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Killing Floor 2 Megapost

I love the idea of the "Perk Power" to make it even more "unique" the perks.


I also like the new perk "Gunslinger".
Thank you! :)
Remember though, the Gunslinger is not my idea, i simply took "my twist" to it. I'm still refining it though, as RuneHarle made a "Dual Wielder" perk which is pretty much the same and he pointed out that some of my bonus ideas aren't all that great. I'm tweaking in some of his ideas (And i will be sure to thank him for the credit ;))

But the Flare blaster, Mauser, M99, Riot Shield, M7A3, L85A2+AG36, Bren Gun, Bizon, Neopup, Kel-tech KSG, Nail Cannon w. Jackhammer, Sterling Incendiary and Taurus Raging Bull, they are very RIDICULOUS.
Ok, how come you think they are "ridiculous"? (Genuinely asking here)
The Mauser, M99, Riot Shield, L85A3+AG36 (A3, not A2, its my own made up burstshooting variant :p) Bren Gun, Bizon, Neopup (although its alternate fire is made up) Kel-tech KSG and the Raging Bull are all real life weapons that are almost the exact same here as their real-life counterparts!
The Flare Blaster and Sterling and its incendiary shotgun are HEAVILY based on real stuff too, just that i made some tweaks to them for balance/fun/usefulness/niche-purposes.

The only ones that don't exist are the Nail Cannon w. Jackhammer and the M7A3, and you maybe think they are unrealistic or something but both of these weapons got LOTS of support, so i'm in no way gonna remove those ideas.


Anywho:
I've updated this thread today, tweaked a lot of the stats on the weapons, added some new ideas and added some more weapons (those new weapons not mentioned below are the ones added with the Xmas update, even though they might be changed in stats too):

NEW WEAPONS:
* Firebug - China Lake Burner
* Berserker/Sharpshooter - SVT-40
* Demolitions - GIB Launcher
* Gunslinger - Glock 18B
* Gunslinger - FN 5-7

BIG CHANGES:
* Firebug's energy regen bonus removed (no weapon uses unlimited energy for the Firebug anymore, apart from the Welder (but it never got energy bonus before so it doesn't matter :p))
* Firebug's damage bonus has been split in two: An Impact damage bonus and a Fire damage bonus which seperates some of his damage bonuses a little (mainly an issue with his bullet-based weapons getting, so they don't decap enemies too easily on the higher difficulties)
* Mac10 is a Firebug weapon again! (The new Glock took the Gunslinger's place as the dualwieldable fullauto/burst pistol)
* Flare Blaster now shoots out a "cone of fire" after impact, baaasicly making it a (range-limited) penetrating firepistol!
* Husk Cannon heavily updated to being more similar to the one in the game right now (but still with its secondary fire idea there)
* Tesla Gun was removed from the Firebug
* Support now has a bonus which allows him to see a welded door's %-health from much further away (making the perk have a further improvement towards guarding welding doors)
* ... and lots of other small weapon stat tweaks (damage, tier changes, costs etc).


EDIT:
I also have a new idea (not written in the main posts) to instead of giving each perk just ONE active ability, they get TWO each: One which is powerful and limited (like the Firebug incendiary grenades or Demolitions pipebomb) and one ability which is unlimited and "recharging", but also a lot weaker.

Some random ideas for that is:

MEDIC
Weak unlimited: Healtag (weaker than current version)
Strong limited: Blood Vial (a "distract" item), Healtag (the current powerful one)

BERSERKER
Weak unlimited: Charge (run up to enemies, need to aim at them), Berserk (weaker than the current one)
Strong limited: Berserk (the current strong one), Throwing Knives (as the name implies...)

COMMANDO
Weak unlimited: Heat/Nightvision (for personal increased vision/detection)
Strong limited: Flashbangs (stuns most enemies, instakills Crawlers, destealths Stalkers/Patriarch briefly etc)

DEMOLITIONS
Weak unlimited: ???
Strong limited: Pipebombs (same or similar to current one)

SUPPORT
Weak unlimited: ???
Strong limited: Ammo Box (same or similar to current one)

FIREBUG
Weak unlimited: Light Flares (vision in the dark for the team)
Strong limited: Molotov/Incendiary Grenades (like the current idea)

SHARPSHOOTER
Weak unlimited: Eagle Eye (zoom in a bit further), Rallying Beacon (a device which gives everyone something similar to the "trader arrow" towards it, so everyone can gather at a place more easily. could also be a "strong limited", but then i'd say it could have some minor health and be attackable by the enemies so you can use it as a minor "distract and/or alert"-item)
Strong limited: Autoaim Device (headshothelper), Stealth Device (lose attention of specimen very briefly)

GUNSLINGER
Weak unlimited: Gunslinging ("autofire" on semi-auto pistols and some minor stat boost, like a bit less recoil)
Strong limited: ZED Time (same or similar to current one)
 
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About the weapons.

