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Lots of ideas split 3: Perks and weapons

1. How about giving the demo-man some more toys like claymore and bouncing Betty mines. A trip wire would be cool also.

2. Let all rifles have a perk that equips a bayonet so you don't have to always change to melee weapon to do some slicing and dicing.

3. Let the firebug be able to remote detonate the Napalm ammo on hard and above difficulty or as a perk.

4. Give the Support Specialist some different types of ammo. Fanchette would be nice.

5. Give the Sharpshooter a larger magazine on the M-14 and perk that allow him to rapid fire 5 rounds with the crossbow.

6. Raise the level caps to 10.

7. Some new weapons. Though there are a large variety, I'd like to see some old school weapons. Bren gun, Thompson, M-1 Garand, Steyr aug, Spas-12.
 
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1. How about giving the demo-man some more toys like claymore and bouncing Betty mines. A trip wire would be cool also.

Demo might need a new toy yes, but Claymore mines seems meh. So just a different pipebomb?
Bouncing Betty mines? ... No.
Trip Wire? You mean a trip wire bomb? So a worse Pipe Bomb? ... nnnnno.

2. Let all rifles have a perk that equips a bayonet so you don't have to always change to melee weapon to do some slicing and dicing.
No! No addons on the weapons.

3. Let the firebug be able to remote detonate the Napalm ammo on hard and above difficulty or as a perk.
:confused: What?

4. Give the Support Specialist some different types of ammo. Fanchette would be nice.
I added the Slug Shotgun so it is a unique weapon with Slugs instead of regular Shotty ammo. And a big NO to general ammo changes (This aint L4D2!)

5. Give the Sharpshooter a larger magazine on the M-14 and perk that allow him to rapid fire 5 rounds with the crossbow.
-.-
Are you just trolling?

6. Raise the level caps to 10.
Just... what? And add what? More power? Please...

7. Some new weapons. Though there are a large variety, I'd like to see some old school weapons. Bren gun, Thompson, M-1 Garand, Steyr aug, Spas-12.
I understand new weapons would be nice. But not just new weapons without any bloody purpose dammit >.<
Look at my suggestions. Then read it again and try to understand that im trying to add new styles, not just stupidly random weapons!!!
 
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2. Let all rifles have a perk that equips a bayonet so you don't have to always change to melee weapon to do some slicing and dicing.
3. Let the firebug be able to remote detonate the Napalm ammo on hard and above difficulty or as a perk.
5. Give the Sharpshooter a larger magazine on the M-14 and perk that allow him to rapid fire 5 rounds with the crossbow.

Whuuuuttt ?!?! :confused: :confused:
 
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1. How about giving the demo-man some more toys like claymore and bouncing Betty mines. A trip wire would be cool also.

2. Let all rifles have a perk that equips a bayonet so you don't have to always change to melee weapon to do some slicing and dicing.

3. Let the firebug be able to remote detonate the Napalm ammo on hard and above difficulty or as a perk.

4. Give the Support Specialist some different types of ammo. Fanchette would be nice.

5. Give the Sharpshooter a larger magazine on the M-14 and perk that allow him to rapid fire 5 rounds with the crossbow.

6. Raise the level caps to 10.

7. Some new weapons. Though there are a large variety, I'd like to see some old school weapons. Bren gun, Thompson, M-1 Garand, Steyr aug, Spas-12.

1. No, demos don't need new toys. What they need are smokeless toys that don't obscure the **** out of everyone's view.

2. Wut???!@! So interesting! Bayonets on rifles! It's like we never had that before!

3. So...like a demo, only controlled?

4. Support pwns the **** out of things point blank at lvl 6. No others needed.

5. Oh yeah sure, make the most broken class in the game even more broken.

6. And...what are your ideas on how we get to lvl 10 after raising those caps?

7. Too many questions to even begin for this one.
 
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Bumpumpump!
And don't read the stupid suggestions by the troll on this last page... Read the initial post please :)

So, i am recapping the weapon additions (again)

Medic - MP5/10 w. Flashlight
More offensive medic wep

Commando - Assault Rifle w. Grenade Launcher
Burst-shot rifle with underslung nade launcher for a new weapon style

Demolitions - Assault Rifle w. GRENADE LAUNCHER :)
Burst-shot rifle with underslung nade launcher for a new weapon style, although this perk only gets bonuses for the launcher.

Support - Slug Shotgun
Long range shotgun as a new weapon style

Firebug - Blowtorch + Thermal Lance + Flare Cannon
Starter weapon + Close range burst damage weapon + Long range single target shot and flamespreader

Berserker - Riot Shield
Defensive addition, machete weighs nothing together with this shield. Only useable with Knife and Machete.

Sharpshooter - Lee Enfield w. Bayonette + removal of handguns.
Added a middle ground of the Xbow and LAR, which has a bayonette for defensive purposes. Handguns are all removed to the Gunslinger.

Gunslinger - All current handguns + Revolver + Dual SMGs
Gets 9mm and HCs. Dual SMGs is a "spray and pray" style of weapon, and Revolver is a slow powerful handgun for heavier targets.

