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  #1  
Old 07-23-2011, 06:35 AM
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Default Killing Floor 2 Megapost

Well ladies and gents, here is one of those big@ss posts that you all have been dreading/awaiting! ^^
Note: This is not only a display of my ideas to you guys (from which i would love to get constructive critique from!), but also something for TWI, if they want to use my ideas

Now, since there is such a tremendously huge amount of things here, i will structure it up by making this first post as a "summary" of all things. The details of each perk and their stuff will be in seperate responses, so it's easier to find as well. Hopefully it will be something you guys like.

All of these ideas are for a sequel to Killing Floor and there are LOTS of them. This time around, i will better with giving credit where it's due, so no one feels like i have stolen their ideas or anything. Also, if i'm the creator of something, i will be sure to tell if someone inspired me, so whoever that may be also gets some credit for all this ^^

Now, to a summary of things:

1) (this post) Summary of all things to consider
2) Field Medic
3) Berserker
4) Commando
5) Demolitions
6) Support Specialist
7) Firebug
8) Sharpshooter
9) Gunslinger (New perk!)
10) Other stuff, including specimens
11) Other stuff part 2, mainly summary lists (Of weapons, specimen, active perk powers, levelling requirements and perk weapon spawns)

Each of the perk segments will handle everything about them: Their role, their weapons, their bonuses, their levelling requirements, their new active power (that's something completely new!) plus other things.

Their role: How i (quickly) describe each perk is based on this thread i made - http://forums.tripwireinteractive.co...ad.php?t=53896

Their weapons: Each perk have been given more weapons/tools to vary their choices more. They should have a bit more equal amount too (about 5 or 6 things each, each with their style!)

Their bonuses: The bonuses have been modified too, some very little, some quite a lot, some with completely new powers, some removed which didn't fit etc. Some of the new powers are also based on the weapons.
Another detail i have tried to make is to have all perks each have 8 perk bonuses (not counting weapon spawns)
What weapons you spawn with will also be adressed, so all perks are a bit more even in terms of starting value.

Their levelling requirements: All perks now have been given 2 levelling requirements each. The first requirement is basicly the same for all perks and that is damage requirement (medic has damage and healing done built in together here, but in a fitting and balanced way). The second requirement is a requirement which promotes how the perk is best played and being quite unique for each perk. Some of these im more happy with, some less, so fitting ideas would be much appreciated

Their active perk powers - (Still to be updated on all perks!) This is a new idea i have had for a while, which is that each perk gets an ACTIVE ABILITY unique to them, which is mostly some kind of item they have to help them do their jobs (Some are still a work in progress though). Remember: The default button for the active perk powers can be C or Z. This can ofc be configured in options.

So, why not get started? ^^

(NOTE: There will be a lot of edits in all posts as it is a lot of work, so please wait with comments and votes! Also i won't be done in one go, so please let me have time to write all my ideas. I might not be done today )

EDIT:
Remember that this game would take place a little later than KF1, so some details have changed a little: Specimen may look more bloodied up, have better experience (better AI), new specimen have been created by Kevin, more weapons have been created and might be a bit more futuristic (bit still plausible), new gadgets have been made, more countries may be involved and/or attacked by the outbreak and so on. Please keep that in mind! And it would make sense with the new game and its (hopefully) newer game engine too.
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Last edited by Aze; 07-07-2012 at 08:29 PM.
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Old 07-23-2011, 06:36 AM
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--- FIELD MEDIC ---

THE ROLE OF THE MEDIC:
Pure support. The role the Medic has is supporting the team by keeping them alive, literally. The main forte is to heal, but also tanking against specimen, using his strong armor to give the team time to fight the baddies. When not doing these 2 things, he should assist in killing the specimen.


THE WEAPONS AND TOOLS OF THE MEDIC:
Something unfortunate for the Medic in the current game is that he lacks variety in his weapons/tools, which is a shame really. Before going into the details of each new item, here is a list of all the weapons/tools which belong to the Medic perk:

1) Syringe (tier 0, weight 0)
2) Armor (tier 1, weight 0)
3) MP7 w. healdart (tier 2, weight 3)
4) Medic Shotgun w. healing gas (tier 3, weight 6)
5) UMP 45M w. healdart (tier 3, weight 5)
6) SW76-B w. healing scatterdarts (tier 3, weight 5)
7) Ruger Mini-Medic (tier 3, weight 8)
8) M7A3 w. healing canister (tier 4, weight 7)

NOTE: With the above suggested weights, you can max carry 3 Medic Weapons at once (if you carry 3, one of them is ALWAYS the MP7, being the lightest one)! This is quite a necessary thing to have in mind, due to the weapons having individual recharging of their healing attachments.

Now, the Syringe and Armor has had zero changes, since they all are fine and dandy, but the MP7 and the new weapons have had some changes. Before going into the details, here is some quick descriptions off the weapons:

MP7
Combat: Weak, but fast and piercing SMG
Healing: Single target healing darts. Heals normally (20 health) and recharges 25% faster than basic recharge rate.

Medic Shotgun
Combat: Shortrange but quite powerful shotgun
Healing: Shortrange line-heals. Can heal multiple targets at once and heals for more (30 healing, over standard 20 base healing). Has a normal recharge rate.

UMP
Combat: Mediumly slow but quite strong SMG
Healing: Single target healing darts. Heals for a bit more (30 health) and recharges 25% faster than basic recharge rate.

SW76-B
Combat: Extremely fast, extremely accurate and decently strong SMG
Healing: Scattered minidarts (shotgunlike healing). Each dart heals just a tiny bit (4), but there are plenty of them (10) and it has normal recharge rate.

Ruger Mini-Medic
Combat: Semiautomatic, very accurate rifle with good headshot-damage (and has a 2x scope!)
Healing: Single target healing "speed-darts". They are "speed-darts" in two ways: They travel much faster than normal healing darts (easier to hit) AND heals the health of its targets twice as fast compared to other medic-weapons! Each dart heals a bit more than normal darts (30 health). Recharges at a normal rate but has a maximum of 150 energy!

M7A3
Combat: Accurate and powerful AR, but low rate of fire (which is also good, as you have better control)
Healing: Mediumrange small area of effect heals. Can heal multiple people in its area, and heals for more (30 healing, over standard 20 base healing), but has a normal recharge rate.

With these different mechanics and numbers on the healing of the weapons, no weapon is really obsolete. They all just work in different ways, all with different strengths and weaknesses.

Here they are in detail:

MP7 w. healdart
Spoiler!


Medic Shotgun w. healing gas (NEW!)
Spoiler!


UMP 45M w. healdart (NEW ... sorta)
Spoiler!


SW76-B w. healing scatterdarts (NEW ... sorta)
Spoiler!


Ruger Mini-Medic (NEW!)
Spoiler!


M7A3 w. healing canister
Spoiler!



THE PERK BONUSES FOR THE MEDIC:
The perk bonuses haven't changed much for the Medic, but the 2 main ones are: The speed bonus is lowered to a max off only 20% (currently 25%), and the discounts are changed, due to the new weaponcosts. Here is a complete list of the current and new perk bonuses:

Current in KF1
Spoiler!


New in KF2 (changes in bold)
Spoiler!



THE LEVELLING REQUIREMENTS FOR THE MEDIC:
The levelling requirements has change quite a lot for the Medic. They are:
1) Damage/healing done with Medicweapons
2) Number of heals on allies done

Damage/healing done with Medicweapons - Each point of damage you do with any of the medic weapons gives a 1:1 ratio of experience. 20 damage done with medicweapons, gives 20 experience. Healing with any medic equipment gives a 50:1 ratio however, meaning each point of health healed gives 50 experience. So, healing 20 health gives you 20*50 experience, which is 1000! That way, healing is still promoted over killing stuff, while shooting things with your medic weapons isn't "wasted bullets" in terms of experience. What this requirement also does, is to make sure that the medic weaponry are truly medic weaponry. While the Medic Shotgun is a shotgun, it still doesn't help with support-levelling. So it helps keeping a weapon belonging to its actual perk more easily
What might be a problem here? Well, now you might think that you can level the Medic by playing solo! But no, you can't, due to the second requirement:

Number of heals on allies done - This requirement gives you +1 experience every time you heal an ally player, no matter the size of the heals (exception being the Schneidzekk's scatterdarts, it only counts the amount of players healed, not the amount of darts that hit). This promotes you to heal as often as possible, even minor wounds! It also prevents you from levelling the Medic by playing solo, as only ally heals counts, not selfheals.
Healing multiple allies at once with a Medic Shotgun lineheal or a M7A3 aoe-heal does indeed give you higher numbers, +1 for each ally that is healed.


THE ACTIVE PERK POWER FOR THE MEDIC:

The collection of ideas I currently have for the Medic:
1) Medic Canister ("Medic Grenade")
Let's go into detail of each one!

--- MEDIC CANISTER ("MEDIC GRENADE") ---
This active perk power has been suggested many times, by many people. UPDATE: And it has also been added to retail, however, in the form as a passive power ("morphing" your regular grenades into healing grenades) but here in this idea they are seperate. You have regular handgrenades on G, and these healing "grenades" on C.
How it works: When you press C, you throw a Healing Canister similar to a grenade.

Some notes about this device:
* It heals for base 10 health on each instance of healing (which is once per second) per player, making this even more potent for healing purposes! And remember that this is PER PLAYER! Note: The 10 health healed is upgraded by the Medic's healing bonus, so this heal is REALLY powerful!
* The cloud lasts for 9 seconds on the ground, to make sure everyone has time to get into the cloud etc.
* Each instance of healing per player counts as +1 for your "number of allies healed" levelling requirement, making this the best way by far to quickly rank up that requirement! Note: Doesn't count when healing yourself with this canister though, only OTHER players
* It heals all allies, incudling yourself (!) that stand in the gas
* "Detonates" upon impact (easier to control where it lands that way)
* This heal cannot be interrupted by enemy attacks (Too powerful perhaps?), making it a great way to help someone tank damage
* The cloud also deals damage to the specimen, 50 damage per second, as long as they stay in it (scales with the healing potency, thus 87 damage per second at level 6). This also counts towards the healing/damage levelling requirement ofc!

This is how the power changes for each level:
* You get (from level 0 to 6) 2/2/3/3/4/4/5 number of canisters max to carry
* This costs 40£ per canister at all levels.
* This healing is boosted by your levelling bonuses, and it gives experience towards your levelling (both of them).
* The damage done to speciemen is boosted by your healing potency bonus, and the damage gives experience towards your levelling requirement (the damage/healing requirement).
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Last edited by Aze; 04-11-2013 at 09:16 AM.
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Old 07-23-2011, 06:37 AM
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--- BERSERKER ---

THE ROLE OF THE BERSERKER:
Middlegrounder. And by middlegrounder you could say that it is a perk which is good at trashkilling and at assisting on the heavier enemies, but not as good for trashkilling as the Trashkiller-perks, nor as good for downing heavy specimen like the Heavykiller-perks. The middlegrounder can be noted to have some general strengths/weaknesses:
1) Short range on the perk weaponry
2) Thus, because of point 1, might dislike Crawlers, Husks and Sirens quite a bit
3) Having quite the punch in their weaponry
4) Has something else to provide support with.
For the Berserker, the support the perk provides with, is tanking. The Berserker is more endurant than other perks (debattable with Medic as long as the armor is intact) and has another very strong strength: Unlimited amount of ammo in the perked weaponry! (Some exceptions in KF2 though)
A little extra note: The 2 Middlegrounders, Support and Berserker, have 1 of the 2 heavy specimen (Scrake and Fleshpound) which they are supposed to be a tad better helping to take down. The Berserker is better against Scrakes (Berserkers can stun them with some weapons from the front and even more easily with attacks to the back of the Scrakes), while Support is a bit better against Fleshpounds (Support weaponry have higher burst damage and longer range than a Berserker).
Another note: Due to the two Middlegrounders' different powers, they lean differently towards being more of a Trashkiller or a Heavykiller. The Berserker is more leaning towards Trashkiller (unlimited ammo, less burstdamage), while Support leans more towards Heavykiller (limitted ammo, more burstdamage).