About the weapons.

Very well, so it is clear, my main point is: "To maintain the function of each Perk (UNIQUE)" for example, in the game, maybe the team needs someone with shotgun and come Field Medic with its "Medic Shotgun"??, or need someone with a weapon body to body and come a Sharpshooter with its "Bayonet"??.


And that the weapons do not end up replacing themselves, like some players believe that the M4 replaced the Bullpup, all the current weapons are very unique with advantages and disadvantages, and TWI think about this very well each new update it contains a new pack of weapons, for example:


If the Berserker have the bonus of:

"Faster melee movement with the Chainsaw", NOBODY would buy a Katana or Fire Axe.


So think before add so many weapons.


The best example: Left 4 Dead 2, all melee weapons are "THE SAME THING"!!!!.


Personally the best is the electric guitar.
 
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Very well, so it is clear, my main point is: "To maintain the function of each Perk (UNIQUE)"
Well, i have tried to keep each perk unique with their roles. And it took me a LOOONG time to find all these weapons and to balance them as well as possible.

for example, in the game, maybe the team needs someone with shotgun and come Field Medic with its "Medic Shotgun"??, or need someone with a weapon body to body and come a Sharpshooter with its "Bayonet"??.
Just because the Support is all about shotguns doesn't mean the Medic can't have a "Medic Shotgun". I added it to give the Medic a new unique weapon that doesn't "replace" any other weapon, and to have a healing feature on it (the line heal) that is in theme with the weapon itself.

About the SVT-40, the Sharpshooter won't be using the bayonet very efficiently (attacks slowly, very vulnerable up close etc), nor will the Berserker use the rifle very efficiently (he runs slower with it, takes much longer to reload etc)

And that the weapons do not end up replacing themselves, like some players believe that the M4 replaced the Bullpup, all the current weapons are very unique with advantages and disadvantages, and TWI think about this very well each new update it contains a new pack of weapons, for example:
I know, i also want to keep all weapons unique, let me explain on your examples:

If the Berserker have the bonus of:

"Faster melee movement with the Chainsaw", NOBODY would buy a Katana or Fire Axe.
Not true. The Chainsaw is "nerfed" due to using fuel and in its cost (costs more than the Katana+Fire combo). Both the Katana and Fire Axe now can also hit 2 specimen at once (Katana secondary and Fire Axe primary attack), so they also have a unique feel and function. The Fire Axe can also be THROWN, further making the weapons unique. If anything, my changes have made all the melee weapons even more unique now and no weapon is useless anymore (Even the machete!!!)!

I agreed with what you say that the L4D2 weapons are "all the same" (although, they actually aren't fyi, there is different speeds and ranges on them ;)) and i dislike that too.



Field Medic
Medic Shotgun w. healing gas. Shotguns (only for Support), Keep the perks "unique", that is what is excellent, wonderful, fabulous in Killing Floor.
UMP 45M w. healdart. Good, the third machine gun of the Field Medic.
M7A3 w. healing canister. No, the doctor already has enough, We cannot be all the time "healthy", is part of the game die, and sometimes be violated by the specimens.
1) While yes, the Support is all about Shotguns, the Medic has no specific weapon attached to it. Thus, the Medic has the most flexibility in what weapons can be added, as long as it serves a new healing function (as i explained before about the Medic Shotgun)
2) Thanks :) And no, it's the 2nd weapon, you saw that the Medic has this INSTEAD of the MP5, and the Commando took the MP5, right?
3) No, he still has the least weapons. And, fyi, if you look at the weapon weights, i have made sure that you can NEVER carry more than 2 medic weapons at the same time to make sure one can't spam heals all the time.

