Yo forumites. I THINK all of you guys know about the Gunslinger already It's a perk which has been suggested utilizing (dualwielded) pistols, which had LOTS of responses, but now it's just a big mess of arguements back and forth.
The idea of THIS thread is to redesign it a little and flesh it out more, not about arguing wether it should be implemented or not (If you don't like the perk, this is not the thread to say you don't want it, it's a discussion about HOW it could work)
The redesign is made for multiple reasons:
1) To make it more than just another "damage perk", but if it remains purely a damaging perk, to do it as uniquely as possible.
2) To make it fit more with Killing Floor (Gunslinger sounds too... American/Wild Western)
3) To make it as fun, balanced and cooperative as possible.
I already have a quite few ideas about the perk, like the weaponry, the name, the bonuses and stuff like that. I still need lots of ideas and suggestions how to improve the perk though, and i hope my ideas can inspire you and vice versa
Let's get to the point:
A) The name & the powers
Let's start with the name of the perk and the bonuses, since they go pretty much hand in hand.
Some alternate names i had in mind would be stuff like: Agent (Think James Bond, quite english and fitting no? ), Assassin, Hitman and stuff like that (more name-ideas appreciated!). And those names immediately gives me ideas to new unique perk powers (on top of pistol based perk powers) like:
* Less likely to get the attention/aggro of the enemies
* Deal more damage to enemies in the back (even with ranged weapon, and ANY weapon!)
* Intel and information (as Agent at least), giving me the idea of showing numbers for example when you shoot (damage numbers), showing if you get money from the kill etc. Kinda like a twist on the Commando healthbar thingy.
On top of that, the previous thread also had lots of ideas, like making it a versatile teamhelping perk, a "run n gun" perk, a coolminded perk etc
So, with all that in mind, let me show a list of perk bonuses you can get: (shows the bonuses at level 6)
* 70% pistol discount - Very basic perk bonus
* 60% pistol damage bonus - A general basic perk bonus
* 50% pistol reload speed bonus - Another basic perk bonus
* 50% pistol draw speed bonus - You draw and sheathe your pistols faster than your other weapons. Based more on the Gunslinger though.
* 40% general recoil bonus - A new general bonus. As you have very steady hands and a "cold" focus (Agent/Assassin), and you are used to dualwielding pistols (which is some of the most difficult recoil you can handle IRL), you thus have less recoil with ALL weapons
* 15% general backattack bonus damage - ALL weapons deal more damage when you shoot/attack them in the back!
* 50% less aggro - Your attacks cause 50% less aggro, aka, you are less likely to be the target of your enemies if you and another perk are fighting them, which synergizes with your backattack bonus ^^
* Run and Gun bonus - You sway less left and right with your weapons when you move (thus easier to aim), your ironsighted speedpenalty is noticeably lower, and also have the reduced weaponsway when ironsighted ofc. Only for pistols i guess?
* ZED time reaction - When ZED time triggers, some of your bonuses increases, such as: Double recoil bonus, higher pistol reload bonus, your semiautomatic pistols turn fully automatic during ZED time, maybe even lasting after the ZED time stops, but only til you go click with your current magazine. Perhaps also a slightly faster movement speed for the ZED duration. This bonus synergizes well with Berserkers and Commandos, who can extend the ZED time duration! It also synergizes with dualwielding pistols, as you then will fire very fast and have bigger magazines to utilize during the ZED time
* Intel bonus - You get lots of information, for example: When you deal damage, a number pops up above their head displaying how much damage you dealt, when you damage/kill enemies you see whenever you gain money etc. Could get improved further ofc. (EDIT: This idea is basicly scrapped and instead (other) intelbonuses belong to the Tracer Pistol)
* Blur-vision resistance - Your screen gets a lot less shaky and a lot less messed up from attacks that blur, for example: The Husk's fire, the siren's scream, bloat's bile etc. Note: You would still see a bit of the blur-effect on the outlines of your screen so you at least have an idea what is attacking you, as your damage taken from these attacks are not reduced.
