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WWAUT - Fleshing Out SWAT

Will you consider allowing Commando to use the M4 203 as an on-perk weapon, where the actual assault rifle gets all the Commando perk bonuses? I'd actually like to use the M4 203 for Commando. Then when we use the weapon on demo, then it gets the demo bonuses? I think that would be a reasonable trade off, otherwise I fear it being complete crap like it was in the first game.
 
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I had kinda figured SWAT was going to be a perk similar to KF1 medic but without the healing so these passives/skills aren't too surprising.

M4 + M203 looks... surprisingly usable. As in, has actually pretty low recoil. Cool model too.

xmrmeow;n2265591 said:
Does the skill that makes it so you don't lose health until all your armor is gone make your armor less efficient? Say I would take 10 damage and I had armor; I would normally lose say 7 armor and 3 health (not the actual ratio, just an example), with the skill would the armor take the full 10 damage or would I just lose the 7 armor and ignore the 3 damage that would be done to health?
Either way it seems OK; the only real purpose I see for it is avoiding movement speed loss from having low health (since you rarely die with armor left over, this skill wouldn't make you die any slower unless it works by ignoring the health damage and not redirecting it towards more armor damage).

Yeah if it just redirects damage than honestly it's more a drain on my wallet than anything.
 
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TheTCREngineer;n2265527 said:
...SWAT's skills are a mess.

I agree here, I dont get the point of this class with this skills, like clots cant grab you, why ? I hope they review this.

The M4 M203 is AWESOME thought ! Same as kf1, an option for demolitions that worry about little zeds getting too close, as in kf1 it will be barely used, but its still an option you have, the best thing about it is that since they add one optional weapon for demo, I guess they will do the same for all classes on what is awsome !!!
 
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Yoshiro;n2265525 said:
Passives:
  • Perk Weapon Damage
  • Bullet Resistance
  • Increased Mag Size
  • Weapon Switch Speed



Level 5: Specialization
  • Heavy Armor Training - While you still have armor, you do not take health damage, clots can’t grab you and you start the game with 50% armor
  • Tactical Movement - No movement penalty for using iron sights or crouched movement



Level 10: Assault Techniques
  • Close Combat Training - Increase damage with your 9mm pistol and knife by 100%. Begin each game with dual 9mm pistols
  • Tactical Reload - Increase reload speed with perk weapons



Level 15: Equipment
  • Suppression Rounds - Increase stumble power 100% with all perk weapons
  • Ammo Vest - Carry up to 30% more ammo for each perk weapon



Level 20: Defensive Techniques
  • Assault Armor - Maximum Armor increased by 50%. Begin each game with 50% more armor (stacks with heavy armor training)
  • Cripple - Multiple hits with perk weapons will slow down zeds up to 30%. Hitting the legs is most effective



Level 25: Specialist Training
  • Battering Ram - During Zed time, you move in real-time and have massive knockdown power when you run into a zed
  • Rapid Assault - During Zed time, perk weapons have unlimited ammo, shoot in near real time and have increased stumble power by 100%

Passives: Pretty generic atm, still needs the "special" perk passive/s

Maybe give him the ability to sense/see Zeds behind walls with a radius system similar to commando Callout? (if this is implemented, maybe make one of his boring skills share this vision for the squad?)

Level 5:
Tactical Movement is never going to be taken over HAT in it's current state. I feel like this should be something completely different than movement buffs to be even capable of competing with HAT.

Level 10:
CCT is kinda useless again since 9mm will never be used over a perk weapon and given that you have SMG's as weapons I doubt you'll run out of ammo (specially with all the mag&ammo increases). Knife is already potent enough to dispatch whatever trash is blocking you and a 100% boost in dmg wont help jack against larger Zeds.

Maybe replace it with a skill that allows you to switch weapons and reload while sprinting (at normal reload speed) while increasing movement speed by 5-10%. (and rename the tier to "Reloading Techniques" or something.

Level 15:
Both are okay, but boring"ish".

Level 20:
Good tier, both skills seem to give enough back to justify taking either. (Cripple usefulness depends on how many bullets counts as "multiple" to get that 30% speed decrease though.)

Level 25:
Seems good I guess. Need to grind lvl 25 to see whether they are any good. BR sounds incredibly fun already.
 
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Yoshiro;n2265525 said:
Level 5: Specialization
  • Heavy Armor Training - While you still have armor, you do not take health damage, clots can’t grab you and you start the game with 50% armor


Level 10: Assault Techniques
  • Tactical Reload - Increase reload speed with perk weapons


Level 15: Equipment
  • Suppression Rounds - Increase stumble power 100% with all perk weapons


Level 20: Defensive Techniques
  • Assault Armor - Maximum Armor increased by 50%. Begin each game with 50% more armor (stacks with heavy armor training)


Level 25: Specialist Training
  • Rapid Assault - During Zed time, perk weapons have unlimited ammo, shoot in near real time and have increased stumble power by 100%

easy
 
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M4/203 looks and sounds nice on first glance. I hope it won't be ridiculously overpriced and overall useless as it was in KF1.

As for the new perk, we gotta see how it plays, but on paper it looks like a redundant, scrub-friendly version of commando. And that doesn't fill me with optimism.
 
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Have to a agree with the others that mention this version of SWAT seems pretty generic, though it's nice to have a perk centered around SMGs because most of the other perks center around their own weapon types in a similar way.

Things I like about SWAT/things SWAT has going for it:
- Armor bonuses/mechanics
- A perk just for SMGs
- Flashbang grenade
- Knockdown/stun mechanics

A few ideas to make SWAT more unique/identifiable:
- RIOT shield (I know it's probably going to be post-release)
- Tear Gas grenades, maybe as a perk skill. Would probably act as an AoE CC of some sort.
- A mechanic centered around breaching doors. Example 1: Trigger Zed-time on killing any enemy that has just broken a door. Example 2: SWAT can unweld/bust open welded doors quickly. Example 3: Doors are opened violently and can harm any zeds they hit.
- Some way to attract Zed aggro. Zeds attracted in this way cannot switch aggro due to this effect a second time (to prevent SWATs passing zeds back and forth).
 
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Regarding the new weapon for the Demo... How does it weight ? 6 ? How much grenade does it have ?
I mean, right now when playing demo, you already have enough ammo with your M79 to shot all the time, so, you can deal with thrash zed already.
The only way it could be useful would be if it :
- Weight 6,
- As a slightly reduced amount of ammo capacity for the grenade (such as 5 less grenade).

This way it's just an upgrade from the M79 and can you can use the bullet to deal with crawler/stalker.
 
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Lvl 5 perk looks like a complete no brainer. I mean the armor one is so much better, and it stacks with another one... Maybe move the "clots can't grab you" to the other skill? So you'll have to choose between :

- can't take damage while having armor, spawns with armor
- move full speed crouching and aiming, clots can't grab you

Seems much more of a choice to me
 
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Yoshiro;n2265525 said:
Weapons List:
  • Flashbang Grenade
  • Tactical Knife
  • MP7
  • MP5
  • P90
  • Kriss Vector

Hmmm... now I'm curious about the pricing of SWAT's weaponry. You know, I don't think MP5 should cost 450 dosh more than the MP7 even if we virtualize them into videogame and the MP5 in this case has a healthier magazine than the MP7 - or is more precise due to its mechanical design, even, while both dealing marginally the same damage based on the nature of the pistol rounds they use.
 
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