THE WEAPONS AND TOOLS OF THE BERSERKER:
The Berserker always had the luck with having lots of weapons, but on the other hand, not all weapons were really used that much. Hopefully, with the changes to some of the old ones (and a few new weapons), it might be more diverse in its playstyle Before going into the details of each new item, here is a list of all the weapons/tools which belong to the Berserker perk:

1) Knife (tier 0, weight 0)
2) Machete (tier 1, weight 1)
3) Fire Axe (tier 2, weight 5)
4) Dual Machetes (tier 2, weight 2)
5) Lee-Enfield (tier 2, weight 7)
6) Katana (tier 2, weight 3)
7) Chainsaw (tier 3, weight 8)
8) Scythe (tier 3, weight 6)
9) Sledgehammer (tier 3, weight 8)
10) Claymore (tier 3 or 4, weight 6)
11) Sawblade Crossbow (tier 3 or 4, weight 8)
12) Riot Shield (tier 3, weight 9)

Now, all weapons have had some changes, all except the knife. Here they are in detail (the old ones only show the changes):

Machete
Spoiler!


Fire Axe
Spoiler!


Dual Machetes (NEW!)
Spoiler!


Lee-Enfield w. bayonet (NEW!)
Spoiler!


Katana
Spoiler!


Chainsaw
Spoiler!


Scythe
Spoiler!


Sledgehammer (NEW ... sorta)
Spoiler!


Claymore
Spoiler!


Sawblade Crossbow
Spoiler!


Riot Shield (NEW!)
Spoiler!


THE PERK BONUSES FOR THE BERSERKER:
The perk bonuses have changed a bit for the Berserker, mainly tiny nerfs in its resistance and a nerf in the max speed. Some other new things are added as well. Here is a list of the current and new perk bonuses:

Current in KF1
Spoiler!


New in KF2 (changes in bold)
Spoiler!


Starting weaponry is also changed. Currently it is like this:
Level 5 - Chainsaw
Level 6 - Chainsaw + Armor (no armor on Suicidal and HoE)

My ideas are these:
Level 5 - Machete
Level 6 - Fire Axe
The Fire Axe is now a better starting weapon when its primary fire can cleave multiple targets at once!


THE LEVELLING REQUIREMENTS FOR THE BERSERKER:
The levelling requirements for the Berserker are these:
1) Damage done with Melee weapons
2) Melee brutality (Decapitations / Backstabkills)

Damage done with Melee - Nothing special of note here, it is just the same as before.

Melee brutality (Decapitations / Backstabkills) - This requirement gives you +1 experience every time you kill a specimen by attacking it in the back or every time you decapitate an enemy. If you decapitate an enemy from the back, you still only get +1. Now, why this requirement? To promote better playing. Decapitating enemies is the fastest way to get your "damage done" requirement up (if you don't believe me, look at Scary_ghosts decapitation mechanics thread), and it kills specimen faster. And attacking an enemy in the back, if you get the chance, makes you deal double damage, which is very useful against bigger enemies, like the Scrake (which will get stunned very easily if attacked from the back).


THE ACTIVE PERK POWERS FOR THE BERSERKER:

The collection of ideas I currently have for the Berserker:
1) Berserker Adrenaline
Let's go into detail of each one!

--- BERSERKER ADRENALINE ---
The idea of this active perk power is to help the Berserker with his 2 main powers:
1) Melee offense
2) Tanking powers
How it works: When you press C, you inject yourself with Adrenaline, to gain some more temporary powers.

Some notes of what it does:
* It grants you 25% more attack speed
* It grants you 15% more general resistance
* You move at maximum speed, regardless of your current health (so, even at 1 health, you run like if you had 100 health)
* You get a bit "blurried / bloody" view, as if you were in a bloodlust
* It lasts 10 seconds or so
* No matter how you kill a specimen during this Berserker state, any kill gives you +1 to the "Melee Brutality" levelling requirement

This is how the power changes for each level:
* You get (from level 0 to 6) 1/1/2/2/3/3/4 number of adrenaline shots.
* This costs 30£ per shot at all levels.


OTHER NOTES ABOUT THE BERSERKER:
Overpowered kiting:
Now, all these changes might seem that it might overpower the Berserker, but there are a few changes on the Specimen (look in the "Other segment" further down) that will make sure he is not as overpowered when kiting as before (mainly due to some changes to the Fleshpound). Thus, he will now be more forced to work with a team (wether that is through camping or kiting), thus the reason of giving Berserker the Berserker Adrenaline power
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Last edited by Aze; 03-01-2013 at 04:10 PM.
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Old 07-23-2011, 06:37 AM
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--- COMMANDO ---

THE ROLE OF THE COMMANDO:
Trashkiller, plain and simple. Better at taking out the weakest enemies (Clot, Stalker, Crawler) and having a harder time taking care of the specimen the more durable they become, basicly.
Another bonus the Commando provides for the team, is detection of stealthed / hard to spot enemies and the ability to see their health (to know wether to run away or continue fighting etc), which are 2 good, but unfortunately understimated, supportive powers the Commando possesses.

THE WEAPONS AND TOOLS OF THE COMMANDO:
The Commando have quite balanced weapons. Thus, the standard weapons have only had a few minor changes, and the new weapons are added with the idea of having them with new styles. Before going into the details of each new item, here is a list of all the weapons/tools which belong to the Commando perk:

1) MP5 (tier 1, weight 5) - (Replaces Bullpup) Intended as the lighter and weaker fullauto SMG which has a flashlight and holographic sight on it.
2) Bison X (tier 1.5, weight 5) - Intended as the number one bulletspammer, with very high ammocapacity, high rate of fire, a lasersight and penetrating (but also the weakest damaging) ammunition.
3) G36C (tier 2, weight 6) - (Replaces M4) Intended as a basic assault rifle with quite high rate of fire and with a red-dot scope
4) AK47 (tier 2, weight 6) - Intended as the main "average" assault rifle which can shoot either semi/auto with no special ability, but with decently high damage
5) L85A3 (tier 2, weight 6) - Intended as a highly accurate assault rifle which can shoot either semi or in 3-bullet bursts and has a SUSAT scope
6) M4+M203 (tier 2, weight 7) - Intended as the assault rifle with an underslung grenade launcher
7) SIG SG-510 (tier 2.5, weight 7) - (Replaces FN FAL) Intended as a decently powerful semi/auto assault rifle with piercing bullets and an ACOG scope
8) FN SCAR (tier 3, weight 6) - Intended as a powerful semi/auto assault with red dot scope (High damage, yet still lots of ammo, compared to the SIG's lower ammo-reserve)
9) Bren Gun (tier 4, weight 9) - Intended as a very powerful and heavy semi/auto LMG with powerful piercing shots

Now, let's go to the actual specifics of all the weapons. Here they are in detail (the old ones only show the changes):

MP5 w. Flashlight (NEW ... sorta)
Spoiler!


Bizon X (NEW!)
Spoiler!


G36C (NEW ... sorta)
Spoiler!


AK47
Spoiler!


L85A3 (NEW!)
Spoiler!


M4+M203
Spoiler!


SIG SG-510 (NEW... sorta)
Spoiler!


SCAR
Spoiler!


Bren Gun (NEW!)
Spoiler!



THE PERK BONUSES FOR THE COMMANDO:
Not much has changed for the Commando. But, here is a list of the current and new perk bonuses:

Current in KF1
Spoiler!


New in KF2 (changes in bold)
Spoiler!


Starting weaponry is also changed. Currently it is like this:
Level 5 - Bullpup
Level 6 - AK47

My ideas are these:
Level 5 - MP5 (which is pretty much the same as the Bullpup)
Level 6 - G36C

The MP5 is pretty much exactly the same as the Bullpup, so that doesn't differ much. The G36C (the M4 replacement) though is put in place as the level 6 spawning weapon, due to the AK47's slightly increased cost.


THE LEVELLING REQUIREMENTS FOR THE COMMANDO:
The levelling requirements for the Commando are these:
1) Damage done with Commando weapons
2) Stalker/Crawler kills with Commando weapons

Damage done with Commando weapons - Nothing special of note here, it is just the same as before.

Stalker/Crawler kills with Commando weapons - This requirement gives you +1 experience every time you kill a Stalker or a Crawler with the Commando weapons. Now honestly, why would this change NOT be added? The Stalker only requirement in current KF is annoying as it is far too limited. Besides, look at all these things why the Crawler makes sense to add to this requirement:
1) The Commando uses a few cheap bullets to kill these little bugs
2) The Commando can see them in dark/hard-to-see areas, due to detecting healthbars
3) The Commando can dispose of many of them quickly, due to full-auto-weapons.
4) At the right level/difficulty, the Commando can kill Crawlers in one bodyshot (For example, only the Bren Gun at level 5 or 6 is able to onebodyshotkill them on HoE), making the Commando super-effective in killing them.
If proven to be TOO fast to level due to this, just increase the required amount a little bit.


THE ACTIVE PERK POWERS FOR THE COMMANDO:

The collection of ideas I currently have for the Commando:
1) Flashbang
Let's go into detail of each one!

--- FLASHBANG ---
The idea of this active perk power is to help the Commando with another part of his powers: Crowd Control
How it works: When you press C, you throw a Flashbang similarly to a handgrenade, which quickly detonates and stuns the enemies (among other things) caught in the area.

Some notes of what it does:
* It stuns all enemies caught by the explosion for a little while (5-ish seconds). Enemies included are: Clots, Gorefast, Stalkers, Husks (Shivers, Fatales) and also SCRAKES (Scrakes should only be stunned for a sec or so though)! This means that Crawlers, Bloats, Sirens, Fleshpounds and Patriarch cannot be stunned.
* While it doesn't stun Crawlers, it instead does something much better: It outright KILLS all Crawlers caught in the area! Why? Well, the Crawlers are sensitive to such a powerful flash and noise, due to their animalistic genes.
* On top of stunning enemies, Stalkers and the Patriarch are also briefly revealed from their stealth (Patriarch only very briefly)
* The detonation of the Flashbang happens quite fast, so the throwing range is a bit shorter than regular handgrenades.

This is how the power changes for each level:
* You get (from level 0 to 6) 2/2/3/3/4/4/5 number of Flashbangs
* The cost is 30£ per Flashbang at all levels.
* Killing a Crawler with the Flashbang grants you experience towards the Commando damage-requirement and also gives you +1 (per Crawler) to the Crawler/Stalker-kill-requirement!


