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A gnarled pile of ideas

So Zetta Slow

FNG / Fresh Meat
Apr 20, 2010
3
0
Hello all, I can guess what some of you are thinking, "he's just a junior member come to whine about how he wants his favorite perk made OP", and, well,you may be right, but I have put great thought into most of what I will put down in this post(s) so at least give it a read before you decide.


New Weapons:

Compact Flamethrower:
Primary Perk: Firebug
Cost: 750
Weight: 4 blocks
Ammo Capacity: 50 fuel + 3 full reloads

A slightly smaller version of the flamethrower, designed to be more lightweight to allow for utility. On the downside, being as it is smaller it can't carry the same amount of fuel as a normal sized flamethrower, as well the flames are more concentrated meaning they burn out faster. The bright side to do this however is the flames burn hotter inflicting more damage.


SFP(Sonic Force Push) Grenades:
Primary Perk: Support Specialists
Cost: 100
Weight: 1 block(replaces frag grenades)
Ammo Capacity: 5 grenades

As the weeks pass since the beginning of the outbreak scientists scrambled to design new weapons to combat the specimens. One of the experiments was to reverse engineer a siren's scream, creating a grenade that would only harm specimens and leave any soldiers(or unfortunate civilians) unharmed. Though they failed to do what they set out for they manged to create a grenade that when detonated sent out a 'wall' of sonic energy forcefully shoving any living thing less than 100 kilos out of its explosion radius. Though usually harmless and nonlethal it has in some rare cases taken the head right off Zeds near the center of the burst.


Modified 9mm(w/ scope):
Primary Perk: Sharpshooter
Cost: 400
Weight: 5 blocks (replaces normal 9mm)
Ammo Capacity:15 rounds + 10 clips


This particular 9mm handgun has been modified for both increased power and long range accuracy. With an increased stopping and piercing power this gun is perfect for taking out specimens like Clots, Gorefasts, Crawlers, and Sirens from a distant quite sizable to that of a non-scoped 9mm. Unfortunately due to its new components the gun is a bit heavier than its normal counterpart, and due to the nature of its upgrades the recoil is astonishingly large if not used with both hands, because of this the gun's recoil can become quite a problem if fired rapidly.



Longsword:
Primary Perk: Berserker
Cost: 300
Weight: 6 blocks

This one-handed sword is heavier than the machete and not quite as strong as the axe, but it's reliable and does its job well.



Wooden Shield:
Primary Perk: Berserker
Cost:150
Weight: 4 blocks
Health: 50
Slows Melee Attacks: 10%
Slows Move(only when using): 25%
This wooden shield can only be used with the a one handed melee weapon or gun, it replaces the alt-fire of these weapons with protecting the user with his shield. The user can have his shield up for an indefinite amount of time however the shield can only take a limited amount of damage before it breaks. Not only that but when the user is defending himself he is not as mobile slowing how fast he can move. The shield does not protect the user from Siren's screams however it does have a 75% resistance to bloat bile. Husk's fire attack destroy this shield immediately if it is used to block it.



Iron Shield:
Primary Perk: Berserker
Cost: 400
Weight: 6
Health: 125
Slows Melee Attacks: 10%
Slows Move(when in use): 25%

Much like it's wooden counterpart this heavier shield can only be used with a one-handed weapon or gun. It functions in the same way except it is not destroyed instantly by Husk's fire attacks.


Remote Pipebombs:
Primary Perk: Demolitions
Cost: 800
Weight: 1 block
Delay: .5 sec (+.2 sec delay for each other remote pipe bomb within 4m, 5 or more pipe bombs within 4m will not receive the command to detonate)
Ammo Capacity: 2

These pipebombs mirror their counterparts in look and function. The primary difference is these bombs are set off by remote and not proximity. This comes with its drawback however, the bombs take a short period of time to receive the order to detonate and if there are too many near each other the signal may get lost. You may have both types of pipe bombs but you can still only carry the maximum number of pipe bombs you can carry(i.e a sharpshooter can have 1 remote and 1 pipe bomb while a level 4 demolitions could have 2 remote and 4 normal, or vice versa, maximum)



