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Killing Floor 2 Perk Speculation

Ten perks total, seven are the ones from KF1, one has been confirmed to be a handgun-themed gunslinger... That leaves two more. Don't tell me...

1: The original Berserker is going to be split into two perks, one with movement speed + blades and the other damage resistance + power weapons.

2: All the requests for LMGs will occupy the other slot, taking weight increase from Support Specialist for a Heavy Gunner perk (shotguns' weight reduced to counterbalance).

Call me out if these seem like stupid ideas for the other two unknown perks, but I could see Tripwire listening to fan feedback in this manner just like the whole Gunslinger perk thing. Over the past few years, there has been a lot of threads suggesting LMGs get added, Berserker nerfed, and Support getting a nerf due to the number of abilities he has...
 
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1: The original Berserker is going to be split into two perks, one with movement speed + blades and the other damage resistance + power weapons.

Interesting.. when you say "power weapons" do you mean "large weapons" like a sledgehammer or large european sword, or do you mean "machine powered weapons" like the chainsaw?

Either way, though, I think I'd rather see a class based on use of a Riot Shield. Able to use both one-handed guns and one-handed melee weapons and can shove Zed's back with the shield itself.. sort of just bull-rush into them.. able to tank damage although to a limited effect with the larger Zeds (maybe thrown off balance by really heavy attacks, at risk of dropping shield if onslaught is continous)

Disadvantaged with slower movement speed than other classes and lack of any really powerful weapons. Extremely vulnerable to stalker ambush or getting surrounded.
 
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Jack of all trades class, which i had mentioned before, basically level up all perks to about 3.

HMG class, heavy machine gunner, more orientated to group co-op games.

Riot squad class. Has a big riot shield which can slow down zeds through narrows and draw them away while others kill them. protects the user. if you have 2 or even in team you can set up a wall of sorts.
 
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I don't want a riot shield. Think about it: The entire team buys a riot shield except one player who chooses a crowd clearer class. Everyone protects the player with the gun and he can just mow down the entire round of Zeds, over, and over, and over again. It wouldn't make for a fun match or even game, at that.
 
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You know, what with blades getting a full 1/3 of the weapons pyramid, maybe that's more than one class worth.

Perhaps bezerker is being broken up into a heavy blades armor class and a light blades fast class

You're overthinking the "weapon pyramid"

It's just a graphic that highlights the 3 cool things of KF. Guns, Gore, and Blades.

It's already been said that there are 40 weapons, stretched over 10 perks.
 
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I don't want a riot shield. Think about it: The entire team buys a riot shield except one player who chooses a crowd clearer class. Everyone protects the player with the gun and he can just mow down the entire round of Zeds, over, and over, and over again. It wouldn't make for a fun match or even game, at that.

Honestly? If people WANT to spend two freakin' hours clearing EACH WAVE instead of ten minutes by having only one person focus on killing (who would also need to be on a constant lookout for ammo, which he can't do without leaving the shield-wall or coordinating everyone to move together in formation... or be handed fresh guns by the people who... aren't using those guns?) just to "play it safe" with a big wall of shields?

They'd be punishing themselves by making the game boring and excruciatingly long. Why should we protect them from ruining their own game experience if it means no one else gets to have a riot shield perk? If someone DID use such a boring strategy they'd decide to never try it again two waves in.



Besides, there'd be limitations to the riot shield. For one, in order to get a clear aimed shot or use melee weapons at full effectiveness, you would have to lower the shield to do so. While the shield is up you'd have half-blind hip-shots and shield bashing/shoving to use. You'd probably be fully vulnerable to sirens (though there might be an optional perk that gives scream-resistance or something) Trying to tank too many enemies at once or taking hits from scrakes/FPs would temporarily lower your shield from staggering.

It would be a very helpful tool when used wisely, not full-on invincibility.
 
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I don't see LMG based class in KF2. WHo would play commando when you can have cool LMGs?

I'm not opposed to the idea of LMGs themselves (that'd be pretty fun to use) but I agree on the concern of how a class focused entirely on them would fit in on the average team.

Do they excel at mopping through large hordes of trash zeds? Welp, there goes the commando, firebug, AND demolitions. Would they be much better than commando at fighting big tough zeds? Why would we need Sharpshooters any more with that kind of concentrated firepower available, when it's SO much easier to just keep spraying bullets at an enemy than to worry about making one or two precision shots count?

Is the idea that they can deploy to really effectively cover one choke-point at the cost of giving up mobility and being vulnerable to sneak-attacks? This is the kind of thing I'd like to see M99s used for; the difference between the two guns is that with an anti-material rifle you wouldn't be able to afford to waste shots (and the money per-bullet) on every single enemy you see.. but with an LMG you could happily gun down anything and everything that walks through the door. At that point, EVERY game will involve picking the most secure room on the map and putting multiple Heavy-Gunners (or whatever they'd be called) on watch at each doorway.


If we get an LMG I think it should be as a fourth-tier primary-weapon sidegrade for Commandos, heavy, costly, and really prohibitive to use without commando-specific perk benefits (recoil adjustment, reload speeds, etc.)

They'd also have to make sure the patriarch or whatever the final boss winds up being is coded to approach LMG-users smartly and not just.. tromp straight into a hail of LMG-fire and go down easy.
 