There. Care to read my other suggestions about perk changes etc etc, then, once again, read the big initial post please :)
 
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I can't believe I made it... Last thread for today^^
So...
Medic:
Agreed
Commando:
Assault Rifle: Agreed
Grenade Launcher: Please no...
1. It just does not fit this Perk
2. yes it might be a new weapon style but this will only lead to harm because the perk has no resistance to detonations and it's the DMs purpose to show the zeds how to fly
3.Everyone will whine about more smoke on the map^^
To the rest:
Yes I totally agree on increasing the SCARs weight
Demolitions:
Not Agreed:
1.Assault Rifle doesn't fit ( who wants to buy one can do I don't mind)
2.Another GL just with less ammo is quite... useless as it will take the slot of M79
Support:
Slug Shotgun: Agreed
See to it that it either doesn't penetrate much or see to it that the damage doesn't get too high or both...
AA12 is already very accurate^^
Firebug:
Totally agreed
Berserker:
Not completely sure about this but sounds great (especially the shield)
just see to it that it doesnt get too OP like Scrake shield and machete it down or things^^
Sharpshooter:
Change weight of M14/LAR: Agreed
Reduce HS-Dmg for X-Bow: Agreed
well then make the SS a real headshot class not removing the body-dmg completely but reduce it so that it won't be worth spamming. Also reduce number of mags to 9-11 (if you really headshot these creeps you don't need as much ammo). You could also increase recoil and reload time yes.
Lee with Bayonette: Agreed
Removal of Handguns: Agreed
Gunslinger:
Agreed to all except one:
Please no DW-SMG:
1.It just doesn't fit KF so stay with the handguns
2.It will likely be OP (just look at CoD6 for an instance)
3.I also really like SMGs (the P90 followed by the LMGs are my preferred weapons^^) and would really like to see an SMG-Class ingame but then it should stack to this class (and maybe the medic^^) and this class should not have DW

Think I said everything and I really need to catch up some sleep;)

Greetz
Thugdil

 
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I can't believe I made it... Last thread for today^^
So...


Neither can I! Oo
I salute you for not only reading the first HUGE post, then reading all the 3 split parts AND responding to them all... :)

Since we agreed on most parts here (YEY!) it would be nice to discuss more about the parts where we DON'T agreed :D

The Commando's Assault Rifle with underslung Grenade Launcher.
First of all, we both agreed on an AR with burst fire, no? That's all fine and dandy, and could work well without anything else added. But, to make the weapon more interesting and versatile, the Grenade Launcher was added.
This makes it a "doubleperk" weapon but has a main perk, the Commando
(just like the Lee w. bayonette, Sharpie/Zerker, with Sharpshooter as the main perk to it).

You say that the GL does not fit for the Commando, and i could ofc totally agreed on that, but the weapon is made AS A DOUBLEPERK weapon, to make weapons less dominant for a single perk, to give versatility and they DO serve a purpose and go along with the perks / weapon style actually, if you think about it more deeply.

For example: A Commando using it is mainly using the burst fire to take down individual targets or targets in a line. In bigger groups or in emergencies, the grenade launcher could be very helpful to shortly "stun" and damage the targets. Plus, the general reload time the Commando perk has goes along well with the GL as well, making it reload faster than other perks reload it.
A Demolitions using this weapon, can use it more defensively. The close range combat is the Demos biggest weakness, and this weapon is in no way USELESS, especially not with that though in mind. You say it replaces the M79-spot, and i say that's a good thing! You either run around with M32 and M79 for an offensive playstyle, but with very very low close-up defense, or you run around with AR+GL and M32 for a more versatile and defensive playstyle. M32 for offense, and AR+GL for defense or when you think things are going to get messy and you have to shoot more close-up. Plus, wasting a grenade on a single target is not something you want to do, but sometimes have to, but with this weapon you don't need to do that and can shoot it with decently powerful bullets instead :)
And you speak of a small amount of grenades for the GL on it. Well, numbers can ofc be altered, but yeah, it should definitely have less grenades with it than the M79 just because of it's versatility and cuz it has regular bullets and mags to that too.

So, in short: The Commando and Demo uses the weapon a bit differently. The Commando use the rifle for offense and the GL for area of effect / emergencies. The Demo use the rifle for defense and the GL more offensively. Almost oppositely actually.

The Gunslinger's DW-SMG:
You say it would be OP based on CoD6... This is KF though :p
I don't see a real problem with these weapons, except being a bit too sprayful and triggerhappy, although that is sorta the whole perk in it self :D
How does it not fit with KF you say? You already dual-wield 9mm handguns and DESERT EAGLES! Dw-ing DE's are less likely then Dw-ing Smg's methinks (DE's are kinda unagile weapons)

You speak of an SMG-perk. But wouldn't that be a perk just thrown in for the love of a certain weapon-type ONLY? The Gunslinger is brought in as a suggestion cuz it would move the "spam"-style (sorta) from the Sharpshooter (which should be about accurate and powerful headshots) and balances up the Sharpshooter without making the handguns feel lackluster and perkless.
I understand you like an SMG-class, but that basicly is the Medic Class (if it needs an offensive style that is) or the Commando. Medic and SMG's have gone along well in alot of games (and in reality), and they do suit really well with the Medic's needed agility for running around healing and still being able to defend himself.