Kevlar Patches:
Primary Perk: Medic
Cost: 400
Weight: 4 block
Capacity: 2 patches

These patches are covered with a special solvent that when applied onto another Kevlar surface quickly melts and re-solidifies the 2 surfaces effectively combining them into one. each patch restores 10 health when applied to your own armor(via alt-fire), or 29 when applied to an allies armor.
Note:The patches do nothing on someone who does not have at least one point of combat armour

-----------------------------------------------------------------------------------------------------------------

Perks:

Medic Level 7:
Syringe Recharge: 200% faster
Syringe injections: 100% more potent
Bloat Bile: 75% resistance
Combat armor: 70% discount 80% better, spawns with
Movement speed: 25% faster
MP7M: 97% discount 110% larger clip, spawns with
Kevlar Patches: repairs 30 extra points(25 at 6, 20 at 5 etc etc.), carry maximum of 4(3 for perk level 5 and 6), 70% discount, spawns with 2


Support Specialist Level 7:


Shotgun damage: 65% higher
Shotgun penetration: 95% better
Extra shotgun ammo: 35% extra
More grenades capacity: 140% more
Extra Grenade effectiveness: 50% more
Shotgun discount: 75%, spawn with Hunting
Welding speed: 150% Faster welding/unwelding
Extra weight blocks: 70%
Improved Welding: Support specialists can weld doors to 125%. Only Support Specialists can repair a door over 100%(i.e if a door is at 115% only a Support Specialist can get it back to 125%)


Sharpshooter Level 7:
9mm, Modded 9mm, Handcannon, Rifle, Crossbow and M14 damage:
65% higher

Headshot Damage: 50%

9mm, Modded 9mm, Handcannon, Rifle, Crossbow and M14 recoil:
80% less

9mm, Modded 9mm, Handcannon, Rifle, Crossbow and M14 reloading:
70% faster

Handcannon.M14 discount: 75%, spawn with crossbow



Commando Level 7:
Assault Rifle Damage: 55% higher
Assault Rifle Recoil: 45% less
Assault Rifle Magazine: 30% larger
Assault Rifle Discount: 75%, spawn with AK-47
Stalker detection: 18m
Reload Speed: 40% faster
Enemy health detection: 18m
Zed-time extension: Up to 5 extensions



Berserker Level 7:
Melee damage: 120% higher
Chainsaw/Katana: 80%, spawn with chainsaw, body armor, wooden shield
Bloat bile resistance: 85%
Damage resistance: 30% can't be grabbed by clots
Melee speed: 30% faster attacks, 25% faster movement
Zed-time extensions: Up to 5
Shield Proficiency: 20% discount on iron shield(15% at 6 and 5, 10% at 4 and 3, 5% at 2 and 1), shields have 25% more life(20% at 6, 15% at 5 and 4, 10% at 3 and 2), Beserkers do not suffer an attack speed penalty while having a shield out but they still lose movement speed when using the shield.
Cleave: An alt-fire attack can hit one other enemy within the melee range of the beserker

Firebug Level 7:
Flamethrower Damage: 65% higher
Resistance to fire: 100%
Flamethrower range: 110% range
Flamethrower Discount: 75%, spawn with flamethrower and combat armour
Grenade enhancement: Grenades ignite enemies
Flamethrower reload: 65% faster
Flamethrower Capacity: 60% larger



Demolitions Level 7:
Explosives damage: 60% higher
Resistance to explosives: 55% more resistant
Discount on explosives: 75% spawn with M79 and body armour
Remote Explosives: 93% discount, spawn with 2 remote pipebombs
Extra pipe bomb capacity: 7 extra
Grenade capacity: 140% increases

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New Perk:

Tactician:
Primary Weapons: None(Varies)
Level-up method: On the fence about this one, thinking damage dealt by allies of your secondary perk.
Observe and Advise: The tactician perks selects a secondary perk in additional itself he gains the benefits half his own level(rounded down, minimum 0, no higher than players actual rank for the perk) from that perk as well as improving any other player, within range, playing his secondary perk. At 2nd, 5th, and 7th level he may choose another perk to Observe and Advice each extra perk beyond the first gets an additional -1 to its level benefits so a level 7 tactician would get benefits like such:
7 tactician, 3 perk a, 2 perk b, 1 perk c, 0 perk d
His benefits to perks are granted to himself but only at their base value, he uses his tactics to improve combat performance something he excels at only in theory.
Note:You MAY NOT Observe and Advise the same perk multiple times. Only one tacticians Observe and Advice can affect anyone perk at a given time, multiple tacticians do not affect each other.