Berserker
SVT-40. Hell no!!!!!!!!. a Berserker shooting?????.
Riot Shield. We are not entering a house of terrorists as in Swat 3, 4, the Berserker is strongest, the most resistant without the need for a shield, it would be very stupid a Berserker running with a shield as a little girl.
1) The SVT-40 doesn't overpower the Berserker, relax. He doesn't get any power to the bullets or anything, only for the bayonet (and discount to the weapon ofc). There are many drawbacks of the weapon anyway: It takes a long time to reload, its stab is quite slow (similar to Machete powerstrike), it is heavy (7) which severely diminishes what weapons you can use with it.
The only thing it does is bring a new style. You can run with SVT-40 + Katana (10 weight), which pretty much gives you a Katana, a handcannon and a machete. But now you can't have an Axe to stun with, so your Scrake stunning capabilities are compromised. The best loadout i can think of is Dual machete + SVT-40 + Fire Axe (14 weight), which is versatile, but it isn't all that different from Katana+Fire Axe+LAR anyway. You sacrifice the powerful LAR headshots and Katana slashes for faster and weaker Machetes and piercing SVT-40 bullets. Just a new unique style :)
2) The shield just adds a new UNIQUE way of playing the Berserker: Defense! If anything, that gives the Berserker more use for the team, and that is something the Berserker might be a bit weak in (teamwork i mean). The Berserker now has a role in a team against Fleshpounds and the Patriarch (especially now when FPs are not kiteable anymore, as i mentioned in the specimen changes). I don't see the problem, especially not when the shield is so heavy.

Commando
Bizon. Maybe, is nice.
L85A3+AG36. The Comando already has many wonderful machine guns, because to continue adding more??, the only thing going to do is: be useless, and replaced each other.
Bren Gun. We are not in a war against the Chinese, we want to survive against specimens, with excellent weapons, unique, modern, powerful, versatile and some of the high technology like Husk Gun.
1) Ok, good
2) Well, diversity is nice right? And its a unique Commando rifle: Burst fire and grenade launcher. We already have it in KF1 (M4+M203), the only thing i did was change its look and firing function a little (the M4+M203 is removed, the L85 takes its place, and it is BRITISH which fits better) so it was more unique.
3) What?? War against the chinese?? :confused: This beast is a powerhouse, but still not overpowered (due to its low magazine capacity). And NO we do not want just modern weapons. Old powerful weapons are good to add too. Besides, it's a BRITISH weapon!

Demolitions
L85A3+AG36. No.
Neopup PAW-22. Really good!!!.
GIB Launcher. No, Killing Floor is very realistic in terms of their weapons.
1) Yes
2) Thanks!
3) How come this is deemed unrealistic (when it almost exists in real life already?), while you think the Tesla Gun is NOT?? Besides, it got quite nice support in a different thread. And who says Horzine wouldn't want to make a weapon like this themselves? It's very plausible.

Support Specialist
Nail Cannon w. Jackhammer. Extremely ridiculous.
Kel-tech KSG. No, currently the Support Specialist has the best shotgungs, and this is very similar to the "shotgun", why this weapon??.
Minigun / Gatling. It would be wonderful!!!!!!, but for who?? Support Specialist or Comando??.
1) I might agreed with that, however, when i suggested it way back, i got LOTS of support for it. Besides it is very unique: You can weld (with the nails) doors fast and from range, and you can "unweld" doors (aka BREAKING them down) really fast with the jackhammer. The weapon also serves as a pseudo-slug shotgun with its nails
2) Well, it while it is a pump-shotgun it has lots of versatility (the pellet spread toggle on secondary fire) and the greatest range (narrow spread), reloads with a magazine, nice magsize and ammo. Downside is that it doesn't pack the same punch as the regular shotgun, it weighs more and it doesn't have a flashlight. It's different and unique
3) Support for sure. And i'm considering removing this weapon really, i almost deem it too big and powerful, but on the other hand it looks so sweet to use (from that video i linked)