Oh, and these SMG's I'm speaking of are not just SMG's. They could also be automatic pistols or machine pistols (like Glock 18C or TMP-ish weapons)

Anyway, i need some sleep now as well, and if i need to correct something or discuss something more, that's for tomorrow ^^

But once again: Thank you sooo much for reading all of this! Appreciate it deeply! :)
 
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Since we agreed on most parts here (YEY!) it would be nice to discuss more about the parts where we DON'T agreed :D
Sure...anyway would be nice if you could add me on steam name's: General_Thugdil

The Commando's Assault Rifle with underslung Grenade Launcher.
First of all, we both agreed on an AR with burst fire, no? That's all fine and dandy, and could work well without anything else added. But, to make the weapon more interesting and versatile, the Grenade Launcher was added.
This makes it a "doubleperk" weapon but has a main perk, the Commando
(just like the Lee w. bayonette, Sharpie/Zerker, with Sharpshooter as the main perk to it).
... didn't want to quote the rest...
Well yeah I did not see it like that in first sight and I have to agree...
I think this will require a lot of balancing and testing but it could work greatly (maybe weaker Gl and stronger bullets for Com and for DM the other way round?) and maybe some sort of GL not doing as much smoke as the others?^^
So, in short: The Commando and Demo uses the weapon a bit differently. The Commando use the rifle for offense and the GL for area of effect / emergencies. The Demo use the rifle for defense and the GL more offensively. Almost oppositely actually.
Agreed
The Gunslinger's DW-SMG:
You say it would be OP based on CoD6... This is KF though :p
I don't see a real problem with these weapons, except being a bit too sprayful and triggerhappy, although that is sorta the whole perk in it self :D
How does it not fit with KF you say? You already dual-wield 9mm handguns and DESERT EAGLES! Dw-ing DE's are less likely then Dw-ing Smg's methinks (DE's are kinda unagile weapons)
Yes it was just for people to visualize what I mean:
(Just my opinion guys^^) It is just not the KF feeling if you have dual-wielded SMG (I can't explain this right... well if you don't understand nevermind!) and I think for perks like a "Gunslinger" as the name says weapons should be semi-automatic^^
You speak of an SMG-perk. But wouldn't that be a perk just thrown in for the love of a certain weapon-type ONLY? The Gunslinger is brought in as a suggestion cuz it would move the "spam"-style (sorta) from the Sharpshooter (which should be about accurate and powerful headshots) and balances up the Sharpshooter without making the handguns feel lackluster and perkless.
I understand you like an SMG-class, but that basicly is the Medic Class (if it needs an offensive style that is) or the Commando. Medic and SMG's have gone along well in alot of games (and in reality), and they do suit really well with the Medic's needed agility for running around healing and still being able to defend himself.
Yeah that would also be a great thing (I want to see more SMGs in the game^^) I just wanted to state that there should either be a new perk or the medic as SMG (maybe get a little dmg-boni on these (as already mentioned)) because I dont like the idea of a gunslinger wielding smgs^^
Oh, and these SMG's I'm speaking of are not just SMG's. They could also be automatic pistols or machine pistols (like Glock 18C or TMP-ish weapons)
jep would be fine for medic (and the G18 actually is the Glock 18)^^
But once again: Thank you sooo much for reading all of this! Appreciate it deeply! :)
No problem: Theorycrafting is quite fun and I also like your ideas!

Greetz
Thugdil
 
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Sure...anyway would be nice if you could add me on steam name's: General_Thugdil
I will look you up!

... didn't want to quote the rest...
Well yeah I did not see it like that in first sight and I have to agree...
I think this will require a lot of balancing and testing but it could work greatly (maybe weaker Gl and stronger bullets for Com and for DM the other way round?) and maybe some sort of GL not doing as much smoke as the others?^^
Yes, yes, the Commando gets ZERO damage-increase on the Grenade Launcher, and the Demolitions get ZERO damage-increase on the Rifle. But the Commando gets a damage-increase on the Rifle damage, and the Demo gets damage-increase on the Grenade Launcher. And the smoke could be less than the others, yes.

Yes it was just for people to visualize what I mean:
(Just my opinion guys^^) It is just not the KF feeling if you have dual-wielded SMG (I can't explain this right... well if you don't understand nevermind!) and I think for perks like a "Gunslinger" as the name says weapons should be semi-automatic^^
In a way i understand that the feel of dw SMG might not seem the most Killing Floor-ish, but if done right and with a nice pair of weapons, it COULD fit KF.
But your thought about Gunslinger associates to semi-automatic weapons is a good point!

Yeah that would also be a great thing (I want to see more SMGs in the game^^) I just wanted to state that there should either be a new perk or the medic as SMG (maybe get a little dmg-boni on these (as already mentioned)) because I dont like the idea of a gunslinger wielding smgs^^
I think the Medic definitely suits as the SMG class (and yes i agreed that they should get a small damage-increase to its perk-weapons). But you can't just put in random SMG's though, they need a purpose. Like my suggested MP5/10 was meant to be highly accurate (compared to the MP7) and have a flashlight instead of ANOTHER medical dart. It's supposed to be (one of) the more offensive weapon(s) of the Medic class.