Level 0
5% increased damage with all weapons
5% faster reload with all weapons
5% faster movement speed
May pick one perk to Observe and Advice
10m range

Level 1
5% increased damage with all weapons
5% faster reload with all weapons
5% faster movement speed
May pick one perk to Observe and Advised
5% increase in bonuses for perks Observed and Advised
15m range

Level 2
5% increased damage with all weapons
5% faster reload with all weapons
5% faster movement speed
May pick two perk to Observe and Advised
5% increase in bonuses for perks Observed and Advised
20m range

Level 3
10% increased damage with all weapons
10% faster reload with all weapons
10% faster movement speed
May pick two perk to Observe and Advised
5% increase in bonuses for perks Observed and Advised

25m range

Level 4
10% increased damage with all weapons
10% faster reload with all weapons
10% faster movement speed
May pick two perks to Observe and Advised
10% increase in bonuses for perks Observed and Advised

30m range

Level 5
10% increased damage with all weapons
10% faster reload with all weapons
10% faster movement speed
May pick three perks to Observe and Advised
10% increase in bonuses for perks Observed and Advised

35m range

Level 6
15% increased damage with all weapons
15% faster reload with all weapons
15% faster movement speed
May pick three perks to Observe and Advised
15% increase in bonuses for perks Observed and Advised

40m range

Level 7
15% increased damage with all weapons
15% faster reload with all weapons
15% faster movement speed
May pick four perks to Observe and Advised
15% increase in bonuses for perks Observed and Advised

50m range

Observed and Advised:
Medic:
Adrenaline Surge: the tactician advises the medic in ways not only to treat his patients but to temporarily improve their performance. Any person the medic heals gains a 5% increase in movement speed for 5 seconds

Impromptu Surgeon: The tactician advises the medic how to wield his blades a bit better and the medic does 75% extra damage with the knife and machete

Support Specialist:
Efficiency increase: The tacticians advises the support specialist in more effective ways to use his weapon. 5% faster reload and 5% less recoil with support specialist weapons.

Sharpshooter:
Dangerously Focused:the tacticians advises the sharpshooter about a state of focus so strong it seems to slow the world down, but warns him of the added dangers such strong focus has. If the sharpshooter holds down the toggle iron sight button when he brings his sight up he triggers a forced Zed time(lasts 7 seconds) at the cost of 15 health, as well should anything manage find its way to harm the sharpshooter during and for 3 seconds after this Zed time he takes 100%(the bonus increase from higher levels of tactician reduce the extra damage) extra damage from it.
Note: This forced Zed time cannot be extended

Commando:
Nightvision: the tactician advises the commando in ways he can use his keen senses to improve his sight even further. The commando can see 8m around him as though it was light by a dim light

Goin' Rambo: The tactician advises his Kevlar-allergic commando ways to survive more easily. The commando gains a 5% resistance to all damage and moves 5% faster without Combat armour on.

Note: These particular Observe and Advise bonuses do not improve no matter the tacticians level. The Nightvision also only effects the commando, his allies are still stuck in the dark.

Berserker:
Bloody Wall: The tactician advises the berserker ways to soften blows and more effectively block attacks, but only when he is standing his ground. So long as the berserker is immobile he gains an additional 10% damage resistance to everything and has a 5% chance to deflect one incoming attack every 3 seconds.

Mighty Cleave: The tactician advises the beserker in a powerful technique
but also warn that it should only be used if absolutely necessary. If the berserker holds down the alt-fire button he will unleash a swing that pushes him to his very limits, the swing will hit all specimens in an arc in front of the berserker at the cost of 15 of the berserkers life.