*100% Tracer Pistol efficiency boost - Increases the benefits of the Tracer Pistols effects (talked about further down) all the way up to double the effect at level 6, including: Double the duration, half the recharge time required on its overload charge, double the damagebooster and double the slowing effect (The damage done by the DoT and Overload effect is increased by the 60% pistol damage boost though)
(My 9 picks would be: Pistol Discount, Pistol Damage, Pistol Reload, General Recoil, Backattack bonus, Run n Gun, ZED reaction, Vision blur resistance & Tracer efficiency)
As you can see, there is LOTS of stuff you can add to this (or any other) new perk, at least as a new style for a damaging perk
EDIT: Forgot the levelling requirements. Here is an idea:
Level requirement 1 = Pistol damage done
Level requirement 2 = Bonus damage done/provided - Meaning these 3 things will level this requirement:
1) Shoot a tracer dart at a target and shoot at it yourself
2) Shoot a tracer dart at a target and someone else shoots it
3) You attack an enemy in the back while playing the Agent (Since the perk has a backattack bonus!)
B) The weaponry
Well, this perk is obviously about pistols, but the specific weapons have to be talked about anyhow. For now, the game currently only has 2 different pistols; the 9mm and Handcannon, both of them dualwieldable. Some sweet mods have been made though, most noticeable the H&K MK23 (also dualwieldable!) made by JackCarver and his friends. Here is a quick list of example weapons that could be used:
Tier 0 - 9mm (dualwieldable)
Tier 1 - MK23 (dualwieldable)
Tier 2 - Handcannon (dualwieldable)
Tier 2/3 - Autopistols (dualwieldable, any kind of fullautomatic pistols, maybe even steal the Mac10's over to this perk and grant the Firebug a different Incendiary SMG?)
Tier 3 - Revolver (some strong, NON-dualwieldable revolver, maybe scoped?) (Weight: 5)
Weapons you could spawn with could be a single MK23 at level 5 and a single Handcannon at level 6, or around those lines at least.
There are more ideas how to improve dualwielding. One idea is what i had in this thread i made a while ago: http://forums.tripwireinteractive.com/showthread.php?t=49103 but to explain it shortly here:
Make dual pistols of any kind weigh twice as much as single ones but also give twice the amount of ammo! The short list of the weapons rebalanced number would be:
9mm (Single) = 150 ammo, weight 0
9mm (Dual) = 300 ammo, weight 2
HC (Single) = 80 ammo, weight 4
HC (Dual) = 160 ammo, weight 7 (yes, not exactly double weight, but that's the good part )
(Changed from the 9mm's current weight 0/4 and 240 ammo, and the Handcannons weight 4 and 96 ammo, regardless of single or dual)
And to add the MK23 (each mag has 12 bullets) and Autopistols (each mag has 25 bullets):
MK23 (Single) = 120 ammo, weight 3
MK23 (Dual) = 240 ammo, weight 6
Autopistol (Single) = 250 ammo, weight 4
Autopistol (Dual) = 500 ammo, weight 7 (same weight-benefit as with Dual HCs! )
EDIT: (Thanks for reminding me Nanostrike!)
Another thing to possibly improve dualwielding is with laser sights! The second pistol (or both?) you carry when dualwielding could have a lasersight attached to it to improve your aiming. It could also be this perk's bonus at level 3 or something (similar to the grenade-morph bonus for the Firebug), and could also include the lasersight on the Revolver and Tracer pistol perhaps?
There are tons of different pistols in the world and more ideas could be added ofc, with all kinds of different bonuses. For example, you could have (spoken of in A LOT of threads recently) some kind of tracer. EDIT: There has been a lot of discussion and LOTS of great ideas what it should do and here is how i would implement it:
Tracer Pistol
Weight: 2
Cost: Moderate (cheap for the Agent)
Tier: Special
Ammo: Holds 1 dart per "mag", has a total of 10-ish extra darts, plus has a charge-meter (similar to Syringe etc) for its secondary fire effect.
Damage: Weak/moderate electrical DoT + decently powerful overload aoe-lightning effect (A la Javelin Gun in Dead Space 2)
What it does:
Primary fire shoots a tracer dart which attaches it self to a target or surface (preferably a target ^^), which causes it to do a number of good things for you and your teammates:
* It shocks the target with a weakish electrical shock DoT over its duration (Lasts 7-ish secs unperked up to 14 secs @ lvl 6 Agent)
* It slows down the target by 10% (up to 20% at level 6. Note: Fire also slows targets down by 20% already)
* It makes the target more visible somehow (Glow-aura a la Left 4 Dead?)