No problem: Theorycrafting is quite fun and I also like your ideas!

Greetz
Thugdil
Indeed it is! And thanks for liking the ideas ^^
 
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I think the Medic definitely suits as the SMG class (and yes i agreed that they should get a small damage-increase to its perk-weapons). But you can't just put in random SMG's though, they need a purpose. Like my suggested MP5/10 was meant to be highly accurate (compared to the MP7) and have a flashlight instead of ANOTHER medical dart. It's supposed to be (one of) the more offensive weapon(s) of the Medic class.
I totally agree that they need a purpose!
 
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Slug Shotgun is a good idea for additional support weapon. I even suggested it myself a while back. It would have the same penetration as xbow.

Riot shield is just a bad idea. Melee can't fight behind shield, no where to put it when not equipped, and using in married with lower damage weapons just don't make sense. The only time you would need the riot shield is due to the low damage of the knife or machete. So why would someone pick the knife?

For the new melee weapon, I'd suggest dual modern combat tomahawks.

No bang bang weapons for melee.

Firebug leeching health from deaths makes no sense.

I'd be for making LAW more powerful but if the LAW is dropped, only a single rocket. Can't have people stockpiling weapons. I think every dropped weapon should only have a single magazine, bolt, canister, or full load of shells in it. No more magical 4 reloads attached to a dropped weapon.

MP5/10 is a good idea.

No rifle/grenade launcher combo. The lines between the perks are blurred already.

No lessening smoke for demo. AoE weapon has to have a drawback if use improperly. And that is the key. Properly used demo, along with firebug, doesn't impact the team's visibility.

Katana should continue to next target if it decapitates a specimen. Head shot means katana continues to next specimen. Body shot slows katana too much. Fire axe should always continue to next specimen due to the much higher mass of the axe head.

SS/Gunslinger doesn't need additional weapons. Cannons do the same amount of damage as an M14 already and automatic weapons are commando. SS can easily solo with just 9mm and cannons. The problem is not enough ammo once a dozen scrakes and a half dozen Flesh Pounds show up. How about a "speed loading" rig (vest & thigh braces) that holds 3x the cannon and 2x 9mm ammo?
 
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Riot shield is just a bad idea. Melee can't fight behind shield, no where to put it when not equipped, and using in married with lower damage weapons just don't make sense. The only time you would need the riot shield is due to the low damage of the knife or machete. So why would someone pick the knife?
1. It's for teamplay also nobody says you actually have to play with the thing and I think there are players who like the idea
where to put it? on your back like you would do with a shield in real life
For the new melee weapon, I'd suggest dual modern combat tomahawks.
hmmm...sounds interessting
No bang bang weapons for melee.
agreed
Firebug leeching health from deaths makes no sense.
true; doesn't make sense for any other perk either
I'd be for making LAW more powerful but if the LAW is dropped, only a single rocket. Can't have people stockpiling weapons. I think every dropped weapon should only have a single magazine, bolt, canister, or full load of shells in it. No more magical 4 reloads attached to a dropped weapon.
Thats an idea I can fully support know some people playing firebug and just dropping a thrower every now and then on the map
No rifle/grenade launcher combo. The lines between the perks are blurred already.
with all these weapons implemented it would work against such a blur...
and you would have less ammo for gl as com and less ammo for rifle as demo
No lessening smoke for demo. AoE weapon has to have a drawback if use improperly. And that is the key. Properly used demo, along with firebug, doesn't impact the team's visibility.
we were taking about the rifle and just the rifle but it's just an idea (maybe it would have less dmg then too)
Katana should continue to next target if it decapitates a specimen. Head shot means katana continues to next specimen. Body shot slows katana too much. Fire axe should always continue to next specimen due to the much higher mass of the axe head.
Nice idea! Like it!
SS/Gunslinger doesn't need additional weapons. Cannons do the same amount of damage as an M14 already and automatic weapons are commando. SS can easily solo with just 9mm and cannons. The problem is not enough ammo once a dozen scrakes and a half dozen Flesh Pounds show up. How about a "speed loading" rig (vest & thigh braces) that holds 3x the cannon and 2x 9mm ammo?
1. It would add a new weapon and with the update it would be the perk with the lowest amount of weapons anyway why reduce them to 2??
2. If GS would have the third weapon these additional mags would just be unnecessary
3. you can't aim as good as with the M14 and you've got less magsize

Greetz
Thugdil
PS: maybe could enable throwing the second axe (for the DW ones) if implemented by pressing alt-fire
 
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Slug Shotgun is a good idea for additional support weapon. I even suggested it myself a while back. It would have the same penetration as xbow.
Not as powerful as the Xbow in penetration mate. The Xbow is a REALLY slow fire weapon, hence it's penetration. The Slug shotgun is semi-auto. If it penetrates, it should only be one or 2 extra targets.

Riot shield is just a bad idea. Melee can't fight behind shield, no where to put it when not equipped, and using in married with lower damage weapons just don't make sense. The only time you would need the riot shield is due to the low damage of the knife or machete. So why would someone pick the knife?
Sigh...
The shield is a defensive option for being able to stand against fleshpounds or when getting swarmed and need to fall back without getting shot by husks (and protect from Siren screams?)
If you bought the Shield but for SOME REASON can't afford the Machete, then the Knife is the only other option with it... Think mate.