Note: Mighty Cleave does not improve as the tactician levels nor does it do any additional damage over normal alt-fire it just hits more targets


Firebug:
Burn Smarter, Not Faster: The tactician advises the Flamebug in ways he can conserve fuel while still getting the same results. The flamethrower uses fuel 5% slower.

Flamin' Hugs: The tactician advises the firebug in ways he can take advantage of accidentally catching himself aflame. The first non-burning specimen a firebug comes into contact with has the flame transferred from himself onto the specimen.


Demolitions:
Improved Remote Detonation: The tactician advises the demolitions in ways to send the detonation signal more effectively. There is no increase in delay for the first 2 remote pipe bombs, the delay is from other pipe bombs is only .1 second, although 5+ pipe bombs still will not receive the detonation command.
Note: Does not improve as tactician levels

Improved Explosives: The tactician advises the demolitions in ways he can get a bigger boom for his explosives. All demolitions weapons have a 5% increased explosion radius.

---------------------------------------------------------------------------------------------------------------

Difficulty Ranks

Private:
Difficulty is as it is; no change


Lieutenant(or
Leftenant if you prefer)
This mode calculates the specimens stats as if there was one additional
player in the game, it also makes ZEDs slightly more durable with a 5% damage resistance to all damage.


Captain

This mode calculates the specimens stats as if there were two additional players in the game. They are also more durable with a 10% reduction to all damage


Commander
This mode calculates the specimens stats as if, you guessed it, there were 3 additional players in the game. They are also incredibly more durable with a 20% increase in damage reduction.


Big Boys
This mode perceives each player as 2 players making specimens stronger accordingly

Note: This are added on to existing difficulty modes for i.e Commander Suicidal, Big Boys Easy, Commander Normal etc etc.


-------------------------------------------------------------------------------------------------------------

and that is what I got for the moment...sorry commandos STILL couldn't think of a new gun that wasn't completely outrageous...

Not sure how effective new difficulty settings would be...but thought they might increase the challenge nonetheless...

Thought the Tactician might make an interesting full support perk.

For those who've decided to read all the way through,
Thank you for your time
and even more thanks to those who put CONSTRUCTIVE criticism into their responses instead of just "lol you and your idea suxs lol lol"
 
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Most of these ideas are hard to implement or necessary. The flamethrower that you mentioned would be completely useless since it is weaker overall and can't be used with standard flamethrower.

Also, no level 7 since level 6 is already broken. If new levels are added, then the existing perk levels need to be modified (which I think should be changed already, particularly damage and cost modifiers).
 
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^^^ Armor patches fail in my opinion.

and level seven fails since level six fails :D and probably most of the weapons such as shield.

This new member does a better job explaining his opinion than you do. If you're going to claim that something fails, please explain why.

I like the SFP grenades idea. They would be useful if a FP was raging towards you or you were overrun by clots/crawlers. Not OP in my opinion because they don't damage anything, just buy some more time by shoving zeds away.

As for level seven... That wouldn't help balance the perks. Maybe just give Firebug and Berserker a level seven and we're good!
 
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SFP(Sonic Force Push) Grenades:
Primary Perk: Support Specialists
Cost: 100
Weight: 1 block(replaces frag grenades)
Ammo Capacity: 5 grenades

As the weeks pass since the beginning of the outbreak scientists scrambled to design new weapons to combat the specimens. One of the experiments was to reverse engineer a siren's scream, creating a grenade that would only harm specimens and leave any soldiers(or unfortunate civilians) unharmed. Though they failed to do what they set out for they manged to create a grenade that when detonated sent out a 'wall' of sonic energy forcefully shoving any living thing less than 100 kilos out of its explosion radius. Though usually harmless and nonlethal it has in some rare cases taken the head right off Zeds near the center of the burst.

Quite a cool idea, i don't believe this idea has been discussed before in the time i have been lurking.