Firebug
Flare Blaster. What is this??, outdated, obsolete, ugly, that Firebug would spend 5 to buy this??... nobody, "Commando", It is the only one that sees in the dark, whit "Thermal Vision".
Sterling Incendiary. A combination of the Mac 10 and the Flamethrower???, clear that not!! (Keep the weapons in Killing Floor "UNIQUE").
China Lake Burner. No!!!, if TWI not we would have been pleased giving the wonderful Husk Gun, it would have been a good idea.
Tesla Gun??. Why remove from your post this weapon??, i thought it was very good idea, very powerful and have a "balance" of its power to be very short-range, such as Tesla Gun Silent Hill Origins (PSP - PS2)???.
1) Emm, no if you read more about it you could see it as a "penetration" firepistol (although that still isn't a true description) due to its special flares. It is a unique weapon in terms of how it works: After it hits a target/wall, it shoots out a flame which continues going forward (medium-short flame) which ignites everything that touches it. It is also light and powerful. Not useless at all. Think of it as a "combat flare gun"
2) No, not a combo. It's quite similar to Mac10, yes, but it has weaker bullets, only shoots in fullauto (less accuracy), less rate of fire (less dps), weighs more and costs more but it also has more ammo and has an underslung incendiary shotgun (powerful, but very little ammo) . It has its uses, but doesn't replace anything.
3) Why is an incendiary grenade launcher a no? And i don't understand what you are saying here, sorry! What this weapon was meant for is a "sidearm" for the Firebug (who is mainly gonna use Flamethrower or Husk Cannon) that is more focused on big groups on enemies, while the Flare Blaster/Mac10/Sterling are different style of sidearms, more for spamming at single targets or lines of enemies etc. It just gives more versatility.
4) Because i thought it was too "ridiculous" as you so nicely put yourself hehe. Even with all the other hi-tech ideas i have suggested, i thought this one was pushing it a bit too much.

Sharpshooter
Mauser C96 w. We are not in 1890, gun obsolete only serves to sell it to Rick or the Old Man in the: "Price of history"... History Channel.
Hunting Rifle. Maybe, (future discussion)
SVT-40. A bayonet??, Clear that no! (Keep the Perks "Unique").
M99 AMR. Again, We are not at war against the Chinese.
1) While it may be a somewhat old weapon, it fills the loss of the Handcannon for the Sharpshooter while being different: It has a bit less body damage, but it has a bit more headshot damage in the end (which is what this perk is all about, also making it more useful for its role: Shooting at medium and heavy targets) and should look and feel very different from any other gun. It's a pistol, yet a rifle of sorts due to its stock.
2) Alright
3) Like i said above, it won't overpower or take away the uniqueness of the perk...
4) Eh? What's with you and the Chinese? The M99 fits even better in the Sharpshooter perk than the M14 imo...

Gunslinger
MK23 (dualwieldable). Great!!.
Glock 18B (dualwieldable). Great!!.
FN 5-7 (dualwieldable). Great!!.
Taurus Raging Bull. A pistol drawn from garbage.
Neat that you like the pistols, but why do you dislike the TRB? It feels the role as the beastly powerhouse revolver with a scope with not so much ammo... I mean, the Gunslinger must have an endtier weapon too, no?

In the end, the perks still do what they should:

Commando and Firebug focuses more on trash, with their respective type of weapons.
Sharpshooter and Demolitions focuses more on heavy targets, but assists with the trash as well (as now) with their type of weapons.
Berserker still "tanks" and chops in melee with melee focused weapons
Support still helps with the "clean up" job of all sorts of specimen, and the welding with shotguns and similar heavy weapons.
Medic still mainly heals.

All i did was make each perk have more choices in weapons, while still having the idea of making each weapon "unique" and not making any weapon obsolete. Believe me, that is something i STRONGLY try to keep in this wonderful game :)
 
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i'd like the 1st KF (if 2nd one is actually made) to be still supported since i don't like most of the ideas for new game. I also don't see a need for a new game.

I have to agree with you. but I still think if they ever made a kf 2. I would like them to have a classic kf game mode inside kf2 so I can play older versions of kf. and still enjoy new Ideas.

maybe something like mission maps? or extreme mode. with super zeds and such :p the option are unlimited.

In the end, sequels are suppose to be the same as the earlier versions. only improved :p

EDIT: ALOT
 
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Perks.

Perks.

Happy new year!!!, to make it reality many dreams, more excellent updates, and maybe Killing Floor 2.


But what really worries me (as well as to many games has happened), is that, if they make a sequel to Killing Floor.


Probably goes wrong, and that would be the end of Killing Floor, because it could not be return back, and continue with "updates", we have to think very well, and to make an excellent game almost (based on suggestions of the players), and YOUR, it is an excellent beginning!!!.


Following the discussion ...


