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#1
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I like the idea of blowing **** up. Especially when you can kite zombies around, this idea is perfect. C4, molotovs that other classes can acquire, claymores, semtex, sticky grenades. Anything explodable to suggest.
1. Claymores are obviously the first thing I've seen that could be made into by far one of the most powerful retreating weapons. Could either be layed for trip mining, or optional to explode it with a remote. The remote would have a range of maybe 25-50 meters. 2. As well as remote controlled plastique like Semtex or C4. They would have a range so you couldn't sit back more than 50-75 meters or else they won't blow. 3. Molotov cocktails are repeatedly suggested and nobody understands that flame grenades exist. Those do explosive damage however as well as fire damage, real molotovs would not. They could also be countered by only being able to carry one molotov instead of any grenades. Flames would last longer, and create a small AOE. 4. It was suggested that the flamethrower tanks should be able to be left on the ground with alternate fire and then be shot at and explode in a wall of fire. This idea to me is nothing but genius, and is an excellent use of a manmade flamethrower as a last ditch effort to escape the hordes. Might consider this as a Lvl. 5 Firebug only thing. That's about it. I don't know but I definately get the feeling that people like the idea of explosives, more of them, and a possible perk made especially for explosives. I don't know about a perk, but I definately want some damn C4 or a Claymore mine. |
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#2
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More explosives are always better
Add to that stun grenades |
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#3
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I was thinking along these lines as well when playing tonight.
If one perk had 1 or 2 remotely detonated satchel charges that would be awesome for setting traps, wouldn't help for long against a horde, but at least you start off in style or can get in a good hit on a storming fleshpound if you time it right. Also claymores would be fun, just fun to set in doorways or use when you hole up somewhere, so the explosion warn you that you have incoming.. Or tripwires so you can set up grenades as booby traps. These weapons wouldn't have to be so powerful as to upset game balance, but they would add some fun, and give you more tactical options. Perk wise I dunno who should have these, logically I'd say support, but he's so loaded already with shotguns and nades, commando is the one I'd buff, and it isn't so far fetched that commando could have some gear like that... |
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#4
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I would love it aswell. It would be so nice to have the perk Explosives Specialist, who uses law, grenades and claymores. It would create new tactical possibilities. And i was thinking of giving him Points like the supporter to set up traps/increase the damage of the traps/ increase the reliability(let it be realistic, if you set up a trap really fast, why should it work everytime) ^^
I think this fits so well in the game and a new perk... simply awesome |
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#5
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On the explosive weapons, my initial thought was a breaching charge. You could set it on doors, so when the mobs broke through it would blow. Any perk could have them, it would just replace standard grenades?
Also, for a different take on the flamethrower tank, maybe the alt fire(on flamethrower) could dump the tank as you move and when you set it on fire it could sustain a fire for some time. On the explosive perk idea, my thoughts went to a a heavy perk. that could have the LAW and a grenade launcher as T2. |
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#6
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I was thinking of claymores too when you mentioned this. Just make the explosive deal extra damage based off the grenades. Speaking of which, I have always thought that the LAW should go off the bonus support damage based off the boost to grenades. Unless it already does but I can never tell. Someone told me it didn't so that is my suggestion too.
If adding bombs is a headache, simply adding the ability to set up traps with your grenades would be sweet too. Just make it have a ten second setup or something. Would add some neat tactical options for sure. |
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