Modified 9mm(w/ scope):
Primary Perk: Sharpshooter
Cost: 250
Weight: 5 blocks (replaces normal 9mm)
Ammo Capacity:15 rounds + 10 clips


This particular 9mm handgun has been modified for both increased power and long range accuracy. With an increased stopping and piercing power this gun is perfect for taking out specimens like Clots, Gorefasts, Crawlers, and Sirens from a distant quite sizable to that of a non-scoped 9mm. Unfortunately due to its new components the gun is a bit heavier than its normal counterpart, and due to the nature of its upgrades the recoil is astonishingly large if not used with both hands, because of this the gun's recoil can become quite a problem if fired rapidly.

Have you heard about overpowered bullets?

The PP2000 uses the new Russian 7N31 +P+ armour-piercing 9x19mm Parabellum round. So, it is possible to make this idea realistic.


Wooden Shield:
Primary Perk: Berserker
Cost:150
Weight: 4 blocks
Health: 50
Slows Attacks: 10%
Slows Move(only when using): 25%
This wooden shield can only be used with the Knife, Machete, or Longsword melee weapons, it replaces the alt-fire of these weapons with protecting the user with his shield. The user can have his shield up for an indefinite amount of time however the shield can only take a limited amount of damage before it breaks. Not only that but when the user is defending himself he is not as mobile slowing how fast he can move. The shield does not protect the user from Siren's screams however it does have a 75% resistance to bloat bile. Husk's fire attack destroy this shield immediately if it is used to block it.



Iron Shield:
Primary Perk: Berserker
Cost: 400
Weight: 6
Health: 125
Slows Attacks: 10%
Slows Move(when in use): 25%

Much like it's wooden counterpart this heavier shield can only be used with the Knife, Machete, or Longsword. It functions in the same way except it is not destroyed instantly by Husk's fire attacks.

Nice, several people have suggested shields, i believe that this is the thing that would benefit berserker most. That or buffing the chainsaw to it's former glory.

Remote Pipebombs:
Primary Perk: Demolitions
Cost: 800
Weight: 1 block
Delay: .5 sec
Ammo Capacity: 2

These pipebombs mirror their counterparts in look and function. The primary difference is these bombs are set off by remote and not proximity. This comes with its drawback however, the bombs take a short period of time to receive the order to detonate and if there are too many near each other the signal may get lost. You may have both types of pipe bombs but you can still only carry the maximum number of pipe bombs you can carry(i.e a sharpshooter can have 1 remote and 1 pipe bomb while a level 4 demolitions could have 2 remote and 4 normal, or vice versa, maximum)

Nice, this would fix the old "headless bloat walks on pipe-bomb" trick.

Kevlar Patches:
Primary Perk: Medic
Cost: 400
Weight: 4 block
Capacity: 2 patches

These patches are covered with a special solvent that when applied onto another Kevlar surface quickly melts and re-solidifies the 2 surfaces effectively combining them into one. each patch restores 25 health when applied to your own armor(via alt-fire), or 50 when applied to an allies armor.
Note:The patches do nothing on someone who does not have at least one point of combat armour

I think i may have suggested something very similar to this, and thus i approve this idea. Because as a Medic, i prefer MP7 and Mk17, this would be a nice way to fill in some blocks.

I say no to L7 in general, though i may make an acception for berserker and firebug, as these perks were pretty much ignored or made redundant.
For those who've decided to read all the way through,
Thank you for your time

No problem mate. :D
 
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This new member does a better job explaining his opinion than you do. If you're going to claim that something fails, please explain why.

I like the SFP grenades idea. They would be useful if a FP was raging towards you or you were overrun by clots/crawlers. Not OP in my opinion because they don't damage anything, just buy some more time by shoving zeds away.

As for level seven... That wouldn't help balance the perks. Maybe just give Firebug and Berserker a level seven and we're good!

Well i would think it would be common sense. but i guess not. Armored patches? come on man.. You'd have rooms full of medics able to repair one another armors and since medics have godly armor 50 armor is basically around 500 points of health probably (too much math, yawn.) Also i see no use of them when you have a syringe already :D

Also the shields just seem horrible O_O I never liked the katana from the start but I guess the shield could be useful at something.