My favorite Perk is Berserker, I take very seriously the "Perks" because it is always what i "dreamed" in a Survival Horror.


And thanks to TWI and Alex Quick by making Killing Floor (retail), is the best game of my life.


I have read many posts where the great majority of the Berserkers always carry a Lever Action Rifle or a Compound Crossbrow for "protected", also many others who are not Berserkers they buy a Katana,
 
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100% Agree with you, the Bizon besides "replaces" the Bullpup (I did not realize that).

Not really true:
The MP5 (which is the new Bullpup) has its flashlight, which is good on darker maps. It also is cheaper and weighs less (i have reduced its weight to 5).

On top of that, on HoE, the MP5 will (with the new 60% damage bonus for Commando at level 6) be able to decap (but not kill) specimen in one hit, while the Bizon, with its more plentiful ammo, would require 2 shots.

So then you ask "well, isn't the Bizon useless then?", no it itsn't, because of its penetrating bullets and high ammo capacity and even lesser recoil (!). It would be better against big and packed crowds.

I guess you catch my point here.
 
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Another replacement.

Another replacement.

Then the MP5 would be the replacement of the Bullpup ???...


We would lose forever the Bullpup!!!, the best classic weapon of the Commando.


The shield of the Berserker "is his own body".


You can't remove "any WEAPON" of a Perk.


You can't remove "any BONUS" of a Perk.
 
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*sigh*

Then the MP5 would be the replacement of the Bullpup ???...
No dude, they have different strengths and weaknesses...

We would lose forever the Bullpup!!!, the best classic weapon of the Commando.
Sort of, yet not. The MP5 would function pretty much exactly the same as the Bullpup (same stats and still also has the same Holo-scope). The differences would be that it weighs less than the current Bullpup, has a flashlight on it, and due to the flashlight-attachment, is fullauto only...
So the BEHAVIOUR is still there

As for the LOOKS, the L85A3+AG36 is not that far away in terms of looks. The only difference is that its functions is more similar to the M4+M203.

The shield of the Berserker "is his own body".
Have you played HoE with Berserkers? One hit from a raged Fleshpound and you are dead! Even with full armor, you will be close to dead (sometimes you get a double-hit bug, and you die anyway!) You are useless as a tank against them. The shield will help until it breaks, and gives you something to do in a team-oriented way when they arrive.

You can't remove "any WEAPON" of a Perk.
I have only changed weapons a little (MP5 is the Bullpup replacer for Commando, and the UMP 45 is a (stronger!) replacer for the Medic's lost MP5). And hey, some weapons HAVE been moved, by TWI themselves! The LAW used to be a Support-perk weapon, now it's a Demolitions one.
Functionality-wise, no weapon has been completely removed in my suggestions!

You can't remove "any BONUS" of a Perk.
The only bonus i have removed from any perk is the Support's grenade bonuses, but that is replaced with his "see welded door's health from further away"-bonus (to emphasize his welding strengths).
Most people agreed with this (i mean, the removal of his grenade bonuses)
 
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I think after the christmas event, KF have hits its limits. because they had to: "example" dropped weapons had to be removed to "spare memory". and this might cause more problems in the near future.

SO More then ever! I want KF2!

(but again other bugs been fixed. which made me happier then ever!!)
 
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The majority of this stuff sounds pretty awesome, and you've definitely put a lot of effort into coming up with reasonably balanced and versatile additions to all the classes, but I've noticed that you've buffed a lot of the original weapons by decreasing weight, and I'm just wondering if you've looked into the off-perked weapon combos that are available, coz it looks like there would be a few questionable combinations.

My 2c:

Medic weapons are really well done, I like that you've made sure you can't carry more than 2 at the same time. I think that the shotgun damage needs to be noticably lower than the support's shotgun, otherwise people will just get the medic shotgun if they want an off-perked shotgun. I also think the weights need to be adjusted a little, something like: MP7 - 3KG, UMP - 5KG, MSG - 7KG, M7A3 - 7/8KG. This way you'll still only be able to get 2 at a time, and you may not be able to get both the MSG and the M7A3 together (depending on M7's weight) which might prove to be more balanced. That remote control heal pack power sounds way OP though, especially if it autofires when they're low on health. I can just imagine a bezerker blocking a door with that thing on him, with a medic spamming heals too; you'd be invincible. Needs to be changed imo.