OTHER NOTES FOR THE COMMANDO:
* The Tommygun and the MKB42
I simply left these out. They are just useless additions and could be part of a "cosmetic" DLC instead (yes, even the MKB42). The MKB42 could have similar stats as the AK47 (oh wait, it pretty much already is >_>), while the Tommygun could be ... well ANOTHER AK47 copy, or maybe a MP5 alternative (although could differ in that it has no Flashlight, but maybe have a bigger magsize (50 base) instead and thus have the classic drummagazine on it!)
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Last edited by Aze; 03-29-2013 at 09:18 AM.
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Old 07-23-2011, 06:38 AM
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--- DEMOLITIONS ---

THE ROLE OF THE DEMOLITIONS:
Heavykiller. By heavykiller, it means that the perk is good at taking down the stronger specimen, in particular Scrakes and Fleshpounds. Now, there are 2 Heavykillers in the game, one being the Sharpshooter, the other being the Demolitions. The Sharpshooter is more suited for taking down the Scrake, but can still take care of Fleshpounds. The opposite is true for Demolitions: More suited for taking down the Fleshpound, but can still take care of Scrakes. This ofc depends on the weapons you are using.
Another thing to note about the heavykiller perks is that they aren't aweful at taking out trash specimen, in fact, they can in some conditions be just as good as the trashkillers at it. But, to do so, they better not get swarmed up close, in particular the Demolitions perk. The Demolitions biggest weakness is thus close combat. That's why the Demo perk likes to have trashkiller perks in front of it, just in case the specimen comes too close for comfort.

THE WEAPONS AND TOOLS OF THE DEMOLITIONS:
Demolitions have some strong weapons at its disposal, and they are all expensive and explosive. The expensiveness can be a bit annoying on lower levels, so that is slightly handled by 3 things:
* Pipebombs have been reworked (is now the Active perk power for Demolitions!)
* The perk bonuses have had some changes (for the M79 in particular) to ease up the levelling costs a little
But let's get to the details. Here is a list of all the weapons/tools which belong to the Demolitions perk:

1) Handgrenades (tier 0, weight 1 ( like in the first game))
2) M79 (tier 1 / 2, weight 4)
3) Neopup PAW-22 (tier 2, weight 7)
4) M4+M203 (tier 2, weight 7)
5) GIB Launcher (tier 2.5, weight 6)
6) M32 MGL (tier 3, weight 7)
7) LAW (tier 4, weight 12)

Here are all the new and changed old weapons in detail:

Handgrenades
Spoiler!


M79
Spoiler!


Neopup PAW-22 (NEW!)
Spoiler!


M4+M203
Spoiler!


GIB Launcher (NEW!)
Spoiler!


M32
Spoiler!


LAW
Spoiler!



THE PERK BONUSES FOR THE DEMOLITIONS:
Now THIS is something that has changed quite a bit for the Demo perk, mostly due to the fact that the Pipebombs are no longer a normal weapon, but rather the "active perk power" for Demolitions only! So, let's compare the current in KF1 and the new one (not everything is set in stone though)

Current in KF1
Spoiler!


New in KF2 (changes in bold)
Spoiler!


Starting weaponry is also changed. Currently it is like this:
Level 5 - 2 Pipebombs
Level 6 - 2 Pipebombs and M79

My ideas are these:
Level 5 - 7 additional handgrenades (= start with the max amount for that level, 10x)
Level 6 - M79

This is more balanced in power and terms of value, compared to other perks. Now you might think that starting with a total of 10 grenades is a bad thing at level 5 due to not being able to sell anything, but the Medic already has a similar situation, starting with only the armor at level 5, which is also unsellable.


THE LEVELLING REQUIREMENTS FOR THE DEMOLITIONS:
The levelling requirements for the Demo perk are these:
1) Damage done with Explosive weapons
2) Multikills with Explosive weapons

Damage done with Explosive weapons - Nothing special of note here, it is just the same as before.

Multikills with Explosive weapons - This requirement gives you +1 experience for every enemy you kill in an explosion, exceeding 1 kill. Hard to understand? The idea is that, with explosives (all of them, including handgrenades ofc), you want to kill as many enemies in one explosion as possible. You only get +points towards this requirement for every enemy you kill beyond 1 at once with explosives. So, if you kill 1 enemy in an explosion, you get nothing. If you kill 2 enemies in one explosion, you get +1. If you kill 5 enemies in one explosion, you get +4. If you kill 10, you get +9 and so on.
A little exception could be Fleshpounds. They could be worth +3 on their own or something like that (to emphasize that Demolitions is one of the best anti-fleshpound-perks)
Also, by killing with "one explosion", doesn't mean for every shot you make. It means in one single stacked explosion, so throwing a handgrenade + shooting with one of the grenade launchers for example, will merge together and count as only ONE explosion (so stacking is very good for this requirement!)

THE ACTIVE PERK POWERS FOR THE DEMOLITONS:

The collection of ideas I currently have for the Demolitions:
1) Pipebombs
Let's go into detail of each one!
--- PIPEBOMBS ---
Making this the active perk power for Demolitions is something that was inspired by multiple things:
1) Stacking pipebombs were annoying, cluttering the map etc
2) They were considered too cheap at first, too expensive afterwards
3) There was no real limit, just a limitation in how much money you have
4) Every perk could plant them
5) They could not be "thrown on the ground" like other weapons (in a "dump the weapon, i don't wanna carry it anymore" kind of way), thus being a bit different from other weapon behaviours

So, the power you get is the old powerful pipebombs which you can throw on the ground, now with a little extra thing: They can also be detonated manually with a remote control.
How it works: When you press C, you bring out the pipebombs and the remote control for them, similarly to taking out a weapon. This is what it does:
* Primary fire - Lay down a pipebomb
* Ironsight / Secondary fire- Detonate a pipebomb remotely (Ironsight detonates the first pipebomb you placed while Secondary detonates the last pipebomb you placed. Detonates one bomb per click)

Some notes about these bombs:
* Still does the same damage as before
* Can only plant as many bombs on the map as your current max limit of pipebombs you can carry (thus why you get the remote control, to remove unwanted Pipebombs like in an emergency where you wanna plant a new one)
* Can no longer be detonated by shooting at them
* Your own bombs blink blue, other bombs blink red
* Bombs will remain on the map if you switch perk, but you can no longer remotely detonate them (Or should they be removed from the map when switching perk?)

This is how the power changes for each level:
* You get (from level 0 to 6) 2/2/3/3/4/4/5 number of pipebombs.
* The pipebomb costs about 100£ per bomb at all levels.
* This damage is boosted by your levelling bonuses, and it gives experience towards your levelling requirements.
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Old 07-23-2011, 06:38 AM
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--- SUPPORT SPECIALIST ---

THE ROLE OF THE SUPPORT SPECIALIST:
Middlegrounder. And by middlegrounder you could say that it is a perk which is good at trashkilling and at assisting on the heavier enemies, but not as good for trashkilling as the Trashkiller-perks, nor as good for downing heavy specimen like the Heavykiller-perks. The middlegrounder can be noted to have some general strengths/weaknesses:
1) Short range on the perk weaponry
2) Thus, because of point 1, might dislike Crawlers, Husks and Sirens quite a bit
3) Having quite the punch in their weaponry
4) Has something else to provide support with.
For the Support Specialist, the added support the perk provides with, is welding (EDIT: And is now also the best "flashlighter"). The Support Specialist is simply much faster at welding than other perks (and a new bonus the perk also has is that you can see the welded health on a door from much further away than other perks!). He also supports with damage and attack range a bit better than the other middlegrounder, the Berserker, but the Support Specialist has more limited ammo to do so.
A little extra note: The 2 middlegrounders, Support and Berserker, have 1 of the 2 heavy specimen (Scrake and Fleshpound) which they are supposed to be a tad better helping to take down. The Berserker is better against Scrakes than Support (Berserkers can stun them with some weapons from the front and even more easily with attacks to the back of the Scrakes), while Support is a bit better against Fleshpounds than what the Berserker is (the Support weapons having more range and higher burst damage)
Another note: Due to the two Middlegrounders' different powers, they lean differently towards being more of a Trashkiller or a Heavykiller. The Berserker is more leaning towards Trashkiller (unlimited ammo, less burstdamage), while Support leans more towards Heavykiller (limitted ammo, more burstdamage).

THE WEAPONS AND TOOLS OF THE SUPPORT SPECIALIST:
The Support perk have mainly Shotguns at his disposal, all of them very powerful. Due to his nature of having heavy weapons and the bonus of being able to carry more weight than others, that limits what weapon (weights) he can have on his perked weapons, balancewise. So, the perk bonus regarding weight, as well as his weaponry, have had quite the changes there. This allows for a bit more variety and realistic weights (and a tad more offperk use). But let's get to the details. Here is a list of all the weapons/tools which belong to the Support perk:

1) Shotgun (tier 1, weight 7)
2) Vlad the Impaler (tier 1.5, weight 7)
3) Hunting Shotgun (tier 2, weight 9)
4) Kel-tech KSG (tier 2, weight 7)
6) Combat Shotgun (tier 2 , weight 8)
5) Horzine Nail Cannon (tier 2 or 3, weight 8)
7) KS-23 (tier 3, weight 9)
8) AA12 (tier 3, weight 9)
9) Minigun / Gatling (tier 4, weight 14) (Thinking right now that this weapon should just be scrapped)

Now, basicly all weapons have had some changes, so let's see the weapons in detail:

Shotgun
Spoiler!


Vlad the Impaler
Spoiler!


Hunting Shotgun
Spoiler!


Kel-tech KSG
Spoiler!


Combat Shotgun
Spoiler!


Horzine Nail Cannon (NEW!) (To be updated!)
Spoiler!


KS-23 (NEW!)
Spoiler!


AA12
Spoiler!


Minigun / Gatling (NEW!)
Spoiler!



THE PERK BONUSES FOR THE SUPPORT SPECIALIST:
The perk bonuses for the Support Specialist have been changed a bit. The weight bonus for example have been changed due to the weapon weight changes. Let's look at the current contra new bonuses:

Current in KF1
Spoiler!


New in KF2 (changes in bold)
Spoiler!



THE LEVELLING REQUIREMENTS FOR THE SUPPORT SPECIALIST:
The Support levelling requirements are still the same 2 bonuses:
1) Damage done with Support weaponry
2) Welding/unwelding done

So no update here


THE ACTIVE PERK POWERS FOR THE SUPPORT SPECIALIST:

The collection of ideas I currently have for the Support Specialist:
1) Claymore Mine
2) Ammo Box(es)
Let's go into detail of each one!

--- CLAYMORE MINE ---
I first dismissed the idea of adding Claymore Mines to KF. But when i thought more about it, it actually FITS for the Support Specialist! The Claymore Mine after all shoots out metallic shards in a cone, similarly to a shotgun! It also synergizes with the welding and defensive properties of the Support perk: Weld a door and lay a trap behind it!
How it works: When you press C, you bring out the mines, similarly to taking out a weapon. This is what it does:
* Primary fire - Lay down a mine

Some notes about these mines:
* The blast is DIRECTIONAL, so be sure to place them correctly!
* The mines are triggered even by the smallest of specimen, and cannot be picked up again, so be sure to place them well.
* The blast isn't an "explosion", it rather shoots out a large amount of shards in a conical direction, similar to a shotgun blast.
* Your own Claymores have a tiny blue light on top of them (other friends' mines have a red light), so you can see which ones are yours
* Mines will remain on the map if you switch perk.
* Shooting a mine detonates it, but only the person who plants a mine can detonate it.
* Damage done can for example be 50 per shard, and it shoots out 30-ish shards (total of 1500 damage), so it is equal to 3 primary fire's of the Hunting Shotgun. However, this blast is somewhat wide in it's conical explosion, so it won't deal all that towards a single target (but the first target that tiggers it might suffer a lot of it)
* Difference from these shards to the Shotguns is that the Shards can penetrate a whole lot more. Let's say: 10 penetrations per shard (compared to only 2 of the Shotguns!). That's A LOT!
* Damage and penetration values scale with Support levels!
* The Claymore is probably best placed close to a welded door, to get max useage out of it

This is how the power changes for each level:
* You get (from level 0 to 6) 1/1/2/2/3/3/3 number of mines.
* The mines costs about 50£ each at all levels.
* This damage is boosted by your levelling bonuses, and it gives experience towards your levelling requirements.