* It eminates a distinct beeping noise, thus you also hear if the target gets closer / runs away
* It gives a small damage boost to all attacks towards that target (3% unperked, up to 6% perked)
* Max one dart can be out per person. Shooting a second dart destroys your previous one. So, there can max be 6 darts out, and that is only if all 6 players each have a tracer pistol. (Reduces spammability of them)
* All team-mates attacking sees a purple bar above the target, which is an indicator of the specimens special powers. Here is what it lists:
Clot - Shows a full purple bar when it is grabbing a person. No bar if not grabbing anyone
Gorefast - Shows a purple bar displaying how close it is to start charging (the bar changes depending on distance)
Bloat - Shows the distance of it's puking range (Full bar = it will now puke at someone)
Stalker - Shows how long its attack duration will last (in other words, how long it will remain unstealthed)
Crawler - Shows the bar like a timer until its next leap
Husk - Shows the bar like a timer until its next shot
Siren - Shows the bar like a timer until the next scream
Scrake - Shows how close it is to rage (Gives an indirect health-display that way)
Fleshpound - Shows how close it is to rage (A mix of the 2-sec rule and LoS-timer?)
Patriarch - Unsure what it could display... Amount of syringes used (full bar, all are used), when he is about to attack etc. Give ideas please!
Secondary fire overloads the dart, wether its on a target or a surface, to do a couple of things:
* It shoots decently powerful electrical damage to all nearby enemies over a short period of time (3-ish secs max). If the dart is attached to an enemy, that enemy suffers more damage. After the overload is done, the tracer dart is completely destroyed.
* All enemies hit by this lightning also gets the damage bonus effect (The 3-6% thing) for the short duration, making this electrical aoe useful if timed well together with a Support or Demolitions-player!
* All enemies hit by this lightning get slowed (same as the primary fire's slow)
* All intel bonuses: Glow, beep and special power-bar are all removed instantly and is NOT shared or displayed at all (This is the drawback of the power since you are destroying the dart in the process)
* This secondary overload attack requires 100 energy (full energy) to be used, and it uses all 100 at once, and the recharge has a long reload (half as long at level 6 Agent though), so use wisely!
Further note:
The tracer does not reload the dart immediately, but has to be reloaded manually (by firing with primary fire again when empty or manual reload, doesn't matter) so you can use the secondary fire quickly if need be.
How does this all look? And please post more ideas!
EDIT: Keep the ideas coming! This is looking like it's getting somewhere now!
The idea of THIS thread is to redesign it a little and flesh it out more, not about arguing wether it should be implemented or not (If you don't like the perk, this is not the thread to say you don't want it, it's a discussion about HOW it could work)
The redesign is made for multiple reasons:
1) To make it more than just another "damage perk", but if it remains purely a damaging perk, to do it as uniquely as possible.
2) To make it fit more with Killing Floor (Gunslinger sounds too... American/Wild Western)
3) To make it as fun, balanced and cooperative as possible.
I already have a quite few ideas about the perk, like the weaponry, the name, the bonuses and stuff like that. I still need lots of ideas and suggestions how to improve the perk though, and i hope my ideas can inspire you and vice versa
Let's get to the point:
A) The name & the powers
Let's start with the name of the perk and the bonuses, since they go pretty much hand in hand.
Some alternate names i had in mind would be stuff like: Agent (Think James Bond, quite english and fitting no? ), Assassin, Hitman and stuff like that (more name-ideas appreciated!). And those names immediately gives me ideas to new unique perk powers (on top of pistol based perk powers) like:
* Less likely to get the attention/aggro of the enemies
* Deal more damage to enemies in the back (even with ranged weapon, and ANY weapon!)
* Intel and information (as Agent at least), giving me the idea of showing numbers for example when you shoot (damage numbers), showing if you get money from the kill etc. Kinda like a twist on the Commando healthbar thingy.
On top of that, the previous thread also had lots of ideas, like making it a versatile teamhelping perk, a "run n gun" perk, a coolminded perk etc
So, with all that in mind, let me show a list of perk bonuses you can get: (shows the bonuses at level 6)
* 70% pistol discount - Very basic perk bonus
* 60% pistol damage bonus - A general basic perk bonus
* 50% pistol reload speed bonus - Another basic perk bonus
* 50% pistol draw speed bonus - You draw and sheathe your pistols faster than your other weapons. Based more on the Gunslinger though.