For the new melee weapon, I'd suggest dual modern combat tomahawks.
Why random weapons? What's their purpose? If you would suggest any dualwielding, wouldn't the machetes be a better candidate for that?

No bang bang weapons for melee.
Sigh AGAIN! It's a sharpshooter weapon with a bayonette, meaning it's main perk is the sharpshooter, who can use it as with a defensive stab if sh1t hits the fan. For the Zerker, it's not really a perk-weapon for the perk, more like a "better option" for the perk to use.

Firebug leeching health from deaths makes no sense.
Well, it was just and idea of pyromanical sadism :p

I'd be for making LAW more powerful but if the LAW is dropped, only a single rocket. Can't have people stockpiling weapons. I think every dropped weapon should only have a single magazine, bolt, canister, or full load of shells in it. No more magical 4 reloads attached to a dropped weapon.
Lower ammo when found on the maps is logical yes.

MP5/10 is a good idea.
I guess, but personally i find it a little... empty?

No rifle/grenade launcher combo. The lines between the perks are blurred already.
Blurring the lines is a bad thing? It gets rather dull playing with the same weapons over and over. Variation is nice and why so conservative?

No lessening smoke for demo. AoE weapon has to have a drawback if use improperly. And that is the key. Properly used demo, along with firebug, doesn't impact the team's visibility.
I never suggested this (for the M32 and M79) but for the AR+GL the smoke could be lesser from that grenade, although then the grenade needs to be less powerful as well i guess.

Katana should continue to next target if it decapitates a specimen. Head shot means katana continues to next specimen. Body shot slows katana too much. Fire axe should always continue to next specimen due to the much higher mass of the axe head.
This is a nice idea, and something i sorta thought of too. Katana should be higher dps and speed, but fire axe better sweep and stun power.

SS/Gunslinger doesn't need additional weapons. Cannons do the same amount of damage as an M14 already and automatic weapons are commando. SS can easily solo with just 9mm and cannons. The problem is not enough ammo once a dozen scrakes and a half dozen Flesh Pounds show up. How about a "speed loading" rig (vest & thigh braces) that holds 3x the cannon and 2x 9mm ammo?
Umm yes it needs more weapons... If all the other perks get 4 or 5 weapons, why would the GS only get 2 weapons?? That's completely unfair!
And automatic being Commando... Then why the MP7 for the Medic mate? Blurring the lines slightly and having more interactivity (weapon wise) between the perks is a good thing if you, for example, need to throw a weapon to a teammate. Then you could split up in teams of perks that go along well together either function wise, or weaponwise. Stuff like that.

More tomorrow.
Me tired.
Me bed.
Me........ ...... ... zzzzZZZZzzzZZZzzzzZZZzzzz
 
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1. It's for teamplay also nobody says you actually have to play with the thing and I think there are players who like the idea
where to put it? on your back like you would do with a shield in real life

Have you seen a riot shield? It is very big, very bulky, and very heavy. A player is supposed to quickly sling the shield back over both arms and then quickly bring it back around? They are supposed to run with it as well? A riot shield makes zero sense.

One of those energy shields used by jar jar in the star wars debacle makes more sense.

with all these weapons implemented it would work against such a blur...
and you would have less ammo for gl as com and less ammo for rifle as demo

But it is a weapon that is clearly in both camps. I think mixing two perks is the wrong way to go.

1. It would add a new weapon and with the update it would be the perk with the lowest amount of weapons anyway why reduce them to 2??
2. If GS would have the third weapon these additional mags would just be unnecessary
3. you can't aim as good as with the M14 and you've got less magsize

What would the new weapon add? We already have the 9mm for fast fire and the cannon for powerful shots. Plan on adding a pistol that is more powerful than the M14? I can understand wanting more than 2 pistolas, but what does the third weapon bring?

Now, I just thought of something. If someone wanted to add a revolver with a 2x scope, then that would bring something new to the party.


Not as powerful as the Xbow in penetration mate. The Xbow is a REALLY slow fire weapon, hence it's penetration. The Slug shotgun is semi-auto. If it penetrates, it should only be one or 2 extra targets.

Do you know how powerful a slug is? Plus the standard shotgun shell already penetrates more than one or two targets.

Sigh...
The shield is a defensive option for being able to stand against fleshpounds or when getting swarmed and need to fall back without getting shot by husks (and protect from Siren screams?)
If you bought the Shield but for SOME REASON can't afford the Machete, then the Knife is the only other option with it... Think mate.

Without trying to sound childish, "you think." The shield is self defeating. When someone uses it they, for all intents and purposes, offensively impotent. So when they use the shield, they can't attack so they have to have the shield. When they have a standard melee weapon, they can do enough damage that they don't need the shield.

Why random weapons? What's their purpose? If you would suggest any dualwielding, wouldn't the machetes be a better candidate for that?

I wouldn't consider combat tomahawks "random weapons." Machetes would work, I guess. For chopping up dead flesh, I'd rather have a tomahawk and two would be fantastic.