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I think when it comes to perks and their roles, there are perks that have very similar functions but still work differently. The Firebug for example can weaken the trash with fire and let them slowly burn down while the Commando can shoot off the heads and let your team do the rest which weakens the front line of the zeds. Also it's good for distance. Then the Demolitions is the guy for quick "emergency rescues". You shoot some grenades and kill the trash fairly easy without very much effort.

As we see it's possible to have several perks with very similar functions without worrying whether some role takes over another role. I'm sure that works with the Sharpshooter, Medic and Berserker too.

If there is a perk that uses LMGs and stuff then I'm sure it has it's disadvantages like only being able to shoot if you stand still or you can't move that fast like other perks do since TWI made it more realistic this time.
 
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Unless there were some serious nerfs to having an LMG (limited ammo, running speed limited...etc) a class would in some ways like said take away some other roles.

However don't get me wrong i seriously want an LMG nothing better than emptying lead down range :p

But perhaps we are thinking TOO small. What about deployables like a 50.cal in the HMG area. In the original mod there was a deployable 50.cal and it was a ton of fun. It was never properly implemented but there was serious talk of it and being a real choke point holder with seriously limited ammunition. There are plenty of them about:

50.cal Browning, XM806, Minigun ;) , Russian Kord 12.7 mm and of course not forgetting the Vickers .50 ... Id kill to mow down ZED's with that thing.

Actually. that...give me a Vickers and a Bren Gun and im a happy camper :p
 
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I have a feeling that 'mando would be about agility, flexiblity, accuracy, etc. when compared to an LMG perk.

I think that's what the confirmed new Gunslinger perk is all about.

Also, one of the articles so far stated that machine guns were no longer going to have the damage per bullet of a peashooter this time around.. they're going to have the impact that a machine gun SHOULD have, which means their real balancing factor is either going to be unwieldiness or cost.. same as an LMG.


EDIT: If weapons like an LMG and M99 WILL be mountable/deployable this time around, there's a particular feature I hope gets added..

The ability to carry an ammo box instead of using it, to allow giving it to a teammate. That way if you're mounted up in a primo sniping/gunning location on a map and you start running short of bullets halfway through the wave, YOU don't have to wander off to die looking for more ammo with nothing to protect yourself but a sidearm, a knife, or a huge gun that's (nearly) useless for on-the-go fighting.. and presumably, a carried ammo box would have a certain amount of weight, so you probably couldn't keep one in reserve and also carry an M99 or LMG at the same time anyways..

Instead, you could task one of your teammates who is playing a speedy or rugged class (that usually has spare inventory available) like Gunslinger or Berzerker, to go find a spare ammo box and bring it back to you. Or, one of your teammates could just buy a carried spare ammo box from the shop and haul it along through the wave, if they weren't planning on using that space for extra guns already.

It would technically add another layer of realism; When your gun alone is something like 25lbs or more altogether, you tend to have someone else along to carry the ammo. (and people who decide there's not enough stuff to kill at the designated camping spot will have a valid excuse to wander off, hahaha "Hey are you playing Rambo again?" "No no, I'm just finding more ammo for the gunner" "Oh, good man.")
 
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w8 a minnit

If KF2 is going to have perk "choices" that can buff someone or maybe help the team out a little bit...

Perhaps there may be a perk that is almost dedicated to applying little buffs to players in its skill tree? Hmmm

You mean "For every player who has this skill, gain +X% to Y"
Doubt it. To balance it, it'd need to be stupidly good if all 6 members took it, because on average you'll only have a couple with it.
 
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You mean "For every player who has this skill, gain +X% to Y"
Doubt it. To balance it, it'd need to be stupidly good if all 6 members took it, because on average you'll only have a couple with it.


maybe limit the amount this skill can be used in a team, like this skill can only be used by 2/6 members total. First members to join the game and have this skill can use it, the others get a red info message that the limit has been reached?
 
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You mean "For every player who has this skill, gain +X% to Y"
Doubt it. To balance it, it'd need to be stupidly good if all 6 members took it, because on average you'll only have a couple with it.

He did not say that the other players should have specific perks, but that the perk would have skills in its own tree to give others all kind of buffs like making everyone in the team get a slightly increased damage in some way or form.

But for something like that to work you should not make the perk constantly have them active or let them stack if more than one player with same perk joins the team. Maybe make it so that the perk has a few minor passive buffs affecting the other players of the team, but needs to do some damage, kills and assists to activate some of the bigger buffs that boost his team and can activate the ability when he thinks it may be necessary.
 
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He did not say that the other players should have specific perks, but that the perk would have skills in its own tree to give others all kind of buffs like making everyone in the team get a slightly increased damage in some way or form.

But for something like that to work you should not make the perk constantly have them active or let them stack if more than one player with same perk joins the team. Maybe make it so that the perk has a few minor passive buffs affecting the other players of the team, but needs to do some damage, kills and assists to activate some of the bigger buffs that boost his team and can activate the ability when he thinks it may be necessary.

I was replying to his:
Perhaps there may be a perk that is almost dedicated to applying little buffs to players in its skill tree?"

I actually suggested team buffs a page back, something like a commando giving a +8% buff to his own damage, or a +2% buff to party damage. +2% is obviously better overall, but will result in yourself being comparatively worse. I think something like that would fit.
 
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