* 40% general recoil bonus - A new general bonus. As you have very steady hands and a "cold" focus (Agent/Assassin), and you are used to dualwielding pistols (which is some of the most difficult recoil you can handle IRL), you thus have less recoil with ALL weapons
* 15% general backattack bonus damage - ALL weapons deal more damage when you shoot/attack them in the back!
* 50% less aggro - Your attacks cause 50% less aggro, aka, you are less likely to be the target of your enemies if you and another perk are fighting them, which synergizes with your backattack bonus ^^
* Run and Gun bonus - You sway less left and right with your weapons when you move (thus easier to aim), your ironsighted speedpenalty is noticeably lower, and also have the reduced weaponsway when ironsighted ofc. Only for pistols i guess?
* ZED time reaction - When ZED time triggers, some of your bonuses increases, such as: Double recoil bonus, higher pistol reload bonus, your semiautomatic pistols turn fully automatic during ZED time, maybe even lasting after the ZED time stops, but only til you go click with your current magazine. Perhaps also a slightly faster movement speed for the ZED duration. This bonus synergizes well with Berserkers and Commandos, who can extend the ZED time duration! It also synergizes with dualwielding pistols, as you then will fire very fast and have bigger magazines to utilize during the ZED time
* Intel bonus - You get lots of information, for example: When you deal damage, a number pops up above their head displaying how much damage you dealt, when you damage/kill enemies you see whenever you gain money etc. Could get improved further ofc. (EDIT: This idea is basicly scrapped and instead (other) intelbonuses belong to the Tracer Pistol)
* Blur-vision resistance - Your screen gets a lot less shaky and a lot less messed up from attacks that blur, for example: The Husk's fire, the siren's scream, bloat's bile etc. Note: You would still see a bit of the blur-effect on the outlines of your screen so you at least have an idea what is attacking you, as your damage taken from these attacks are not reduced.
*100% Tracer Pistol efficiency boost - Increases the benefits of the Tracer Pistols effects (talked about further down) all the way up to double the effect at level 6, including: Double the duration, half the recharge time required on its overload charge, double the damagebooster and double the slowing effect (The damage done by the DoT and Overload effect is increased by the 60% pistol damage boost though)
(My 9 picks would be: Pistol Discount, Pistol Damage, Pistol Reload, General Recoil, Backattack bonus, Run n Gun, ZED reaction, Vision blur resistance & Tracer efficiency)
As you can see, there is LOTS of stuff you can add to this (or any other) new perk, at least as a new style for a damaging perk
EDIT: Forgot the levelling requirements. Here is an idea:
Level requirement 1 = Pistol damage done
Level requirement 2 = Bonus damage done/provided - Meaning these 3 things will level this requirement:
1) Shoot a tracer dart at a target and shoot at it yourself
2) Shoot a tracer dart at a target and someone else shoots it
3) You attack an enemy in the back while playing the Agent (Since the perk has a backattack bonus!)
B) The weaponry
Well, this perk is obviously about pistols, but the specific weapons have to be talked about anyhow. For now, the game currently only has 2 different pistols; the 9mm and Handcannon, both of them dualwieldable. Some sweet mods have been made though, most noticeable the H&K MK23 (also dualwieldable!) made by JackCarver and his friends. Here is a quick list of example weapons that could be used:
Tier 0 - 9mm (dualwieldable)
Tier 1 - MK23 (dualwieldable)
Tier 2 - Handcannon (dualwieldable)
Tier 2/3 - Autopistols (dualwieldable, any kind of fullautomatic pistols, maybe even steal the Mac10's over to this perk and grant the Firebug a different Incendiary SMG?)
Tier 3 - Revolver (some strong, NON-dualwieldable revolver, maybe scoped?) (Weight: 5)
Weapons you could spawn with could be a single MK23 at level 5 and a single Handcannon at level 6, or around those lines at least.
There are more ideas how to improve dualwielding. One idea is what i had in this thread i made a while ago: http://forums.tripwireinteractive.com/showthread.php?t=49103 but to explain it shortly here:
Make dual pistols of any kind weigh twice as much as single ones but also give twice the amount of ammo! The short list of the weapons rebalanced number would be:
9mm (Single) = 150 ammo, weight 0
9mm (Dual) = 300 ammo, weight 2
HC (Single) = 80 ammo, weight 4
HC (Dual) = 160 ammo, weight 7 (yes, not exactly double weight, but that's the good part )
(Changed from the 9mm's current weight 0/4 and 240 ammo, and the Handcannons weight 4 and 96 ammo, regardless of single or dual)
And to add the MK23 (each mag has 12 bullets) and Autopistols (each mag has 25 bullets):
MK23 (Single) = 120 ammo, weight 3
MK23 (Dual) = 240 ammo, weight 6
Autopistol (Single) = 250 ammo, weight 4
Autopistol (Dual) = 500 ammo, weight 7 (same weight-benefit as with Dual HCs! )
EDIT: (Thanks for reminding me Nanostrike!)