Sigh AGAIN! It's a sharpshooter weapon with a bayonette, meaning it's main perk is the sharpshooter, who can use it as with a defensive stab if sh1t hits the fan. For the Zerker, it's not really a perk-weapon for the perk, more like a "better option" for the perk to use.

Then it isn't a bang bang weapon for melee, eh?

I guess, but personally i find it a little... empty?

Maybe, but the mp7 sucks. It is a passable weapon when the medic's perks are maxed.

Blurring the lines is a bad thing? It gets rather dull playing with the same weapons over and over. Variation is nice and why so conservative?

Yes, blurring the lines is a bad thing. Everyone can buy a katana and m79. How many messages have you read about how demo and melee perks are dying? Thats because other people can buy their weapons cheaply. Make more weapons available that do the same thing and there will be more complaints.

Make a compact flamethrower/torch and then watch how many play firebug.

I never suggested this (for the M32 and M79) but for the AR+GL the smoke could be lesser from that grenade, although then the grenade needs to be less powerful as well i guess.

Relax dude. I read in one of these messages about reducing smoke and I put in my two cents.

Umm yes it needs more weapons... If all the other perks get 4 or 5 weapons, why would the GS only get 2 weapons?? That's completely unfair!
And automatic being Commando... Then why the MP7 for the Medic mate? Blurring the lines slightly and having more interactivity (weapon wise) between the perks is a good thing if you, for example, need to throw a weapon to a teammate. Then you could split up in teams of perks that go along well together either function wise, or weaponwise. Stuff like that.

How is it unfair? Additional weapons need to bring new features not because "That perk has more toys than the perk I want to play." The 9mm and cannon cover pretty much everything, although earlier in this reply, I suggested a new weapon that adds to the perk.

They needed to add the medic darts and TWI did the right thing with the mp7. They nerfed it so that its secondary use (bullets) just about unusable except by the medic. I wish they would do that with all of the weapons. Blurring the lines is a bad thing. People already complain about perks not being played. Blur the lines more and the game will weed out the unused perks.

People can already throw any weapon to another player if needed.
 
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Have you seen a riot shield? It is very big, very bulky, and very heavy. A player is supposed to quickly sling the shield back over both arms and then quickly bring it back around? They are supposed to run with it as well? A riot shield makes zero sense.
Well, if you consider that you can carry quite alot of weapons at once already, that's also unrealisticly bulky. Either way, if a RIOT shield is too big, why not a smaller type of shield then?

One of those energy shields used by jar jar in the star wars debacle makes more sense.
Dude. I'm trying to help improve the game and bring new ideas. Was this exaggerated and demeaning comment needed?

But it is a weapon that is clearly in both camps. I think mixing two perks is the wrong way to go.
That is your opinion. My opinion is that i think it's a cool and new way to go. There are no REAL double perk-weapons currently, so this would be a nice new flavour. Word against word then i guess.

What would the new weapon add? We already have the 9mm for fast fire and the cannon for powerful shots. Plan on adding a pistol that is more powerful than the M14? I can understand wanting more than 2 pistolas, but what does the third weapon bring? Now, I just thought of something. If someone wanted to add a revolver with a 2x scope, then that would bring something new to the party.
Medium/Slow fire-rate, semiautomatic revolver with REALLY powerful shots, sorta Xbow-powerful (ofc less), but without the extreme penetration and headshot bonus the Xbow has, but has the quicker firing rate and a bigger "mag" at its disposal. It's also to make the Gunslinger at least able to hurt the more tough targets... Plus, there are no revolvers in this game (yet), so it's a new TYPE of weapon too.
The scope could be a nice addition yes, but wouldn't that make it too... sharpshooter-ish? Or you want to blur the lines between the Gunslinger and Sharpshooter? ;) Actually, to me, that sounds like an excellent new candidate for another "doubleperk" weapon ^^

Do you know how powerful a slug is? Plus the standard shotgun shell already penetrates more than one or two targets.
Yes i know how powerful it is. My dad is a hunter and i go along with him sometimes. Penetration with the slug is definitely possible. It's a powerful "knockout" bullet that stops most things from moving, i mean, it's used for the bigger animals after all.
Anyway, even so, you also have to think about game-balance in a case like this. If this weapon could penetrate as many targets as the Xbow, the Xbow would be rather weak in comparison, don't you think? (Considering that the Slug Shotgun is Semi-auto with a bigger mag and all)

Without trying to sound childish, "you think." The shield is self defeating. When someone uses it they, for all intents and purposes, offensively impotent. So when they use the shield, they can't attack so they have to have the shield. When they have a standard melee weapon, they can do enough damage that they don't need the shield.
Well, trying to keep yourself alive is a bad thing? Machete is not as bad as you think either. Plus, i did write on the Machete to upgrade it in speed slightly and power it up some more so it's more useful, in particular with the shield.
And you think going defensive is useless? You take all the beating (or rather, the shield) from, for example, a powerful swarm of enemies and thus hold the line, while your teammates shoot the targets down buying the whole team some time before the whole team might be ripped to shreds?
And the "Think mate" comment i made was referring to why i allowed the Knife as well to the shield. I mean think of different scenarios:
If you carry the Shield and you didn't have time/money to buy a Machete along with it, don't you think it would be weird that you COULD NOT use the Knife along with the Shield? But you could use it with the Machete?! Talk about inconsistant! You get my point right?

I wouldn't consider combat tomahawks "random weapons." Machetes would work, I guess. For chopping up dead flesh, I'd rather have a tomahawk and two would be fantastic.
It's definitely random. What would the purpose be? Really fast attacks with medium damage? Well, as i said, if that's something you want, then go dual Machetes! That's a way better suggestion then just adding a new weapon and all of a sudden only being able to dw that... If you hypothetically speaking add these dw-able tomahawks, why should the machete not be dw-able then? Or do you want both to be dw-able? Cuz if the Tomahawk is dw-able, the Machete should be too, they are sorta same size etc. Then, if you could dw the Machete, what was the point of adding the Tomahawks anyway??

Then it isn't a bang bang weapon for melee, eh?
Why the ridiculous remarks instead of trying to use constructive arguements? I would rather call it a "bang bang weapon" with the availability to use a melee attack with it. Are you so much against a rifle with a bayonette or something? And I stand by my point. It's a Sharpshooter weapon. NOT a Berserker weapon. It's only more useful to the Berserker than some other ranged weapons cuz it is able to stab harder with the Bayonette. But as a ranged rifle, the Berserker gets no bonus. ONLY damage-bonus to the Bayonette.

Yes, blurring the lines is a bad thing. Everyone can buy a katana and m79. How many messages have you read about how demo and melee perks are dying? Thats because other people can buy their weapons cheaply. Make more weapons available that do the same thing and there will be more complaints.
But that is not the problem of the weapons themselves. The problem lies with the PERKS if they are boring. And, it's actually nice imo to see that you do not 100% use your own perk's weapons all the time. Spicing it up with versatility and new play-styles is refreshing.

Make a compact flamethrower/torch and then watch how many play firebug.
Eh? :confused: Care to explain a bit more?
EDIT: Ah, you mean a smallweight flamethrower/torch? Sure, someone else might carry it, but since the FB has such a powerful increase in damage from fiery weapons, there wouldn't be much use for a non-FB to use it. 'Cept maybe for sh1ts n' giggles though :D But what's the problem about that? That the Firebug will be useless? But that aint the weapons' fault per se, it's the Perk for being so empty and having such a scarce arsenal to play around with. If there was a bigger amount of weapons to choose from, and more use of being a Firebug (like, an annoying specimen which is useful to kill with fire), i would play it more FOR SURE! The game as it is now though puts the Firebug a little too much aside though, which is really a shame.

Relax dude. I read in one of these messages about reducing smoke and I put in my two cents.
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Relax? I'm supercalm mate :D
Imo, YOU sound like you need a chillpill with all your "witty" remarks and patronizing comments. Sure, getting feedback and contructive debatte is nice, but to me you seem to be overly nitpicking about things and not very kind when writing your stuff. I try to share new thoughts, while beings constructive and have some nice debatte going on. No need to be rude, dude.
Besides, really not trying to be rude here, but if you read a bit more carefully you would've seen that we were only talking about having less smoke produced from the underslung GL on the Assault Rifle. That's it!
You were the one who started saying stuff about reducing the smoke in general for the demo class etc. We just talked about a single weapon!

How is it unfair? Additional weapons need to bring new features not because "That perk has more toys than the perk I want to play." The 9mm and cannon cover pretty much everything, although earlier in this reply, I suggested a new weapon that adds to the perk.
Yes, ofc they need new features etc, but it should also be fair in between the perks! If one perk has a single weapon and others have 4 or more, don't you feel that the perk with the single weapon feels unfairly treated and left behind? Like, you know, the Firebug? Don't you feel that the weapon distribution for the perks are uneven at the moment?

They needed to add the medic darts and TWI did the right thing with the mp7. They nerfed it so that its secondary use (bullets) just about unusable except by the medic. I wish they would do that with all of the weapons. Blurring the lines is a bad thing. People already complain about perks not being played. Blur the lines more and the game will weed out the unused perks.
Once again, that's because the PERK is boring / unpolished / not so useful / weak / has a small weapon-arsenal etc. It's not the WEAPONS' entire fault (ok Xbow is a major exception. Yes, sometimes weapons are broken too, like the M14, but that is because it has too much goodies with it, being pamfriendly, stuns enemies, easy to aim cuz of the laser and has too much ammo considering how powerful it is. But let's not turn this into a "nerf the M14" thread, please?).
Remember, these weapons/perk suggestions was actually part of 2 more things: A new specimen i added (The Blob, name used before your suggestion btw, which was meant to bring out more use of Firebug and Berserker) and the idea of having an active perk ability to bring out more activity within a perk, making it more appealing for more players.
And making weapons almost completely unusable by other perks is a GOOD thing in your opinion?? So no variation whatsoever? The Xbow (and to a certain extent the Katana) is too generally useful, but would you only like to stick to your own perks weapons ALL THE TIME? Wow, talk about making the Support Specialist feel really boring then.
You say that blurring the lines will weed out the unused perks... But, once again, improve the PERKS then. Not destroy the weapons.