I love the changes you've bought to beserker, throwing machetes and axes are great ideas. I love the idea of a rifle with a bayonet, and buffs+fuel for the chainsaw (it might actually go back to its pre-katana glory days!). Nerfing their kiting ability vs FPs is a welcome change too. Shields could work nicely as a cooperative thing, so if they're balanced right, I'd be happy to see them included. No complaints for beserker weapons, you've nailed them. Stats however... Beserker should keep its current speed bonus, but damage resistance can be dropped a little more in return. Sirens would be a bigger danger then, so the Riot Shield would be a wiser choice when holding a door (provided it blocked screams), and medics would get to use their new arsenal of healers to save them more often. It would also make them better at dodging attacks from FPs (and punish them harder if they failed). Love the idea for weapon skins btw.

Commando is great with his new weapons, no complaints aside from the weights. I'd consider the following:
- Decrease MP5's weight to 4KG and decreasing its fire rate and ammo capacity a little (compared to the bullpup)
- Decrease Bizon's weight to 5KG
- Leave M4 as is
- Decrease L85A2's weight to 6KG and maybe lessen bullet damage (this is good for demo too)
- Increase AK's weight to 8KG, increase damage
- Rename SCAR-H to the SIG weapon you suggested and increase weight to 9KG
- Leave Bren as is
My reasoning for this is quite clever; as we know, 14KG is the perfect weight for a loadout, so behold: 4KG MP5 + 10KG Bren = 14KG, 5KG Bizon + 9KG SIG = 14KG, 6KG L85A2/M4 + 8KG AK = 14KG. The best part is that you don't necessarily have to get these weapons, you can sacrifice some weight off the heavier weapons if you really want an off-perked katana or something. This way, all the weapons serve their own special purpose for their weight, and will make for great fill-ins when off-perked.

Some decent ideas for demo, bouncing and timed nades would definitely be nice. Again, I'd mess with the weights a little: GIB put up to 8KG, Neopup maybe put down to 6KG. Love the reworked pipe bombs, but I'm not a fan of cooking nades.

I like the idea of a smaller carry capacity and lighter shotguns, because essentially it will just help them get used off perk a little, but I think you've overdone it on the discounts and 'lightening' of some of them. Hunting shotgun shotgun should be at least 9KG, AA12 should stay 10KG. Discounts shouldn't be so extreme either, the cost of support is one of the things that balances it. Love the idea of the Nailgun+Jackhammer, but I think the Jackhammer should be more 'incremental', taking less power to activate and doing less damage per hit, but with crazy fast fire rate, which would make the energy drain like crazy. The Gatling gun would probably be OP, it's been suggested heaps before and the general consensus is that 6 of them would just win at anything. Besides, I like the idea of support just getting shotguns. Ammo box ability is little OP too. The nade ability has had to go since the introduction of demo, and the ability to see welded health from a distance is a nice one.

Will post opinions/criticism on the rest later.
 
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come to think of it, after pulling diablo 2: LoD back from the dead on my computer. i think keeping the well armored zerk from kiting too much would fit my idea very well. To those of you who have played werewolf druid in it, the zerk's power would act a lot like "feral rage" minus the health steal. however it would be activated more like ZED time, when you kill something. For those of you unfamiliar with feral rage in diablo 2 :LoD...

(taken from the wiki) "This is a "Power-Up" skill, Power-up Skills just get stronger and stay that way for a duration.
The first hit you deal grants you a small orbiting red orb, each hit after that makes the orb bigger and bigger graphically showing you how many charges you have. Each hit will also refresh the timer on the duration, if you don't deal a hit after 20 seconds of the last hit, all the charges disappear."


So kill something- blah blah- kill more- blah blah- you now are a force to be reckoned with as long as you stay in the midst of the fight and are not about to die, therefore making medics a helpful option.
 
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Why.

Why.

Sort of, yet not. The MP5 would function pretty much exactly the same as the Bullpup (same stats and still also has the same Holo-scope). The differences would be that it weighs less than the current Bullpup, has a flashlight on it, and due to the flashlight-attachment, is fullauto only...
So the BEHAVIOUR is still there

As for the LOOKS, the L85A3+AG36 is not that far away in terms of looks. The only difference is that its functions is more similar to the M4+M203.


My point is: to add so many weapons, all end up, being the same, as weapons of melee of Left for Dead 2, many guns are also the same in this game, maybe the players of this game demanded more weapons ... there is the result.


