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New Weekly Outbreak: Care Package

flashn00b

Grizzled Veteran
  • Feb 1, 2011
    912
    104
    Because the weeklies are pretty old now, I think it might be worth it to have a new Weekly Outbreak. Maybe this time, ban the usage of the trader pod? (Trader time will be extended to allow for players to forage the map for weapons)

    Base difficulty: Suicidal, Medium

    Modifiers
    Trader pods are always closed
    Trader time is doubled
    Players spawn with max ammo and grenades
    All weapon, armor and ammo spawns are active. Weapons also spawn with full ammo
    Weapon tiers slowly escalate each wave
    All Gunslinger weapons will spawn as dualies

    Waves
    Wave 1: Tier 1 weapons spawn 90% of the time, Tier 2 weapons 10% of the time
    Wave 2: T1 weapons spawn 50% of the time, T2 weapons 30% of the time, T3 10% of the time
    Wave 3: T1 40%, T2 30%, T3 25%, T4 5%
    Wave 4: T1 30%, T2 30%, T3 20%, T4 20%
    Wave 5: T2 50%, T3 25%, T4 25%. Tier 1 weapons no longer spawn*
    Wave 6: T2 40%, T3 30%, T4 30%
    Wave 7 and boss wave: T2 34%, T3 30%, T4 30%, T5 5%, Instakill Knife 1%


    *Wave 5 onwards, the HMTECH-101 will count as a tier 2 for the sake of spawning in a healing item

    Instakill Knife
    Perks: Everyone**
    Weight: 0
    Damage (Light attack, heavy attack, gun bash): 160650*** Freeze
    Parry Strength: 7
    Can block all zed attacks: Yes
    Block (damage multiplier): 0.1
    Parry (damage multiplier): 0.0
    Rate of fire and melee range are identical to Scalpel

    I dunno. I can't help but think it'd be cool to have an ultra-rare find among a pile of weapons that might not be desired based on perk selection.

    **Nets XP for equipped perk. Also counts towards Headshots with Gunslinger weapons, Killing ZEDs near a player with a Berserker weapon, Killing Stalkers with Commando weapons, Killing Crawlers with Firebug weapons, Killing Fleshpounds with Demolitionist Weapons and killing Clots with SWAT weapons.

    ***Damage is the Abomination's combined body health and armor health, multiplied by 3. Also, i can't help but think it'd be amusing for an ultra-rare instakill weapon to just disintegrate things hence the ice damage.
     
    I always wanted a mode where the trader pods are/can be damaged and need to be repaired. If players don't want to, no pod. If they want to use one, they have to either defend them during waves or choose when to repair them (run around repairing multiple ones or just one during trader time-obviously takes time out of trader time).
     
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    Benoboy67;n2331252 said:
    I always wanted a mode where the trader pods are/can be damaged and need to be repaired. If players don't want to, no pod. If they want to use one, they have to either defend them during waves or choose when to repair them (run around repairing multiple ones or just one during trader time-obviously takes time out of trader time).

    Tbh, that is what I thought "stand your ground" was going to be, it would make sense to defend a particular objective that can be damaged or repaired than a patch of ground that... Is a patch of ground. Plus, it would put back some wind in the sails of Support Specialists, since welding have more or less fell out of favor in KF2 compared to KF1.
     
    Upvote 0