SFP grenades...... icky, I believe Killing Floor has some realism if you compare it too genetics :D only doubt of realism possibly is healing which is just a personification of actual bandages/ect. so i just don't see sonic grenades O_O being made especially since the sirens scream actually only hurts im guessing vital organs/yo' brain lol, and explosives a wall of it pushing you seems too far o_O I didn't know sound can actually move objects- Maybe a stun grenade :D or a Taser Shockwave lol. that'd be kind of scary too have in KF :D.

Also zerker idea- Iklwa
 
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Ok let's see.

Compact Flamethrower

Way too similar to the regular flamethrower, i'm not sure the increased damage would worth the reduced ammo, since you wouldn't be able to carry both of them.
The firebug really need a new weapon, but I think it should not be another flamethrower.

SFP(Sonic Force Push) Grenades

Excellent idea, it could be used either in an offensive or defensive way, I don't anybody ever suggested that, that would be really nice.
Modified 9mm(w/ scope)

Sound too much like the winchester to me, expect more powerful for the same price. I don't think the Sharpshooter really need a new gun right now.

Longsword

Nobody use the machete and barely anyone use the fire axe, something in-between would be equally ignored.

Wooden Shield

Iron Shield
Riot shield would be more fitting, but yeah shield would be nice, people already suggested it and I like it. However, it would need careful balance, since it's basically sacrifice firepower for a boost in defense, the boost shouldn't be too strong or it could easily be abused (a breakable shield like you suggest seems good in that way) and the reduced firepower shouldn't be too strong either and, here see what I said about machete: what good is a big defense if you're limited to weapons that are useless again anything stronger than a siren? The weapons limitation you suggest are too strong.


Remote Pipebombs
Other people suggested that, an yes it would be useful, but I'm not really sure it's worth including 2 types of pipebombs.

Kevlar Patches

This would basically allow people to carry 2 armors, and as KingJoker said, medic have a monstrously resilient armor, not sure adding this would be good.


(Ok, I admit i didn't read all the detailed stats)

Before adding any new perk level, there's need to add a new difficulty or spec, otherwise it would either make things too easy, or make the new lvl near useless if it doesn't increase much your stats.
 
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Now a solution to the L7 massive stats is this:

Increase the recoil reduction/reload speed/whatever else by a small amount per level.

Like 1%. This would allow TWI to add a large number of levels (like another 10) with the bonus stats of 1 regular level.

I LIKE THAT IDEA :D!!!


Like make like fifty levels with different amount of stars/color and level fifty would be the equivalent of level 6? :D I like that man!
 
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I LIKE THAT IDEA :D!!!


Like make like fifty levels with different amount of stars/color and level fifty would be the equivalent of level 6? :D I like that man!

Thanks mate :D i just thought that with the overpowered-ness of the perks as they are, and with people wanting more levels to gain, but not make the game too easy, this seems the best solution.
 
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Now a solution to the L7 massive stats is this:

Increase the recoil reduction/reload speed/whatever else by a small amount per level.

Like 1%. This would allow TWI to add a large number of levels (like another 10) with the bonus stats of 1 regular level.

Erm we do realise that VERY few of us have even got all perks to level 6... let alone full barred and got to level 7...

I personally would be a little PO'ed if I had to start grinding like hell to get any of my perks up to level 7. And lets face it, level 7 would be at least 200K for the medic, but may well be 400k to reflect the 4x jump from level 5 to 6... I dunno what you would say... but I would say get stuffed.
 
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Erm we do realise that VERY few of us have even got all perks to level 6... let alone full barred and got to level 7...

I personally would be a little PO'ed if I had to start grinding like hell to get any of my perks up to level 7. And lets face it, level 7 would be at least 200K for the medic, but may well be 400k to reflect the 4x jump from level 5 to 6... I dunno what you would say... but I would say get stuffed.

At least 200k? I've got 210k as of yesterday.
And what is PO'ed? Never heard of it.

What you seem not to realise is that if we were to continue increasing stats in proportion to what the other levels increased by, it would take the challenge out of the game. This solution isn't for grinding or anything mate, just as a way to implement a large number of levels without making suicidal as easy as beginner.

And who is that last comment directed at? Is it malicious in intent?
 
