• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Make a difference,make the perks affect a little even without perked weapons...

Utopia-Phoenix

Grizzled Veteran
Mar 25, 2011
1,112
348
32
Qingdao, Shandong, China
Go to the topic.

Nowaday perks,some of them have some effect even without perked weapons.

For example,commando reloads ALL weapons 35% faster.

How about making every action in KF buffed to some perks?

My idea:
SS: Critical hit(headshot) damage bonus to ALL weapons. (For balancing,SS weapons should have some other private buffs)

Commando: "Faster hand". This includes
Reloading
Swapping weapons
Aim/unaim
Tossing grenades
↑All faster.

Support: Larger ammo pool for all weapons. (For example,9mm ammo status change from 15/15 to 15/19. It could be even better if he can share his ammo to other players)

Medic: Larger single magazine size for all weapons.(For example,9mm ammo status change from 15/15 to 20/11)

Firebug: Higher RoF for all weapons. (It's obvious... I don't think another example is required)

I havn't thought about zerkers and demo,but this seem a great idea.
 
Yeah the amount of off-perk weapons people use nowadays this seems like a pretty neat idea, in my opinion the Berserker should be able to switch weapons faster like the Commando would, due to LAR, Axe, Katana, M32 swapping etc. Not sure about the Demolitions though.
 
Upvote 0
SS already has headshot bonus for all weapons.
Max ammo increase for support spec. is not a bad idea.
Medic should heal, not shoot much. Increased MP7M clip for medic is required only because medic is the only perk, who actually shoots with it, not just uses it for healing purposes only. Maybe larger clips could be attached only to pistols...
 
Upvote 0
I like this idea indeed. Anyone here with experience willing to try it in a mut?

EDIT: @OP, I dunno about what off-perk perks the demo could possibly, but I consider the berzerker already having some all-round perks, i.e. the speed and health boosts. Perhaps the mutator for melee attacks with guns could be part of it! Instead of aiming, he can smack things.
 
Last edited:
  • Like
Reactions: HalfDemon
Upvote 0
Not so sure myself, alot of the things you are changing have been carefully balanced. Its a good idea, but were it added the game would need alot of rebalancing.

True, the balance in KF is a pretty delicate subject. Maybe any new buffs can start out as being rather minute and then see if they could be made more powerful and as soon as they get a little too powerful, cut it back just a smidge and leave it there.
 
Upvote 0
Wait, I think I'm misunderstanding something here.

Already this exists, even though not quite as extreme.

SS aleady has a headshot damage increase in all weapons.

Commando has a faster reload with all weapons.

Support has a number off off-perk buffs:
-Weight increase (although this is admittedly negligible due to the shotty weight)
-Welding (although one could argue that this is a support-weapon related buff, it still applies beyond any bought weapons)
-Nades

Zerker has damage reduction and speed, which don't apply to weapons specifically but still apply beyond specifically zerker weapons.

Medics have speed, armor, and healing. Healing and armor may once again be argued as perk-based, but they still apply beyond bought weapons.

Firebug....eergh, I don't really know, actually. Fire immunity and nades??

Demo is another weird one....nades and explosive resistance? I'm not sure...I mean nades, debatably makes sense, but only one enemy actually uses explosives.

I may be totally misunderstanding you here, so please clarify if I am. :eek:
 
Upvote 0
Go to the topic.

Nowaday perks,some of them have some effect even without perked weapons.

For example,commando reloads ALL weapons 35% faster.

How about making every action in KF buffed to some perks?


That sounds pretty cool, but i'm no modder so i have no clue about the workload; however it'd be worth it! :D

My idea:
SS: Critical hit(headshot) damage bonus to ALL weapons. (For balancing,SS weapons should have some other private buffs)

Makes sense, sharpies would know where in the head to aim for, so yes.

Commando: "Faster hand". This includes
Reloading
Swapping weapons
Aim/unaim
Tossing grenades
↑All faster.

I do suppose a "commando" would be experienced in these areas, so yes.

Support: Larger ammo pool for all weapons. (For example,9mm ammo status change from 15/15 to 15/19. It could be even better if he can share his ammo to other players)

Well he can carry more weapons, why not more ammo; so yes.

Medic: Larger single magazine size for all weapons.(For example,9mm ammo status change from 15/15 to 20/11)

93R mags i take it :p, Medic does lack damage-per-shot, so making him having more doesn't necessarily make it OP; so yes.

Firebug: Higher RoF for all weapons. (It's obvious... I don't think another example is required)

I'm not sure how that works out, and the SCAR would be quite fast; so maybe.

I havn't thought about zerkers and demo,but this seem a great idea.

I'm not quite sure you can do anything with Berserker or Demolitions, that's probably why you didn't think of it earlier.

9/10, -1 for that one point i'm not clear about. :eek:
 
Upvote 0
I've been thinking of this as a sort of on-perk buff for the Demo, quite similar, I think, to the Firebug's MAC-10. But, if it was based not on any specific weapon, but rather, the ammunition for an entire class of weapons, and available only to the Demo, it might fit within the criteria of the original post.

I'm certain many of you have seen this video before:

YouTube - AA-12. World's deadliest shotgun!

Yes, the narrator is more than just a bit melodramatic, but if you skip to about 4:15, I would offer that if the Demo, exclusively, would be using this sort of explosive shotshell ammunition in any of the available shotguns, it would constitute a distinct off-perk advantage.

I would NOT provide an off-perk adjustment in the cost of either the weapon or ammunition, weapon weight, penetration effect or ammunition capacity for the benefit of the Demo. Just simply provide an increase in lethality for any shotguns used by the Demo. It would be at it's maximum for the HS, at it's minimum for the AA12, and somewhere in the middle for the pumpie. I would imagine it would all be in the manner of a substantial subset of grenade-induced damage, (nothing too OP), and that there are probably some existing "frag" animations that could be employed or embellished upon for impact effects.

In other words, I'm picturing some mild increase in body-shot damage for this class of ammunition, just sufficient enough to provide a tangible difference between the standard and "explosive" ammunition. All triggered only by initial contact, including, say, a round that misses, strikes a nearby surface and then causes some mild "splash damage" effect. Yes, a Demo could seriously mess himself/herself up by point-blank use, but that would be filed under "T" for Too bad. In addition, I think it would be good to let the Demo advance his perk by this method.

The on-perk variation of this, not applicable here, would be to limit this to a specific weapon, and to provide a discount for that weapon, similar to the MAC-10 situation for the Firebug.
 
Upvote 0
I'm totally on board with this idea. I've been wanting something like this for a while.

I agree with Timur that we see some of this, but it still seems unbalances. For instance, the Commando already has the reload speed bonus which works for all weapons, and the Sharpshooter has the headshot bonus for all weapons (I didn't know about this, since it wasn't in the in game description, but it's been mentioned here). However, no one else has such bonuses (though the Berserker and Support Specialist come close in their ways). The Firebug and Demolitionist both have damage reduction against fire and explosions, respectively, but these are really limited. There are very few Husks encountered (maybe only one or two per wave after wave 2. It's rare I find more than two in a single wave), and the Patriarch is the only one able to use explosives.

How I'd like to see it:

Medic: Maybe leave alone, since he already has bonus speed and damage resistance, which can apply regardless of weapons.

Support Specialist: Also could probably be left alone, since the bonus to carry capacity allows him to carry a larger arsenal (and is somewhat a universal bonus).

Sharp Shooter: Headshot bonus with all weapons seems to be good enough.

Commando: Already has a universal ability with the weapon reload, and ability to see through cloaks, so leave as is.

Berserker: Perhaps faster run speed with all weapons, or faster weapons switching/faster firing, though he has bonuses already that negate the special of Clots, the most numerous enemy in the game, and Bloats, which are also pretty common.

Firebug: Incendiary ammo for all weapons would be a nice bonus, and give him the ability to survive against Flesh Pounds. It'd be similar to what already exists for the MAC-10. He'd be able to set enemies on fire, in addition to the damage of the weapon itself (perhaps a little bonus fire damage, and then damage over time burning). Right now, his flamethrower, MAC-10, and grenades just don't have enough punch for reliably killing Flesh Pounds, and he can't supplement them with any other weapon without dropping either the MAC-10 or flamethrower. This way, he could pick an AA-12 or MGL (and pipe bombs), and still benefit a little from a high perk, while having a way to kill Flesh Pounds and Patriarchs.

Demolitionist: Another guy who lacks any universal bonuses. He could have additional damage in the form of explosive ammo, which would do bonus damage that had some small blast radius.

Some ideas for universal bonuses could also be ability to see in the dark to an extent, larger ammo capacity with all weapons, or reduced recoil with all weapons.
 
Upvote 0