--- AMMO BOX(ES) ---
This active perk power idea for the Support is based on the name of the very perk, Support, and that he will support the team by being able to supply more ammo for the team. I'm not really sure how to balance it, but i got some ideas.
How it works: When you press C, you throw out an Ammo Box, similarly to dropping a weapon.

Some notes about these boxes:
* It has a bit different colour, like red or blue, to signify that it is a Support player's box.
* It might grant extra grenades, but the amount depends on the Support player's level.

This is how the power changes for each level:
* You have (from level 0 to 6) 1/1/1/1/2/2/2 ammo boxes at your disposal!
* The box grants you (from level 0 to 6) 0/0/1/1/1/1/2 extra guaranteed handgrenades! (And on top of that you have a chance to get one more grenade like you normally can from regular ammoboxes)
* This costs 100£-ish per box at all levels.

To get a better grip of how it improves over the levels, here is a list of how it progresses:
Level 0: 1 box, 0 extra grenades
Level 1: 1 box, 0 extra grenades
Level 2: 1 box, 1 extra grenade
Level 3: 1 box, 1 extra grenade
Level 4: 2 boxes, 1 extra grenade
Level 5: 2 boxes, 1 extra grenade
Level 6: 2 boxes, 2 extra grenades


OTHER NOTES FOR THE SUPPORT SPECIALIST:
As you may have noticed, there has been a few changes to the Support weapons and bonuses, namely these things:
- Weapon weight and weight bonus rebalancing
- No longer any handgrenade bonuses
- Shotgun penetration issues
- The perk overpoweredness

Let's get to the reasons why:
- Weapon weight and weight bonus rebalancing:
This was made for multiple reasons:
1) To be able to add more weapons and not have all of them weigh 10 (which would be a tad ridiculous / unrealistic, of sorts).
2) To make sure you cannot carry more than max 2 Shotguns at the same time (In KF1, due to the very light weight of the KSG, you could carry 3 shotguns at the same time!)
3) To reduce the amount of offperk weaponry the Support could carry (there are quite a few lightweight weapons added now, even in KF1)
4) To make sure the Minigun (if i will keep it) cannot be carried with any other Support weapon (that'd be a bit too OP)
5) As a lucky side-effect, to allow the Shotguns to be used a little more easily offperk.

- No longer any handgrenade bonuses:
This was made because the Support perk is deemed a bit too powerful, especially with Fleshpounds. The Support still has an advantage over Berserker against Fleshpounds, due to higher burst damage and longer attack range (while Berserker is still better against Scrakes, due to being able to stun them), as he is supposed to have a little advantage against them as mentioned in the "role of the Support". Was also made to make sure the handgrenades belong more to the Demolitions perk.

- Shotgun penetration issues
There has always been some issue with shotgun penetration. One of them is that a single pellet can hit a single target more than once, making shotguns more powerful than intended. This should be fixed so that a pellet can only hit a target once per pellet. The SECOND issue was something that Scary_ghost recently discovered: Shotguns don't actually have a set amount of 2x penetrations per pellet (which they are supposed to have), but anywhere from 1-3x penetrations unperked (depends on the shotgun), up to anwhere from 14-28x penetrations (once again, depending on the shotgun)! This should definitely be fixed, the shotguns need to be fixed to a 2x (or slightly more, like 3 or 4?) penetration limit as they are intended to. Rebalancing damage etc, might be needed on top of those two fixes.

- The perk overpoweredness:
A lot of people deemed Support a bit overpowered, especially when stacking them together. Well, with the grenade bonuses gone and the bugs fixed, they are probably not as strong anymore, but maybe they are still too strong? What would the penetration fixes do to the Support perk's power? I think it is enough to do all that. Maybe more if still deemed a tad overpowered (or even UNDERpowered), but i think this is a good start.
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  #7  
Old 07-23-2011, 06:39 AM
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--- FIREBUG ---

THE ROLE OF THE FIREBUG:
Trashkiller, pretty much. Better at taking out the weakest enemies (Clot, Stalker, Crawler) and having a harder time taking care of the specimen the more durable they become, basicly. However, there are some differences compared to the other trashkiller, the Commando:
The Firebug is a bit better killing the Siren and more durable against the Husk, while having a bit more of a tough time with the Gorefasts. Also, like the Commando has some extra support in the form of supreme detection and enemy healthcheck, the Firebug has (and always had) the ability to slightly slow down the enemies that are ignited.
The Firebug also has a more versatile toolset than the Commando in terms of what weapontypes to choose, making the Firebug a very flexible perk for different maps and playerstyles!


THE WEAPONS AND TOOLS OF THE FIREBUG:
This poor fella always had a lack of weapons to utilize, just like the Medic (until recent updates at least). Well, in KF2, there will be more weapons for the Firebug to choose from. Some of the weapons are quite good and fits, while some other weapons, I'm a little unsure of to implement.
Now, here is the list of all the weapons:

1) Welder (tier 0, weight 0)(Yes, it can deal damage to specimen now!)
2) Mac10 Incendiary (tier 1, weight 4)
3) Flare Revolvers (tier 1 / 2, weight 3 / 6)
4) Flamethrower (tier 2, weight 8)
5) Trenchgun (tier 2, weight 8)
6) Sterling Incinerator (tier 2, weight 6)
7) China Lake Burner (tier 3, weight 6)
8) Husk Cannon (tier 4, weight 8)

>>>VERY IMPORTANT NOTE<<<
For those of you who don't know the codes and stuff, there is a stupid 50% damage increaser of firedamage (not applied to the Mac10 though), to mess things up a lot. A lot (read: ALL >_>) programmers want this 50% damage increase to disappear, and simply compensate the Firebug weapons by increasing the damage of the weapon instead. Nothing will change the overall damage, but the programmers will have much less of a headache. It's an annoying thing, and i will address the REAL damages on the weapons.
ANOTHER important note is that now ALL FIREBUG-WEAPONS SCALE WITH THE FIREBUG'S DAMAGE BONUS (and all of them also levels up the Firebug perk)! This of course requires some tweaking of the base weapon damages, which i hope i have done decently.

Now let's go to the details of the weapons:

Welder
Spoiler!


Mac10 Incendiary
Spoiler!


Flare Revolver(s)
Spoiler!


Flamethrower
Spoiler!


Trenchgun
Spoiler!


Sterling Incinerator (NEW!)
Spoiler!


China Lake Burner (NEW!)
Spoiler!


Husk Cannon
Spoiler!



THE PERK BONUSES FOR THE FIREBUG:
The Firebug's perk bonuses have changed quite a lot. Here they are in comparisons:

Current in KF1
Spoiler!


New in KF2 (changes in bold)
Spoiler!


Starting weaponry is also changed. Currently it is like this:
Level 5 - Flamethrower
Level 6 - Flamethrower + Armor

My ideas are these:
Level 5 - Mac10 Incendiary
Level 6 - Flamethrower

This makes more sense and more equal in starting value as other perks (especially since the price increase to 1000 of the Flamethrower)


THE LEVELLING REQUIREMENTS FOR THE FIREBUG:
The levelling requirements for the Firebug perk are these:
1) Damage done with Firebug weapons
2) Burntime from Firebug weapons

Damage done with Firebug weapons - Nothing special of note here, it is just the same as before. Slight difference though is that ALL Firebug weapons now level this requirement up (some weapons didn't in KF1)

Burntime from Firebug weapons - This requirement gives you +1 experience for every time an enemy suffers damage from the damage over time effect of the flames you put on enemies (+1 for each tick, in short). You also immediately get +1 experience when you ignite a target. This requirement is there to teach the player to utilize the power of his damage over time effect, and to teach the player to conserve ammo/energy, rather than just spraying your targets down with continuous fire on few targets, when it is far more effective to lit many targets on fire instead and let them burn to death.


THE ACTIVE PERK POWERS FOR THE FIREBUG:

The collection of ideas I currently have for the Firebug:
1) Incendiary Grenades
Let's go into detail of each one!

--- INCENDIARY GRENADE ---
The active perk power for the Firebug was chosen to be Incendiary Grenades, due to the fact that they were removed as a PASSIVE perk bonus. By doing this, the Firebug keeps the ordinary handgrenades (which you throw with G), while letting him ALSO have these lovely incendiary grenades (which you throw, just like handgrenades, with C)
How it works: When you press C, you throw out an incendiary grenade, similarly to throwing a regular handgrenade

Some notes about these incendiary grenades:
* The initial big blast deals the same damage as before, 80 base damage
* These grenades now also leave a fire on the ground, which ignites any specimen which walks on it. This groundfire lasts 5 (?) seconds and also deals minor extra fire damage if specimen remain in it (on top of igniting them!). Base damage is 10 damage per second.
NOTE: This means it has 3 components of damage:
1) The initial big blast
2) The damage over time from being ignited
3) The instant damage dealt from standing in the fire
Yes, these firebombs are now EXTREMELY dangerous crowdcleaners!
* It could be changed into a Molotov model (and name) too, but if so, then they won't be timed grenades, they would detonate on first impact.
* This power being a seperate item rather than a morphing of your regular grenades, means that you will have both regular handgrenades (thrown with G), AND these fiery grenades (thrown with C), and also means that you can now assist a little better with Fleshpounds (they are weak against the regular handgrenades).

This is how the power changes for each level:
* You have (from level 0 to 6) 2/2/3/3/4/4/5 incendiary grenades at your disposal!
* Dealing damage to specimen with these grenades levels the Firebug's damage requirement
* Enemies dealt damage over time from these grenades levels the Firebug's burntime requirement.
* These incendiary grenades are boosted by your Firebug bonuses (all damage components of this weapon scale with the damage bonus)
* These incendiary grenades costs 40£ a piece at all levels.


OTHER NOTES FOR THE FIREBUG:
54 things of note here:
-Burn time / ticks
-Burn damage
-Burn refresh
-Burn slowdown

Burn time / ticks:
The damage over time effect of the flames have been reworked a little (read: buffed! ^^) It now deals the same amount of damage as before, but more quickly. Rather than dealing the damage over 10 seconds, it now deals the same total damage, but over 8 seconds. This allows the perk to become a bit better at his actual role: Trashkilling.

Burn damage:
The burn effect itself is also changed. Currently, the burn increases over time. The base (nonperked) burndamage of the Flamethrower's first tick of damage deals 22-24 damage, and the LAST tick of the burn deals as much as 60-78 damage. The total damage of the whole burn is between 419 and 510 damage. Which means an average of 464 damage. Instead of having such an "increasing" damage over time, I'd rather let each tick be equal in strength, thus each tick should always be dealing 46 damage. Note that these ticks are now not each second, but a little faster than that (each 0.8 sec), as it now deals its damage over 8 seconds rather than 10 (but still has 10 "ticks"). That would make the damage more steady and reliable i think.
For you programmers:
To make this effect, the constant damage bonus should be set to 18 as calculated by PooSH (if the hidden 50% bonus damage of firedamage is ever removed, that means the bonus damage should be set to 27).
For the Mac10 and Sterling's bullets burn damage, the constant damage bonus should be set to 9 (this is the most balanced number i could crunch up by far. And this is also because those weapons do NOT have the annoying 50% bonus in their codings), due to them now scaling with their burndamage as well. The scaling of the burneffect for these 2 weapons should not have the 30% Firebullet damage bonus at all, it should only be using the 60% Fire damage bonus. The Firebullet damage bonus is ONLY for the initial damage. This makes sure that the Sterling and Mac10 have relatively low burndamage, while still having decently high initial bulletdamage without scaling too much either (lots of numbercalculations for all this, i really think this is the best balance i have made!)