People can already throw any weapon to another player if needed.
Yes ofc, but how many weapons are really interchangeable between the perks at the moment? Besides, the "dualperk"-weapons i have suggested (Lee+Bayo and AR+GL) plays very differently with the perks and are more useful for their main perk than the secondary perk which has some advantages on it as well.
 
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Well, if you consider that you can carry quite alot of weapons at once already, that's also unrealisticly bulky. Either way, if a RIOT shield is too big, why not a smaller type of shield then?

The weapons, while bulky, are at least feasible. Slinging a rifle over a should while using another rifle is somewhat believable. Being able to quickly sling a 4 ft. by 2 ft. shield around isn't. Anyway, a shield just doesn't make sense to me. Can damage be reduced from only one side? After all, if a smaller shield is held by the left arm, then all the damage from the right side has to get through. Damage from behind would get through as well.

Dude. I'm trying to help improve the game and bring new ideas. Was this exaggerated and demeaning comment needed?

Relax. Exaggerated? Sure. Demeaning? Nope.

Medium/Slow fire-rate, semiautomatic revolver with REALLY powerful shots, sorta Xbow-powerful (ofc less), but without the extreme penetration and headshot bonus the Xbow has, but has the quicker firing rate and a bigger "mag" at its disposal. It's also to make the Gunslinger at least able to hurt the more tough targets... Plus, there are no revolvers in this game (yet), so it's a new TYPE of weapon too.

How much more powerful do you want? Cannon is already as powerful as the M14. All it really needs is more ammo. Adding a revolver just to add a revolver doesn't make sense.

The scope could be a nice addition yes, but wouldn't that make it too... sharpshooter-ish? Or you want to blur the lines between the Gunslinger and Sharpshooter? ;) Actually, to me, that sounds like an excellent new candidate for another "doubleperk" weapon ^^

I don't think adding a scope to a pistol is "sharpshooter-ish." After all, the scar and bullpup effectively have a scope and those are purely commando weapons.

Yes i know how powerful it is. My dad is a hunter and i go along with him sometimes. Penetration with the slug is definitely possible. It's a powerful "knockout" bullet that stops most things from moving, i mean, it's used for the bigger animals after all.
Anyway, even so, you also have to think about game-balance in a case like this. If this weapon could penetrate as many targets as the Xbow, the Xbow would be rather weak in comparison, don't you think? (Considering that the Slug Shotgun is Semi-auto with a bigger mag and all)

The shotgun already has penetration with regular buckshot. Using a slug would produce considerably more penetration.

If there is a balance problem, then deal with it in the game. I'm all for nerfing accessibility of the xbow. I think it should cost
 
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The weapons, while bulky, are at least feasible. Slinging a rifle over a should while using another rifle is somewhat believable. Being able to quickly sling a 4 ft. by 2 ft. shield around isn't. Anyway, a shield just doesn't make sense to me. Can damage be reduced from only one side? After all, if a smaller shield is held by the left arm, then all the damage from the right side has to get through. Damage from behind would get through as well.
Ok, you made your point about the bulkiness. I'm convinced that having a big Riot Shield seems to unfeasible and clunky, but A shield is still not out of the option.
About the positioning, this is a nice thing to discuss:
While equipped and blocking: It should only block from the front ofc.
While equipped but not blocking: This is something that requires coding information. If it's possible, blocking passively on the side which you are carrying it on would be nice, but that makes the shield (maybe) break too early when you perhaps want to save it for something else. So, imo, it shouldnt block anything passively from the side.
While in your arsenal, but not equipped. Shouldn't do anything. All weapons "disappear" behind you, and so should this and thus why it shouldn't defend you.
Basicly, the blocking should be a completely active choice, not something passive. In my opinion ofc.

Relax. Exaggerated? Sure. Demeaning? Nope.
Jar Jar Binks is always, in any way or form, very demeaning! ;) :D

How much more powerful do you want? Cannon is already as powerful as the M14. All it really needs is more ammo. Adding a revolver just to add a revolver doesn't make sense.
More powerful than M14, but less than Xbow. Yes, it should definitely be able to kill lesser and medium specimen easily. The revolver has the benefit of being semi-auto and a bigger mag than the Xbow, but the damage it does should be much lower than that of a Xbow headshot. That also makes up the general difference between the GS and Sharpie btw:
The GS is more triggerhappy and is not that spikey in it's damage, but rather consistant. The Sharpie however should be less powerful on bodyshots than a GS, but has a much higher damage potential than the GS with headshots. So, GS is easier to get out more consistant damage with, but the potential of the Sharpie is much higher.

I don't think adding a scope to a pistol is "sharpshooter-ish." After all, the scar and bullpup effectively have a scope and those are purely commando weapons.
The SCAR and Bullpup aren't magnifying scopes though. No zooming. That's why i thought, when you suggested a 2x zoom on the Revolver, that it was much more Sharpshooter-ish.

The shotgun already has penetration with regular buckshot. Using a slug would produce considerably more penetration.

If there is a balance problem, then deal with it in the game. I'm all for nerfing accessibility of the xbow. I think it should cost
 
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