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Lol grinding with your Medic to reach 200k. Having that much xp only means one thing, you know what to do in any situation ^^

Way to go CandleJack. Really wish we could play =`C

Thanks :D

But i never grinded, not by my definition.

IMO, grinding is playing a perk simply to get xp for it.

I got 210k simply playing how i wanted.
Medic.

I played with Dextronaut earlier today, i don't mind playing with 200+ ping.
It just takes a minute to compensate for lag.

And finally, maybe not every situation, but i'm good at my job.
 
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Compact Flamethrower:

  • I would support this if Firebug actually had another weapon. Simply just carrying a smaller flame thrower means we would run out of ammo faster. We could use other weapons as well but then we wouldn't be playing as a fire bug anymore.

SFP(Sonic Force Push) Grenades:

  • Great idea. I can't explain how many times I've been surrounded after all of my team died. A question though, those this also affect the player? Because if it catapults players into the air if thrown near them, then we're going to be finding a lot of glitches.

Modified 9mm(w/ scope):


  • Since this has a scope, I assume the ability to dual wield is out of the question. Another decent idea but then we have to ask ourselves, since the modified 9mm gets stronger ammo, why can't we do that to all guns?

Longsword:

  • Can't say much about this, I'm not much of a zerker.
Wooden Shield:

  • Destroyed instantly by husks, that's very nice. You watched every single aspect. I say let the shield be used with 9mm as well. I'm sure the shield would help the medic a lot.

Iron Shield:

  • See above, skip the 1st sentence.
Remote Pipebombs:

  • Yes, finally! I'm tired of a single clot walking over my pipe bombs and detonating all of them. Also, we would be able to wait and ensure for the maximum amount of blood splattering.
Kevlar Patches:

  • It's true, medics with armor can withstand a ton of damage. I suggest that this can only be applied to others for 25 initially, and then 10 for themself. It can slowly build up with the levels
Great ideas and I like your name :D
 
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At least 200k? I've got 210k as of yesterday.
And what is PO'ed? Never heard of it.

What you seem not to realise is that if we were to continue increasing stats in proportion to what the other levels increased by, it would take the challenge out of the game. This solution isn't for grinding or anything mate, just as a way to implement a large number of levels without making suicidal as easy as beginner.

And who is that last comment directed at? Is it malicious in intent?

Hehe no that wasn't meant offensively or maliciously dude, I'll explain better ;)
... and yes PO'ed = pissed off, I was trying to keep it clean for the kiddles, cause obviuosly head splatting, torso exploding games just can't desensitise them like a good **** can :p

I'm on 267k as a medic myself, all legitimately earned without grind. I did however always deliberately play medic cause A) its my favourite class, and B) I wanted it to be my first perk that I level 6'd and then full barred. Even if level 7 8 9 and 10 were introduced with very little gain, I would do the same again, and always play medic in a bid to build that class up to maximum first. This would obviously take a staggeringly long amount of time, even for players that play regularly.

No more than 1.2% of all Killing Floor owners ever even got Mr Perky, let alone Master Perky... or whatever :) So reffering to my post, if TWI told me I could level up to level 10 (Hypothetically requiring 1.6 million heal points MINIMUM) I would tell them to get stuffed and not even try :)

And of course Firebug I'd be like WTF!?

My point is more that we shouldn't be increasing stats or levels period, Level 6 is the original goal, and then full barring is the pin ultimate goal after that. Simply adding more and more levels merely gives players more to do to complete their favourite perks, and it is more a reflection of patience rather than skill.

Its like I've said in the debate between Guild Wars and World Of Warcraft. Alot more people prefer WoW and they will typically say something like "Guild Wars has a maximum level of 20, WoW has a max level of 80, its much more of an achievement to reach level 80". I suppose they are right to a degree, but I would argue that Guild Wars is a game where the goal is to play the story and simply just be good at the game, not to be the player who has spent the most time in front of his PC.

I take the same mentality for Killing Floor. However Killing Floor cleverly steps around this "level 80 sydrome" by having difficulty settings that reflects your perks current progress, where high difficulty levels are alot less forgiving, and you need to know your perks bonus' and limitations.
 
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