Burn refresh:
Another thing which should be improved is BURN REFRESH. What i mean is:
Currently, in KF1, shooting an already burning target doesn't refresh the burn on the target at all! So, i suggest that when you shoot an already burning target with fire again, you add more time to burn on the target, but only adding an amount of ticks which have already been made on the target (meaning, you can't stack an unlimited amount of burntime on a target, only add as much burntime on it which is "missing" from the old burn). For example, if 2 ticks of damage are done, and you shoot the target with a burning weapon again, you add 2 more ticks but don't restart the current burn nor interrupt the current burn in any way! Only an upgrade with no drawbacks! ^^

Burn slowdown:
Right now, in KF1, specimen get slowed down by 20% when they are burning. However, if the target then rages, it will only be slowed down 20% from the initial speed, so the rage state sorta overrides the slowdown effects. If you burn an already raging target though, it will be slowed down 20% by the total current speed.
My suggestions to improve these things are:
1) Increase the slowdown to 30%
2) Make sure that the slowdown should always be a 30% slowdown of its absolute current speed. Thus, no need to wait for a specimen to rage, you can ignite it asap without getting less of a benefit from the slowdown.
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Old 07-23-2011, 06:39 AM
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--- SHARPSHOOTER ---

THE ROLE OF THE SHARPSHOOTER:
Heavykiller. By heavykiller, it means that the perk is good at taking down the stronger specimen, in particular Scrakes and Fleshpounds. Now, there are 2 Heavykillers in the game, one being the Sharpshooter, the other being the Demolitions. The Sharpshooter is more suited for taking down the Scrake, but can still take care of Fleshpounds. The opposite is true for Demolitions: More suited for taking down the Fleshpound, but can still take care of Scrakes. This ofc depends on the weapons you are using.
Another thing to note about the heavykiller perks is that they aren't aweful at taking out trash specimen, in fact, they can in some conditions be just as good as the trashkillers at it. But, to do so, they better not get swarmed up close (in particular the Demolitions perk). The Sharpshooter's biggest weakness is swarms of enemies. That's why the Sharpshooter perk likes to have trashkiller perks in front of it, just in case too many specimen assaults the team at once.


THE WEAPONS AND TOOLS OF THE SHARPSHOOTER:
The Sharpshooter in KF1 have a tremendous amont of weapons to choose from, some say too many. I somewhat agreed, but in the term of having 2 kinds of weapons: Rifles AND pistols. So what i have done for the Sharpshooter is giving over all the pistols to a completely new perk (the new Agent/Gunslinger), HOWEVER, there is a new PISTOL that still belongs to the Sharpshooter. This pistol is added to make sure that those that enjoyed the Handcannon won't be missing it too much! ^^ The weapon behaves quite similarly to the Handcannon, but with different stats and it also has something on it which makes it actually fit better for the Sharpshooter than the pistol-based perk! Here is a list of the weapons:

1) Lever-action Rifle (tier 1, weight 6)
2) Mauser C96 w. stock (tier 1, weight 5) (this is the HC replacer, and the stock makes it more "rifley")
3) Longbow (tier 1.5, weight 6)
4) Hunting Rifle (tier 2, weight 7)
5) Lee Enfield w. bayonet (tier 2, weight 7)
6) Compound Crossbow (tier 2.5, weight 9)
7) M14 EBR (tier 3, weight 7)
8) AWSM (tier 3, weight 9
9) M99 AMR (tier 4, weight 12)

There has been quite a few changes with all the weapons, so here are the weapons in detail:

Lever-action Rifle
Spoiler!


Mauser C96 w. stock (NEW!)
Spoiler!


Longbow (NEW!)
Spoiler!


Lee-Enfield w. bayonet (NEW!)
Spoiler!


Hunting Rifle (NEW!)
Spoiler!


Compound Crossbow
Spoiler!


M14 EBR
Spoiler!


AWSM (NEW!)
Spoiler!


M99 AMR
Spoiler!



THE PERK BONUSES FOR THE SHARPSHOOTER:
The Sharpshooter always had very few bonuses, which is sort of weird as it actually has 2 hidden bonuses which could fill out its small amount of bonuses in its description. Anywho, let's compare the current the one for KF2:

Current in KF1
Spoiler!


New in KF2 (changes in bold):
Spoiler!


Starting weaponry is also changed. Currently it is like this:
Level 5 - LAR
Level 6 - Xbow

My ideas are these:
Level 5 - LAR
Level 6 - Hunting Rifle


THE LEVELLING REQUIREMENTS FOR THE SHARPSHOOTER:
The levelling requirements for the Sharpshooter perk are these:
1) Damage done with Sharpshooter weapons
2) Headshots with Sharpshooter weapons

Headshots with Sharpshooter weapons - This is the same as before (but now counts as the "special" second requirement though).
Maybe, an idea to do though could be to give more experience to this requirement when you kill Sirens, Husks, Scrakes and Fleshpounds, to promote them as priority targets for the Sharpshooter? (+2 for Husk/Siren, +3 for Scrake/Fleshpound?)

Damage done with Sharpshooter weapons - This simple requirement is also added to the Sharpshooter, just like all other perks have. Now, you might think that this is an unnecessary addition because you are going for headshots anyway (and headshots level your damage the fastest anyway), but there are actually 2 really good points why to add this requirement (pointed out by DolphinBuffMan and horzineplumpudding, thanks guys!) and they are:
1) A headshotkill on Beginner and a headshot on HoE is worth equal experience at the moment, as both of them only gives you +1 to the headshot requirement. By implementing this "damage done" requirement for the Sharpshooter on top of the headshot requirement, you would get more of a bonus from headshots on higher difficulties (since the enemies also have higher max health on higher difficulties, which means a headshot-decapitation/kill would grant more damage-experience to this 2nd requirement when playing on higher difficulties which gives you: higher difficulty = more reward!)
2) It would also encourage you to shoot the bigger specimen (as this perk should!), cuz bigger specimen have more health. More health on a specimen means a headshotkill/decapitation grants more "damage done"-experience as well.
So, this simple addition is actually GOOD for the Sharpshooter!

On top of those 2 points there is also the little bonus that doing bodyshots with the Sharpie weapons now aren't "wasted bullets" either, in terms of experience. In fact, NO weapon is "wasted experience" anymore, due to all perks getting experience from any kind of damage done with their weapons, even the Medic's weapons!


THE ACTIVE PERK POWERS FOR THE SHARPSHOOTER:

The collection of ideas I currently have for the Sharpshooter:
1) Rallying Beacon
2) (Brain!)Poison Dart Pistol
Let's go into detail of each one!

--- RALLYING BEACON ---
This active perk power idea for the Sharpshooter was inspired by the more "intel"-like aspect. (Think recon/sniper etc), which is supposed to help the team staying together.
How it works: When you press C, you bring out a Rallying Beacon, similarly to taking out a weapon.
Primary Fire: Place the Rallying Beacon.

Some notes about these rallying beacon:
* When a rallying beacon is planted you get an arrow indicator towards it (similarly to the arrow for the trader), making it easier to know, for example, where allies should gather. This is very helpful for bigger maps, maps that are hard to navigate in, playing on new maps etc.
* The Beacon lasts a long time (until destroyed / a new one is placed?)
* Some other ideas this beacon could do is give you some kind of warning signal whenever a big target (Scrake/Fleshpound/Patriarch) is within a certain range.
* The beacon has quite low health, and can be attacked by specimen. Immune to Siren damage however.
* The beacon could also do something else to help the team/Sharpshooter (ideas are welcome!) like:
1) Spots (marks them) Scrakes/Fleshpounds/Patriarch (if unstealthed) when within visible range/within a certain area of effect.
2) Warns the team with loud signals if enemies are getting really close to the beacon (warn against enemies behind you / around a corner for example)

This is how the power changes for each level:
* You have (from level 0 to 6) 1/1/1/2/2/2/2 beacons at your disposal!
* The beacons costs 50£ a piece at all levels.

--- (BRAIN!)POISON DART PISTOL ---
This active perk power idea for the Sharpshooter was inspired by the idea of focusing on his main powers: Killing a single target + being the main "shoot at the head"-perk. The poison which this dart contains, attacks the BRAIN of the target, thus it attacks the HEAD HEALTH (and thus also attacks the total health)! And it does this head-damage, EVEN IF YOU HIT THE BODY OF A SPECIMEN! It also paralyzes the target briefly.
How it works: When you press C, you bring out a the Dart Pistol, similarly to taking out a weapon.
Primary Fire: Shoot poison dart
Secondary Fire: N/A
Ironsight: Aim with its scope (simple 2x zoom scope or something)

Some notes about the dart pistol:
* The dart has an instant paralyzing effect, stunning the target for a moment (3-ish seconds). All targets that can be stunned are: Clot, Gorefast, Stalker, (Shiver, Fatale), Husk and Scrake.
* The poison attacks the HEADHEALTH (and thus ALSO the total health) of the target, but you don't have to hit the head for it to do so! (That's the beauty of this weapon!)
* It deals full damage to all targets, except Fleshpounds(?) and the Patriarch. Fleshpound has the normal 50% damage resistance and the Patriarch has quite a bit of (whatever balanced amount) resistance.
* The damage scales with both Sharpshooter damage bonuses, meaning up to 2.4x more at level 6!
* The poison total damage i am unsure of, but one dart alone at level 6 should be able to take out a 6-man HoE Scrake, and something like 50% of the headhealth of a 6-man HoE Fleshpound imo.
* The poison speed can be debatted, but imo it should be rather fast (just a matter of a few seconds, like 3 or 4)
* If a target dies from this poison, their head could perhaps explode? Mehehe! ^^
* The reload speed is somewhat slow, (Like, 2,5 seconds base reloadspeed?). It benefits from the reload speed bonus though!

This is how the power changes for each level:
* You have (from level 0 to 6) 2/2/3/3/4/4/5 darts at your disposal!
* The darts costs 75£ or so a piece at all levels.
* This damage is boosted by your levelling bonuses, and it gives experience towards your levelling requirements.
* Killing a target with this poison gives you +1 to the headshot requirement (as you killed the head with the poison after all)


OTHER NOTES FOR THE SHARPSHOOTER:
Scrake and FP killing
Here is just a little comparison for how many headshots you require to decap/kill Scrakes and FPs on a 6-man HoE game as a level 6 Sharpshooter with my suggested values, sorted from most to least required shots:
Mauser C96 = Scrake 8 - Fleshpound 17
M14 = Scrake 7 - Fleshpound 10
LAR = Scrake 5 - Fleshpound 7
Enfield = Scrake 4 - Fleshpound 6
Hunting Rifle = Scrake 3 - Fleshpound 4
Longbow = Scrake 2 - Fleshpound 3
Crossbow = Scrake 2 - Fleshpound 3
AWSM = Scrake 2 - Fleshpound 3
M99 = Scrake 1 - Fleshpound 2
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Last edited by Aze; 03-01-2013 at 04:10 PM.
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  #9  
Old 07-23-2011, 06:40 AM
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--- AGENT / GUNSLINGER ---

THE ROLE OF THE GUNSLINGER:
Trashkiller / Middlegrounder. You could say the perk varies between these 2 depending on the weapons you choose, meaning it's kind of versatile (but the ammo can get quite expensive though). Most of the weapons are for trashkilling, but its tier 3 weapon, the Taurus Raging Bull, is a very powerful revolver meant to assist on the medium and big enemies, but also very useful on trash.
The perk's role can ofc be debatted more.
The Gunslinger also has bonuses focused on ZED time, more than other perks do.