Another thing to possibly improve dualwielding is with laser sights! The second pistol (or both?) you carry when dualwielding could have a lasersight attached to it to improve your aiming. It could also be this perk's bonus at level 3 or something (similar to the grenade-morph bonus for the Firebug), and could also include the lasersight on the Revolver and Tracer pistol perhaps?
There are tons of different pistols in the world and more ideas could be added ofc, with all kinds of different bonuses. For example, you could have (spoken of in A LOT of threads recently) some kind of tracer. EDIT: There has been a lot of discussion and LOTS of great ideas what it should do and here is how i would implement it:
Tracer Pistol
Weight: 2
Cost: Moderate (cheap for the Agent)
Tier: Special
Ammo: Holds 1 dart per "mag", has a total of 10-ish extra darts, plus has a charge-meter (similar to Syringe etc) for its secondary fire effect.
Damage: Weak/moderate electrical DoT + decently powerful overload aoe-lightning effect (A la Javelin Gun in Dead Space 2)
What it does:
Primary fire shoots a tracer dart which attaches it self to a target or surface (preferably a target ^^), which causes it to do a number of good things for you and your teammates:
* It shocks the target with a weakish electrical shock DoT over its duration (Lasts 7-ish secs unperked up to 14 secs @ lvl 6 Agent)
* It slows down the target by 10% (up to 20% at level 6. Note: Fire also slows targets down by 20% already)
* It makes the target more visible somehow (Glow-aura a la Left 4 Dead?)
* It eminates a distinct beeping noise, thus you also hear if the target gets closer / runs away
* It gives a small damage boost to all attacks towards that target (3% unperked, up to 6% perked)
* Max one dart can be out per person. Shooting a second dart destroys your previous one. So, there can max be 6 darts out, and that is only if all 6 players each have a tracer pistol. (Reduces spammability of them)
* All team-mates attacking sees a purple bar above the target, which is an indicator of the specimens special powers. Here is what it lists:
Clot - Shows a full purple bar when it is grabbing a person. No bar if not grabbing anyone
Gorefast - Shows a purple bar displaying how close it is to start charging (the bar changes depending on distance)
Bloat - Shows the distance of it's puking range (Full bar = it will now puke at someone)
Stalker - Shows how long its attack duration will last (in other words, how long it will remain unstealthed)
Crawler - Shows the bar like a timer until its next leap
Husk - Shows the bar like a timer until its next shot
Siren - Shows the bar like a timer until the next scream
Scrake - Shows how close it is to rage (Gives an indirect health-display that way)
Fleshpound - Shows how close it is to rage (A mix of the 2-sec rule and LoS-timer?)
Patriarch - Unsure what it could display... Amount of syringes used (full bar, all are used), when he is about to attack etc. Give ideas please!
Secondary fire overloads the dart, wether its on a target or a surface, to do a couple of things:
* It shoots decently powerful electrical damage to all nearby enemies over a short period of time (3-ish secs max). If the dart is attached to an enemy, that enemy suffers more damage. After the overload is done, the tracer dart is completely destroyed.
* All enemies hit by this lightning also gets the damage bonus effect (The 3-6% thing) for the short duration, making this electrical aoe useful if timed well together with a Support or Demolitions-player!
* All enemies hit by this lightning get slowed (same as the primary fire's slow)
* All intel bonuses: Glow, beep and special power-bar are all removed instantly and is NOT shared or displayed at all (This is the drawback of the power since you are destroying the dart in the process)
* This secondary overload attack requires 100 energy (full energy) to be used, and it uses all 100 at once, and the recharge has a long reload (half as long at level 6 Agent though), so use wisely!
Further note:
The tracer does not reload the dart immediately, but has to be reloaded manually (by firing with primary fire again when empty or manual reload, doesn't matter) so you can use the secondary fire quickly if need be.
How does this all look? And please post more ideas!
EDIT: Keep the ideas coming! This is looking like it's getting somewhere now!
Last edited: