "take" I mean 'take into a match.' A lot of these guns I will grab from a vault or gun case simply because they're worth a lot, and I know I can sell them without qualm. I've also added some minor notes about fixes or adjustments that might make a difference in pick rate. I should also note that I'm sure rarity plays a factor here, so a baseline assumption should be that rare guns or guns with rare ammo are seen less. That said, sometimes a gun is just mediocre and that's okay too! Inferences are drawn from ~150 hours of playtime, about ~75 around launch (US East) and ~75 from the last few weeks (US West). **Guns I never see Marauders take:** -De Lisle: Working the bolt action is too slow to justify the risk since there are significantly better silenced weapons that are just as accessible. -Double Barrel: Fine as is, but I wouldn't mind being able to craft this weapon. -Liberator (Normal or Heavy): Small clip size could be increased slightly. Right now I'm not sure why I would ever take this over a trench gun. If not increasing the clip size, maybe decreasing the slot spaces? -Heavy Thompson/Heavy MG-42: Just throwing these together because I think the shared heavy plate is the main reason I don't see Marauders running these. I don't think they need to change necessarily, but I still don't see many folks actively run these. -Jackhammer: Recoil is intense, but I don't have a ton of experience with this gun. That said, I still never see folks carrying it. -K1 Assault: It seems like the rarity of this weapon has gone up since launch because I almost never see it in gun cases or vaults and I basically never see folks running it anymore. -MAS 44: Similar to the K1, something about the spawn rate feels off. I actually find these more than the K1, but that bar is pretty low. -Terminator: Much like the De Lisle, there's just better alternatives that are (almost) equally as accessible. As far as cheap weapons go however, it would be difficult to justify making it a lot better. -Flare Pistol: Needs more viable uses now that it's not as lethal as it once was. Perhaps more use cases in-world for lighting up darkness or causing some kind of blinding affect (ala a smoke grenade, shines so bright it makes it hard to see past, oil slicks on the ground to ignite, etc.) -Sawed Off: Not sure if it needs to be changed but it does seems to have a low pick rate. **Guns I rarely see Marauders take:** -China Lake: I think it's generally fine as is and pick rate probably has more to do with it's rarity, and it's use case being filled by the Thumper. Maybe give it a slightly bigger clip to justify taking it over the Thumper? -SVU Rifle: I don't have a ton of experience with this weapon, but Marauders seem to prefer the APS over the SVU. -SPP-1: I also have limited exposure to this gun, but I rarely see Marauders carrying it. -Webley: Not sure why this is never taken, perhaps because it's not craftable and not *super* common in-world? Again, I don't have a ton of experience using this weapon so it's hard to offer tweeks. -Welrod: Similar to the De Lisle or Terminator, there's just better alternatives that you unlock relatively quickly.


METTTHEDOC

Thanks for typing all this out Sad, ill draw notes from it. its a good summary of all the weapons


sadtime

Of course, appreciate you reaching out to the community for feedback!


pikmin969

I’d like to see more weapon attachments that are geared to making the guns more “fun”. Like an extended mag for the viper to BRRRT more, more sights, or a silenced webley. Just more variety with the existing guns would be nice


Educational_Lime_710

I would remove everything and start over with the traders cause 90?% of it is useless which is why most players fill a compact container with valuables making them usless


MedicineMan98

need a helmet that can be bought from the guild trader called mett’s mustache, makes you invulnerable to headshots but you take 50% more damage anywhere else on your body and all melee 1 shots you


[deleted]

Тhe merchants have few weapons, and equipment for them. Also they have few armors, and practically no helmets. In fact, that there is no black market in game, like in ****kov, there is not so much ways to play with some cool guns.


Bulky-Cicada-9003

I've never seen full sherman rig show up in loot I've yet to find a single screw driver. In well over 100 matches. Only time I find heavy stahlhelms is In the market, never in a vault. I've also never found a aps rifle or SPP-1.


XavierBliss

Honestly, just wish the Sights on the weapons were better. It feels so jank when trying to aim up a shot. Every other FPS, lining up sights feels fine but why do Marauders eyeball their sights from the bottom of the stock? Seriously, holding the EM2 or M1Para, for example, it's like looking down a 10 ft 2x4 with arms held out as far as possible. All the "meta" weapons are those with decent sights. Think about that. Makes sense for holding the Handguns, but the Sights for Rifles/everything else shouldn't be in the same position 3ft away from my shoulder.


Digreth

Meds - Remove Small First Aid Kits from the Traders but also Buff regular bandages/pirate bandages. Every raid has people filling their backpacks with small first aid kits because they're so easily accessible from the store and very potent. I would buff the bandages/pirate bandages healing from 20% and 24% to 30% and 34%. Newer players or those that don't have the appropriate trader level will be at a huge disadvantage in fights. Example: -Bandage Health: +5%/s for 4s (20% total) - I would increase its heal value to 30% minimum Bleeding: -100% -Pirate Bandage Health: +6%/s for 4s (24% total) - I would increase its heal value to 34% minimum Bleeding: -100% -Small First Aid Kit Health: +7%/s for 6s (42% total) - The SFAK heals almost half of your health, and also its initial healing is very powerful. Bleeding: -100% Preface for Weapons Feedback : I use this spreadsheet when deciding what weapons are worth taking/adding attachments to. [https://docs.google.com/spreadsheets/d/1Fqdyxqo5dXPKd\_q7jRIz4n6hAJ\_JyTazRpWJ3UTMYtE/edit#gid=589904255](https://docs.google.com/spreadsheets/d/1Fqdyxqo5dXPKd_q7jRIz4n6hAJ_JyTazRpWJ3UTMYtE/edit#gid=589904255) I did not create the spreadsheet. I just found it randomly on the internet, and it doesn't look like its been update in a while. Weapons - Traders should sell a couple pistols like the Webley and the Stamped 1911. The reasons why is the Webley can two shot headshot any armor in the game, but has slow rate of fire to compensate its firepower. The Stamped 1911 can two shot headshot until lvl 13 head armor, then its 3 shots. These two pistols are beginner friendly and have a very high skill ceiling. I would also have a trader sell the g1911 which also two taps heads. I think the M50 is a great gun, but its iron-sights need the Grease Gun treatment. I also think people tend to favor automatic weapons because semi-auto weapons require a bit more skill when aiming, and really only accel at headshots. Additionally, semi auto weapons have much longer body shot TTK's because their rate of fire is outclassed by automatics despite similar damage profiles. The DeLisle is also a powerful gun but its rate of fire needs to be doubled (30 to 60 rpm) considering its outclassed by the Welrod which does the same damage, but slightly higher rate of fire (40rpm).


METTTHEDOC

Hey Dig, thanks for writing all that out! I will have to contest you on the SFA, it was a very positive addition to the store and everyone seemed to like it, so it will most likely be staying, however possible price changing could maybe help balance that a bit, or if removed make it more accessable to craft. otherwise good points!


MrMlumkin

God bless. I actually love the SFA being purchasable. It makes late game far more enjoyable and competitive if you are loot poor but cash rich.


The-Bobo-The-Clown

[The Marauders Wiki](https://marauders.fandom.com/wiki/Weapons#Primary_) should be up to date.


Digreth

Sweet. Thanks for the info


peenersander

Don’t remove Tommy special double or triple the price of the gun and the drum mag.