A very different numercial about the Gunslinger's perkbonuses is that this perk has a lot less discount than other perks. Why? Because the weapons has a lesser basecost than most other perks. Again, why? Becuase pistols are supposed to be easier to obtain off perk. Pistols are sidearms after all...


THE WEAPONS AND TOOLS OF THE GUNSLINGER:
Well, the Gunslinger took the pistols away from the Sharpshooter and had some new weapons added to it as well. Here is the list of weapons before going into details (the second weight is the dualwielded weight btw):

1) 9mm (dualwieldable)(tier 0 / 1, weight 0 / 2)
2) SIG P226 (dualwieldable) (tier 1, weight 2 / 4)
3) 44 Magnum (dualwieldable)(tier 1, weight 3 / 5)
4) MK23 (dualwieldable)(tier 2, weight 3 / 6)
5) Glock 18B (dualwieldable)(tier 2, weight 3 / 6)
6) Handcannon (dualwieldable)(tier 2.5, weight 4 / 7)
7) Taurus Raging Bull (tier 3, weight 5)

Now here are the weapons in detail:

9mm
Spoiler!


SIG P226 (NEW!)
Spoiler!


44 Magnum
Spoiler!


MK23
Spoiler!


Glock 18B (NEW!)
Spoiler!


Handcannon
Spoiler!


Taurus Raging Bull (NEW!)
Spoiler!


The benefits of the dualwielding changes:
These new changes, with (more or less) double ammo and (more or less) double weight when dualwielding has several beneficial things about them:
1) Due to the weight differences, it is now harder to pick up a second pistol by accident. Thus, if you have your wanted, full loadout you will now basicly be unable to walk over a second pistol and dualwield it. However, in the "other" section, there are some new option ideas about pickups on TOP of this, which will help even more with accidental pickups.
2) Another benefit of the "double" ammo and "double" weight is that now there is a reason to actually carry 2 pistols of the same kind: More ammo to spam away with!
3) However, if you do pick up a 2nd one by accident, and then want to throw it away, you will not lose as much ammo from your first pistol as in KF1, nor will there will be any actual loss of ammo anywhere. Let's look at some situations:
a) In the current game (KF1), let's say you have a single MK23 with full ammo, 144. Then you pick up a 2nd one and still have full ammo. However, as soon as you throw the 2nd one down you lose half the ammo and now only have 72 ammo. That means you halfed the amount of ammo in your single pistol, and the ammo the 2nd pistol had before you picked it up, no matter if that was 1 ammo or the full 144 ammo, was partially/completely wasted!
b) Let's compare that to the KF2 model. You have a single MK23 with full ammo, 132 , then you you pick up a second one which contains 5 mags (60 ammo). Now, when you pick that one up, you will actually gain more ammo while dualwielding, 60+132=192 total ammo, due to the doubled ammo cap when dualwielding. Then, if you throw the 2nd one down, you will as normal throw half the ammo as well. But that means that the one you still hold in your hand AND the one on the floor now have 96 ammo each, meaning, not only did you lose LESS ammo for your single pistol than in KF1, but there was also 0 ammo wasted (as there is still 192 ammo distributed between the 2 pistols)!
c) Even if you have a fullammo pistol (MK23 with 132 ammo) and pick up another fullammo pistol (MK23 with 132 ammo again), when you pick the 2nd one up, you will have 264 total ammo, and if you throw one down again there will be no loss in ammo as now both are back to 132 each again!

All in all, while being harder to dualwield pistols (due to the weight-restrictions), there are lots more benefits with these changes, and finally some actual function and usefulness for dualwielding pistols in the game.
Besides, the aiming problem when dualwielding has been reduced significantly too, by completley removing the weird and VERY buggy penalty from the left pistol, which directly makes it easier to aim and get headshots and so on. ^^


THE PERK BONUSES FOR THE GUNSLINGER: As there is no comparison to KF1, as this is a new perk, here are the perk bonuses:

1. Pistol discount: 10/15/20/25/30/35/40%
2. Pistol damage: 5/10/20/25/30/40/50%
3. Pistol reload speed: 0/10/20/30/40/50/50%
4. Pistol run & gun bonus: 0/10/20/30/40/50/60%
5. General recoil reduction: 10/15/20/25/30/35/40%
6. Faster weapon switching: 10/15/20/25/30/40/50%
7. Dualwielding reload speed bonus: 10/10/15/15/20/20/25%
8. ZED time extensions: 1/2/3/4/4/4/4 extensions

Explanations:
* Discount, damage and reload speed are all simple and easy to understand. Note the lower discount for the pistols though. As was explained at the bottom of the "Role of the Gunslinger"-segment, this is done to make them easier to obtain offperk, but have more or less the same values for a level 6 Gunslinger as any other perk has with its respective weapons.
* The "Run & Gun" bonus means a reduction of the weaponswaying of the weapons when you move, and it also reduces the movementspeed penalty when you are ironsighting (meaning this perk will not run as slowly as others when he is ironsighting) and also reduces the recoilpenalty while moving and shooting
* General recoil means that he will get a reduction in recoil, no matter what weapon he uses!
* Faster weapon switching means that you will draw/sheate weapons faster than other perks, even with offperk weapons!
* Dualwielding reload speed bonus - This one is pretty straight forward: If you dualwield pistols, you get an additional (up to) 25% reload speed reduction! It stacks additively, so at level 6, you have a 50 + 25 = 75% reload speed reduction while dualwielding pistols!

The meaning of all of the perk bonuses is to describe the perk as a pistolbased perk which is versatile, coolheaded and agile, running around the battlefield assisting your teammates, used to handling bad situations, also using supreme reflexes and recoilhandling (due to using dualwielded pistols so much and simply lots of training) to overcome these bastardous clones.

Weapon spawn:
* Level 5 = Dual 9mm
* Level 6 = Dual 44 Magnum


THE LEVELLING REQUIREMENTS FOR THE GUNSLINGER:
To make sure the Gunslinger is quite the fun perk to play (meaning, not annoying to level up in this regard), here are my main ideas for what the levelling requirements could be:

1) Damage done with Pistols
2) Pistol kills
or alternatively
2) ZED time acquired

Damage done with Pistols - Well, not too hard to understand huh?

Pistol kills - This requirement is really simple too: You get +1 for each kill with a pistol you do....

ZED time acquired - This requirement is also really simple: You get +1 for each second that you are in ZED time.

Which one of "Pistol kill" and "ZED time" fits best, i don't really know. For now i chose Pistol kills though.


THE ACTIVE PERK POWERS FOR THE GUNSLINGER:

The collection of ideas I currently have for the Sharpshooter:
1) Focus
Let's go into detail of each one!

--- FOCUS ---
This active perk power idea is suggested for the sake of helping the team and for sheer coolness ^^ When activated, it will show a quick countdown timer for the entire team (at the top of the screen) and when it reaches 0, ZED time is activated!
How it works: When you press C, a brief timer starts, and when it reaches 0, ZED time starts

Some notes about this focus:
* This ZED time can last a little longer, say 150% of the duration of a normal ZED time (aka 50% longer)
* The reason there is a short countdown, is to make sure your team has time to react that there will soon be a ZED time to utilize.
* The animation could be something like taking up a wristwatch, which you press to activate a 3 sec timer, then quickly take it down again (explaining the countdown mechanic)

This is how the power changes for each level:
* You have (from level 0 to 6) 1/1/2/2/3/3/3 "focuses" to utilize!
* The "focuses" costs 25£ a piece at all levels.
* Killing enemies with pistols during this ZED time ofc gives you experience for the Pistol style-kill requirement
* The Gunslinger ofc benefits from his passive ZED reflexes bonus while this is active
* The Gunslinger, as well as Commandos and Berserkers can prolong this ZED time, like all ZED times


THE PERK'S NAME:
A little problem with the perk is what name it should have. Gunslinger is probably the most generic (and thus best) name for it, even though it sounds kind of "American".
Other alternative names which have been suggested which i can think of are:
*Gunslinger
*Pistoleer
*Agent
*Officer
*Small Arms Specialist
*Handgunner
and more
Feel free to add more names that you think would fit!


OTHER NOTES FOR THE AGENT/GUNSLINGER:
Main credit for the perk goes to the main creators of the idea: Reise and brphoenix. Coolness-credit also goes to 9_6 for the idea of auto-fire when dualwielding pistols (which i thought would be good AT LEAST during ZED time )
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Last edited by Aze; 02-22-2013 at 04:38 AM.
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  #10  
Old 07-23-2011, 06:40 AM
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--- OTHER part 1 ---

This segment deals with all kinds of other things.

NEW FEATURES & SELECTION OPTIONS:
* Health display
When looking at the score screen (default Tab), you can see each players health in numbers next to the "Injured/Critical" status things.

* Score
On top of displaying kills, you also get "score". What stuff grants score could be debatted, but a good starting point would be that damage and/or kills grant score (bigger specimen = more score ofc) and score could also be granted for healing teammates.

* Handgrenade collision
An idea would be that Handgrenades don't collide with players. That means that the current Handgrenade bug would probably disappear.
EDIT: This was actually done for KF1! I guess this would be a good thing to keep for KF2 as well. However, in KF1, this no-collision fix also meant that other projectiles like LAW rockets, Husk Cannons fireballs and Launcher grenades don't collide with players either. I'd say it is probably better to ONLY have Handgrenades (and i guess Husk Cannon fireballs too) be non-colliding, if they would be an issue in KF2 too that is.

* Fix hitboxes (Cred to DeuZerre for pointing out this issue!)
This is one of the biggest issues with KF1: Your weapons might not hit where you are aiming! Something very particularly noticeable is getting headshots, they can be very hard to land (unlesss you get a hang of the problem, which requires quite a lot of experience). This is EVEN HARDER if you try to shoot specimen who are not walking straight at you (sideheadshots and backheadshots are quite difficult to land even when experienced!). Fixing this might also solve the above handgrenade issue, which means that the no-collision thing can perhaps be removed.

* Player collision
During trader time, players don't collide. This removes all problems of blocking players from enterring the trader!

* Player spawn
When a player spawns, he/she spawns just outside the trader! Possibly disabled on higher difficulties?

* Trader welding path
In addition to the red glow showing you the shortest unobstructed route to the trader, a yellow glow would show you the shortest route ignoring welded doors IF there are welded doors blocking the shortest route.

* Voice flags
After you use the certain voice commands, various exclamation signs appear above their head to indicate who says what. Examples:
"Need Money" - Green exclamation dollar sign (I guess british pound would fit better ^^)
"Medic" - Red "skulls-and-crossbones" (Or something like that)
"Look out" - Red exclamation mark
More ideas can of course be added. Players can also turn off this in options if one wishes to do so. (Could also have a hotkey to turn them on and off)

* Weapon priority
Here are some suggestable, changable options for what you might wanna have as automatic/manual weapon priority changers:
1) Ammo dependant. When cycling weapons, if a weapon has no ammo in a certain category it goes to the bottom of the priority list. For example, Handcannon has higher priority than the 9mm when cycling pistols (weaponkey 2), so you always chose the Handcannon first when you press button 2. But if the Handcannon has no ammo left, it will be LAST in priority. This can be disabled in options of course.
2) Perk dependant. Whatever perk you are playing, if you carry multiple weapons in the same category, the weapons that belong to your perk are always first in priority (unless no ammo is left for the weapon of course). For example: As a Sharpshooter, if you carry the LAR, M79 and Mac10 (which all belong to weaponkey 3), the LAR will be the first weapon chosen when you click 3. But, if you had the same weapons and played as Demolitions the M79 would be the first weapon chosen when you click 3.
3) Manual change. This would require that you assign a key (like K for example), which would shift the priority of your currently chosen weapon in its category (wether it changes its priority up or down doesn't really matter). This would probably be the best option for most players, as automatic priroty changes might be confusing.

* Weapon keyslot-changing
When you have multiple weapons in one keyslot (for example, Katana, Fire Axe and Knife, which all belong in keyslot 1) you might think that is annoying, as you perhaps have no weapon at all in slot 3 or 4, but you wish that one of the weapons you carried on you was moved over to one of those empty keyslots. Well, how about having an assignable button which changes the keyslot your currently chosen weapon belongs to? That would make it very flexible, even while on the run. Suggested slots that certain weapons can alternate between would be:
Melee weapons can change between keyslot 1, 3 and 4.
Pistols can change between keyslot 2, 3 and 4.
Other weapons can only change between keyslots 3 and 4.
Only welder and syringe can be in slot 5.
I think those restrictions could work very nicely!

* Knife hiding option
When you have a Machete or Katana in your inventory, enabling this option will make you ignore the Knife when cycling keyslot 1. If you still wanna take out the knife while this option is enabled, you need to press and hold the 1-button for a few seconds (2 or 3 sec).

* Weapon pickup
Althought the new dualwield weights helps you from picking up random pistols on the ground, there are some new weapon pickup options:
A) Classic (no change, like in KF1)
B) Classic, manual pickup of second pistol - This is the same as in KF1, but when walking over pistols that would make you dualwield them, you won't pick them up automatically. You have to look down on the pistol and press action (E) to pick them up if you want that.
C) Manual pickup - This setting makes you unable to pick up ANY weapon if you just walk over it. You have to look down on the weapon and press action (E) to pick it up.
Note: A quicktap of E just picks it up, but keeps your current weapon in your hand. However, if you press and hold E while picking it up, you will not only pick up the weapon, you will also equip the weapon!
QUESTION: Should this be the standard way the weapon pickups work? No automatic pickup whatsoever?

* Welder
There is now an optional button to bring out the Welder instantly (rather than having to cycle the keyslot 5). Standard button could be Z for example.


SPECIMEN BEHAVIOUR AND CHANGES:
* Stunned specimen
Specimen which are stunned will no longer continue to face you. This is particularly good for Berserkers, who might rely on the easier stunning/killing by attacking specimen in the back (since you deal double damage towards their backs)

* Specimen variety
The specimen now has more variety within each type of specimen, although only visually. For example, a Clot can look the same as in KF1, or you might encounter a more bloody one, or maybe one has lost an eye, or it has some scar(s) here and there etc. They will all have the same stats and so on, but they will just have some minor visual differences amongst each other. After all, rampaging and killing through the UK would very likely leave the specimen more dirtied up and damaged and so on.
This is to add some more atmosphere and sense of "realistic detail" to the game.
This variety-option can be turned off too, if this somehow perhaps adds more strain on the server etc.

* Fleshpound kiting
Kiting the Fleshpound (Berserkers are known for "exploiting" this) is no longer possible. When you get out of the FP's line of sight, the rage timer no longer resets, it pauses. The Fleshpound swinging at you and missing its attack, the rage timer no longer resets, it pauses. Possibly also when the Fleshpound swings at you and HITS its attack, the rage timer no longer resets, it pauses.
Why? It's meant to be the biggest, meanest and most difficult specimen, not just something you can run around potshotting or meleetricking to death. It's something the team together is supposed to deal with (In particular a target for the Heavyhitter and Middlegrounder perks.)
To quote myself from a different thread on how i viewed upon Berserkers vs Fleshpounds:
Quote:
Why are Berserkers deemed overpowered?
It's because the Berserker, when played right, can kill EVERY specimen in the game by himself, just by kiting around, even by himself (Yes, even in 6-man games). This while also having the cheapest weapons in the game (and unlimited ammo in them too).

Summing up the feelings:
* Being the best tank in the game: That's ok
* Having cheap, unlimited weapons: That's ok
* Being able to handle every specimen in the game with relative ease without even having to use offperk powerful weapons (like the pipebomb): NOT ok!
Now don't get me wrong, i don't mind kiting games. What i DO mind though, is that it can be dealt with by a SINGLE Berserker, a perk which has "unlimited ammo" for its weapons. Now kiting games would require at least one of the Heavyhitters to join in, or, that (if no heavyhitters are there) everyone needs to kill the Fleshpound in a conjoined attack. If all players then are Berserkers, it means that it's gonna be a risky conjoined attack and instead having one (or more) Heavyhitters with you would make it a safer to take care of the Fleshpound. The Fleshpound must be dealt with QUICKLY, not just simply kited around.
In short: It promotes a whole lot more teamwork!

* Stalker attack
The Stalker is now able to attack while moving, making her more useful in terms of being an actual threat. An idea would also be that her attack blinds the target a little bit longer, so while she doesn't deal a tremendous amount of damage, she is still very annoying to get attacked by.

* Crawler leap
The Crawler now makes its leap at a bit more random distances, to make it a bit harder for Berserkers (and others too ofc) to deal with them in melee combat.

* Husk close-range attack
Husk's melee attack is now gone, but replaced with something far more annoying (and a REASON why he, despite being a ranged specimen, WANTS to walk closer to you): He now has a shortrange flamethrower-like attack at the closer ranges! It deals the same damage as the fireballs, but it is more frequent and is impossible to dodge. Be sure to kill this bad boy quick! Berserkers: Now advised to not try to engage them in melee combat at all

* Patriarch melee swing
Just a simple change has been done (and works this time ^^), and that is that his melee attack now hits multiple people in an arc, making the Berserker "gangbang" less of an autowin, but still doesn't remove the option of using Berserkers against him completely, even though it will be way harder to win this way.
I mean why should the Berserker be useless on the Patriarch fight? Harder to use, sure, but not useless, hence this change. All classes have a use against him now anyway: Firebug has the damagemultiplier, Commando has stealthdetection and damage, Gunslinger, Support, Demolitions and Sharpshooter has lots of damage too, Medic has the tanking armor and the Berserker has tanking properties (specially if he uses the newly added shield) + nice damage. They are all useful now.
However, it is better to vary the perks on the bossfight anyway, because there is a new version on the Patty as well... (Called the Heavy Patriarch, more to that in the following part, "NEW SPECIMEN")


NEW SPECIMEN:
*** SHIVER ***
The Shiver is a new trash/medium specimen, made by Hemi. This awesome specimen's special feature is that it can teleport short distances and it looks very creepy, especially with its constantly twitching head! Here is a vid of it:
Killing Floor - Shiver (new specimen) - YouTube

*** FATALE ***
The Fatale is another specimen made by Hemi. Think of the Husk. Now, instead of a fireball-launcher, think of a GRENADE launcher... Yes, this is a very dangerous specimen, but it's not so common either. The Fatale is less durable than the Husk, but deals about the same damage, although in an instant rather than over time, plus its grenades also creates a smoke cloud to obscure the vision of the players. Contrary to the Husk's fire resistance, the Fatale does not have any explosive resistances, or if so, not nearly as resistant as the Husk is to fire. It also takes much longer to shoot its grenade compared to the Husk, giving in particular the Sharpshooters some time to handle these lethal specimen.
Things to be debatted would be how fast it shoots it shot and wether its grenades detonate on impact or after time. Imo, there are 2 alternatives:
1) Detonates on impact, but the Fatale takes her time to actually launch a grenade.
2) Detonates after some time after being shot, but doesn't take all too long to fire at the players
Personally, i like option 2 more.
Another thing this specimen could have is that, after death she will explode (think suicide bombing) a short moment after the death has occured (so you have time to run away from her and avoid people accidentally killing a frontline player like a Berserker or something).
This specimen, on top of variety, also gives the Demolitions perk a reason to have its explosive resistance other than just for self-damage and the Patriarch's rocket.

She looks like this:
Spoiler!


*** HEAVY PATRIARCH ***
When it's time for the boss, the Patriarch comes in 2 different forms: Either his classic very fast form, or as a heavy form (It's a 50/50 chance which one you will meet). The Heavy form is a bit slower, much stronger, more armored (and thus also has much more health) but is also more reliant on ranged weaponry, rather than stealthing and rushing in to attack you (He can't stealth in the heavy form!). He has the same weapons as before, but also some new things:
- Fire blast:
When he gets surrounded (aka 3 or more players all at the same time come close to him), he erupts a big ring of lightning or fire, dealing heavy instant damage and damage over time. Which basicly means, no more Berserker gangbanging at ALL on this version of the boss!
- Teleportation:
When he gets hurt too much and wants to escape and heal, he teleports far away from the group. This technique is what was researched upon on the Shiver specimen. It will be very visible that he teleports away and takes a short second or three before he teleports away.
- Chaingun special:
When the Heavy Patriarch shoots with the Chaingun, he raises the chaingun as normal to wind it up, but he does this + starts shooting WHILE AT THE SAME TIME he walks (a bit more slowly) towards you. Breaking line of sight does NOT make him stop shooting, he will shoot the max duration at all times, unless a few of you get close enough to make him do the "ring of fire" attack.

Strategy:
How to fight this boss? Shoot, take cover, and run away slowly from him as he comes closer.


*New miniboss midwave (random around wave 4-6 on a long gameplay)?
IDEA - Miniboss is a merge of a number of specimen?
Clot + Stalker + Shiver (Stealthed and teleports, grabs you while attacking)
Gorefast + Crawler (Superfast and leaping bladed specimen, lowwalking (but quite big) specimen)
Husk + Siren + Fatale (Ranged deathmachine shooting grenades, flames and aoe sonicwave)
Scrake + Fleshpound + Bloat (Rageable powerhouse, doesn't stop raging after X health lost, explodes after death, but quite slow)
NOTE: This "miniboss" idea is not something i care for very much myself, but could be something optional or something like that?


NEW MAPS:
New maps are added. All the old maps from KF1 are ported over as well! New map environments include:
*Disgusting swamp
*Filthy sewer
*Deep down in a dark cave/underground mine
*Blizzardy desolate snowmap
*"Creepy haunted mansion"

Other ideas regarding maps:
*Maybe be able to switch the time of day (aka, the light) on maps, regardless of map? (filterable in search-options)
*On top of day/night-settings, how about atmosphere-settings? (fog/light rain/heavy rain etc) (filterable in search-options too)
NOTE:
These 2 above options would make for lots of difference in gameplay (especially for Classic mode), as then even a not so scary map like Mountain Pass could be set to be dark and rainy, hugely increasing its atmosphere and replayability etc)


NEW GAMEMODES:
The classic gameplay will ofc remain, but it would be highly refreshing and revitalizing for the game of new gamemodes were added, example ideas could be:
* A solo campaign with story (Should include lots of standard maps as "continuances", although modified ofc)
* Mission-based maps (Search & Destroy for example, like Vealck's idea)
* Possibly a PvP mode? (Specimen vs Players)


NEW NON-GAME OPTIONS:
New options are added in the search functions, on top of whatever else has been noted above. Stuff like:
* Search/filter specific maps / gamemodes
* A stop search-function
* Better "Favourite" function
* Block server options
* Difficulty filter is set to beginner by default
And so on
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Last edited by Aze; 02-06-2013 at 05:32 PM.
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Old 07-23-2011, 06:41 AM
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--- OTHER part 2 ---

SUMMARY OF THINGS:

ALL WEAPONS:

Medic
1) Syringe (tier 0, weight 0)
2) Armor (tier 1, weight 0)
3) MP7 w. healdart (tier 2, weight 3)
4) Medic Shotgun w. healing gas (tier 3, weight 6)
5) UMP 45M w. healdart (tier 3, weight 5)
6) Schneidzekk Medic Gun w. healing scatterdarts (tier 3, weight 5)
7) M7A3 w. healing canister (tier 4, weight 7)

Berserker
1) Knife (tier 0, weight 0)
2) Machete (tier 1, weight 1)
3) Fire Axe (tier 2, weight 5)
4) Dual Machetes (tier 2, weight 2)
5) Lee-Enfield (tier 2, weight 7)
6) Katana (tier 2, weight 3)
7) Chainsaw (tier 3, weight 8)
8) Scythe (tier 3, weight 6)
9) Sledgehammer (tier 3, weight 8)
10) Claymore (tier 3 or 4, weight 6)
11) Sawblade Crossbow (tier 3 or 4, weight 8)
12) Riot Shield (tier 3 or 4, weight 9)

Commando
1) MP5 (tier 1, weight 5)
2) Bizon X (tier 1.5, weight 5)
3) G36C (tier 2, weight 6)
4) AK47 (tier 2, weight 6)
5) L85A3 (tier 2, weight 6)
6) M4+M203 (tier 2, weight 7)
7) SIG SG-510 (tier 2.5, weight 7)
8) FN SCAR (tier 3, weight 6)
9) Bren Gun (tier 4, weight 9)

Demolitions
1) Handgrenades (tier 0, weight 1 (like in the first game))
2) M79 (tier 1 / 2, weight 4)
3) Neopup PAW-22 (tier 2, weight 7)
4) M4+M203 (tier 2, weight 7)
5) GIB Launcher (tier 2.5, weight 6)
6) M32 MGL (tier 3, weight 7)
7) LAW (tier 4, weight 12)

Support Specialist
1) Shotgun (tier 1, weight 7)
2) Vlad the Impaler (tier 1.5, weight 7)
3) Hunting Shotgun (tier 2, weight 9)
4) Kel-tech KSG (tier 2, weight 7)
5) Horzine Nail Cannon (tier 2, weight 8)
6) Combat Shotgun (tier 2 or 3, weight 8)
7) KS-23 (tier 3, weight 9)
8) AA12 (tier 3, weight 9)
9) Minigun / Gatling (tier 4, weight 14) (Thinking right now that this weapon should just be scrapped)

Firebug
1) Welder (tier 0, weight 0)
2) Mac10 Incendiary (tier 1, weight 4)
3) Flare Revolvers (tier 1 / 2, weight 2 / 4)
4) Flamethrower (tier 2, weight 8)
5) Trenchgun (tier 2, weight 8)
6) Sterling Incendiary (tier 2, weight 6)
7) China Lake Burner (tier 3, weight 6)
8) Husk Cannon (tier 4, weight 8)

Sharpshooter
1) Lever-action Rifle (tier 1, weight 6)
2) Mauser C96 w. stock (tier 1, weight 5)
3) Longbow (tier 1.5, weight 6)
4) Hunting Rifle (tier 2, weight 7)
5) Lee Enfield w. bayonet (tier 2, weight 7)
6) Compound Crossbow (tier 2.5, weight 9)
7) M14 EBR (tier 3, weight 7)
8) AWSM (tier 3, weight 9
9) M99 AMR (tier 4, weight 12)

Gunslinger
1) 9mm (dualwieldable)(tier 0 / 1, weight 0 / 2)
2) SIG P226 (dualwieldable) (tier 1, weight 2 / 4)
3) 44 Magnum (dualwieldable)(tier 1, weight 3 / 5)
4) MK23 (dualwieldable)(tier 2, weight 3 / 6)
5) Glock 18B (dualwieldable)(tier 2, weight 3 / 6)
6) Handcannon (dualwieldable)(tier 2.5, weight 4 / 7)
7) Taurus Raging Bull (tier 3, weight 5)

ALL SPECIMEN:
Clot - Grabs
Gorefast - Charges (proximity based)
Bloats - Pukes
Stalker - Stealth
Crawler - Leaps
Husk - Shoots fireballs
Siren - Screams
Scrake - Charges (health based)
Fleshpound - Charges (rage based)
Shiver (NEW!) - Teleports
Fatale (NEW!) - Shoots grenades
Patriarch - Boss (melee, stealth, charge, minigun, rocket)
Heavy Patriarch (NEW!) - Alternate boss (melee, teleport, ring of fire, minigun, rocket)


ALL PERK POWERS:
Medic - Healtag/Healing Canister/Blood Vial
Berserker - Berserker Adrenaline
Commando - Flashbang
Demolitions - Pipebomb
Support - Claymore Mine/Ammo box(es)
Firebug - Incendiary Grenade
Sharpshooter - Rallying Beacon/(Brain!)Poison Dart Pistol
Gunslinger - Focus


ALL PERK LEVELLING REQUIREMENTS:
Medic - Damage/healing done + Number of heals done on allies
Berserker - Damage done + Melee brutality (Decapitations/Backstabkills)
Commando - Damage done + Stalkers/Crawlers killed with Commandoweapons
Demolitions - Damage done + Explosive multikills
Support - Damage done+ Welding/unwelding done
Firebug - Damage done + Burntime
Sharpshooter - Damage done + Headshots
Gunslinger - Damage done + Pistol kills


ALL PERK WEAPON SPAWNS:
Medic - Level 5 = Armor, Level 6 = Armor + MP7
Berserker - Level 5 = Machete, Level 6 = Fire Axe
Commando - Level 5 = MP5, Level 6 = G36C
Demolitions - Level 5 = 7 additional handgrenades, Level 6 = M79
Support - Level 5 = Shotgun, Level 6 = Hunting Shotgun
Firebug - Level 5 = Mac10 Incendiary, Level 6 = Flamethrower
Sharpshooter - Level 5 = LAR, Level 6 = Hunting Rifle
Gunslinger - Level 5 = Dual 9mm, Level 6 = Dual 44 Magnum

The money they are worth (with their discount etc):
Medic - 120 and 300 (armor unsellable, but you can repair/buy cheaper armor for the following round)
Berserker - 150 and 300
Commando - 160 and 300
Demolitions - 210 and 300
Support - 200 and 300
Firebug - 160 and 300
Sharpshooter - 160 and 300
Gunslinger - 150 and 300
Multiply with 0,75 to get their actual SELLvalue (if they are sellable in the first place)

ALL WEAPONS/ITEMS THAT CAN SPAWN ON THE MAP:
Armor (Medic) - Value 300, weight 0
Machete (Berserker) - Value 100, weight 1
Fire Axe (Berserker) - Value 250, weight 5
Bullpup (Commando) - Value 400, weight 5
Shotgun (Support) - Value 500, weight 7
Mac10 Incendiary (Firebug) - Value 400, weight 4
Lever-action Rifle (Sharpshooter) - Value 400, weight 6
9mm (Gunslinger) - Value 150, weight 2
44 Magnum (Gunslinger) - Value 250, weight 3
Ammo box (All perks + Demolitions) - Value unknown + 40 (for the guaranteed handgrenade), weight 0
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Last edited by Aze; 03-01-2013 at 07:18 PM.
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  #12  
Old 07-23-2011, 06:47 AM
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Hmm, I'd like to see Killing Floor 2 to be more like it was when it was a mod for Unreal Tournament 2004, by that I mean more atmosphere and helplessness, more grime and grit, twisted and horrible sounding and looking specimens, more worn down and beaten up guns, way more intense waves, classic custom maps like Sewers and Swamp as default maps maybe, it would also be nice if TWI ported every single one of the current default maps, not just the original 5 that shipped with KF in 2009, but that's most likely going to happen anyways.
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Old 07-23-2011, 08:35 AM
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Yeah more like SURVIVAL Horror!
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  #14  
Old 07-23-2011, 11:48 AM
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I would be almost tempted to say give KF2 a more RPG like perk system. Like Mass Effect or MAG especially if ever you have played them.

You get so many points and you can spend them on whatever you like, but of course the more sparse your abilities, the more options you have in game, but the less powerful you are with each.

e.g. Points need to be spent on the Medic tree just to be able to use the syringe for example.

e.g. A Berserker style player might be able to invest a large number of points in both damage resistance and armour, but will struggle making up points for damage and/or speed. Meaning he is solid until a FP starts chewing on his face

Of course this is a loose idea with 2 minutes of thought, and I am interested in seeing what your gonna bring to the fray Aze, but personally I'd like to see the perk system expanded into more custom perks allowing the player to define his own roles myself.
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Old 07-23-2011, 11:56 AM
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Quote:
Originally Posted by Undedd Jester View Post
snip
Why not make a thread on that specifically? I'd be interested in hearing a full fledged idea.

--

Just glancing over the posts you have edited up so far and I can see I like a few of the things. Only thing I'd prefer is my Medic Pistol under medic! But not like it got much response anyway.
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Old 07-23-2011, 12:55 PM
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Quote:
Originally Posted by OCAdam View Post
Just glancing over the posts you have edited up so far and I can see I like a few of the things. Only thing I'd prefer is my Medic Pistol under medic! But not like it got much response anyway.
Thanks

And hey, you saw the Medic's active perk power? It could easily be a ranged device you place/shoot onto your allies too (thus could use some kind of dartshooting pistol or something for that), to fulfill the same thing as my current idea. Thus, our ideas could easily be merged

A little note to others now btw: I'm taking a break from this for today and will spend time with my lovely gf now <3
I will probably continue tomorrow and even try and finish the whole thing, as well as answer all other posts too

And a little extra heads up: I've added some pics to the tools/weapons, and will continue doing so for the future stuff as well.

Have a nice day guys. Feedback on the current stuff / more ideas for all perks / specimen / maps / gamemodes are all appreciated!
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Last edited by Aze; 07-23-2011 at 01:19 PM.
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  #17  
Old 07-23-2011, 05:16 PM
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Quote:
Originally Posted by Undedd Jester View Post
I would be almost tempted to say give KF2 a more RPG like perk system. Like Mass Effect or MAG especially if ever you have played them.
I must say I found myself in the strange position of being quite surprised by your suggestion, Mr. Jester. Mainly due to the fact that I never considered the RPG element in a possible sequel to Killing Floor. I agree with the player's own strengths being added to with a selective system (and have seen how addicting it can become in the case of Mass Effect 2 very recently).

What I feel I must state however, is that one of KF's superiority to well-funded games is it's very simplistic design. Plug in, Gear up, Kill all. Adding a RPG element in my opinion will take this away and I quite enjoy slotting myself into a simple 'perk'. That said, the RPG system will indeed create a feeling of addictive personalisation and make players feel more in control as they enter battle.

If my memory serves me correctly, I believe you are involved with the unofficial beta hosted by...umm Ghost is it? (I apologise if that is the incorrect name or person leading the beta). Anyway, my recommendation is that you should pursue this RPG idea with the beta or convince a team to create a simple system to test.

It may seem a heinous amount of work, but you could be onto something very radical, yet something very good
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Old 07-23-2011, 07:04 PM
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I wonder what it is about KF fans that has them constantly crunching numbers and worrying about class balance.
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Old 07-23-2011, 07:54 PM
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Quote:
Originally Posted by Reise View Post
I wonder what it is about KF fans that has them constantly crunching numbers and worrying about class balance.

Sounds like a MMORPG forum to me. We are playing a zombie shooter, just aim for the head and enjoy the gore!
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  #20  
Old 07-24-2011, 11:03 AM
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What the... why did this get moved to the off-topic forums?? I mean it is an idea/suggestion after all!

That's kinda of cruel of whomever moved it, as that will reduce the viewers DRASTICALLY, and i want reviews / critique on my ideas

Can this thread please be moved back to the Killing Floor Ideas & Suggestions forums?
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