In the current Killing Floor all the weapons are beautiful and unique, for example:


Commando. We have the power to the SCAR, the versatility of the AK-47, the precision of the Bullpup, and the speed of the M4 Carbine.


To add any weapon, it would have to be "super unique" (TWI does this very well with the updates).


Have you played HoE with Berserkers? One hit from a raged Fleshpound and you are dead! Even with full armor, you will be close to dead (sometimes you get a double-hit bug, and you die anyway!) You are useless as a tank against them. The shield will help until it breaks, and gives you something to do in a team-oriented way when they arrive.


Part of the game is dying, it is called "HELL on Heart" this difficulty as its name says it is "Hell",
 
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Weapons and Bonus.

Weapons and Bonus.

Definitely it would be very good add more weapons to Killing Floor, but does not replace between themselves like Left 4 Dead.


My final suggestions (about the weapons and bonus) would be:


- Do not remove or reduce any bonus of any Perk.


- Do not remove any current weapon.


With that, all we would be happy.
 
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Definitely it would be very good add more weapons to Killing Floor, but does not replace between themselves like Left 4 Dead.


My final suggestions (about the weapons and bonus) would be:


- Do not remove or reduce any bonus of any Perk.


- Do not remove any current weapon.


With that, all we would be happy.
In short:
* Remove or reducing a bonus of a perk: Yes we can? For balance's sake we can. Support doesn't need all its grenade bonuses, nor do Medic or Berserker need such a tremendous speed boost. I will however bring their speed up to 20%, rather than 15%. 30% is way too much though (it makes the Berserker too good at kiting)
* Like i told you, no weapon has (technically) been removed, just moved around a little in some way. I will explain each one:

- MP5 was moved over to Commando in the place of the Bullpup, because its the absolute best weapon to have as a "flashlight" weapon for the Commando, plus its damage fits way better for the Bullpup's stats.
- Adding the UMP as the Medic's MP5-replacer allows for a little bit more power in the weapon (without feeling unrealistic) and other stats changes. The MP5 in KF1 doesn't feel like much of a sidegrade, but it is rather just a "pure upgrade" in pretty much all stats. The UMP can have upgrades in some areas (damage), but some drawbacks too (less total ammo, heavier weight), so it's not a 100% pure upgrade (to make ALL weapons have some use). That's also why i made the MP7 have piercing shots (to seperate the weapon flavours more)
- The Bullpup has its model (sort of) brought back in the L85A3+AG36 (model-replacer of the M4+M203) with some new alterations to stats (and now has burstfire), to make it even MORE unique. On top of that, the L85 is british, which is better :p
And besides, the M4 is still there in purely the M4-form. No need for 2 weapons of the same sort, with just different addons. (Further uniqueness)
- Pistols being moved over to a new perk just makes sense. The Sharpshooter is clustered with weapons, and the pistols (especially dualwielded ones) do not really fit with the perk anyway. It also adds some more variety with a new perk.

I think that's all i have done that might be considered "replacing/removing" (i'd rather just call it mostly REMODELLING in these cases) of weapons.


To answer your older post:
My point is: to add so many weapons, all end up, being the same, as weapons of melee of Left for Dead 2, many guns are also the same in this game, maybe the players of this game demanded more weapons ... there is the result.
Well, im in no way trying to "L4D2" the game. The weapons i have suggested, i have tried REAL hard to make them all unique (and in particular people like Yomamassis, Ivan, Jack Carver and Braindead with their weapons have helped A LOT to add uniqueness! Thanks a lot for your creations guys!).

It's not easy you know. I mean, if you would suggest just as many weapons and ideas, what would you do? I think i have come up with reasonable weapons and changes, as well as the whole new idea of "active perk powers" too.

In the current Killing Floor all the weapons are beautiful and unique, for example:
Commando. We have the power to the SCAR, the versatility of the AK-47, the precision of the Bullpup, and the speed of the M4 Carbine.
Lol of all perk weapons you took the Commando's? I find that hilarious cuz the Commando imo has the LEAST unique weapons in the game xD But, that said, trying to add weapons myself, even with tons of research, i understand how hard it is to add reallly unique Commando weapons to this game.

To add any weapon, it would have to be "super unique" (TWI does this very well with the updates).
Umm, no, not always:

* The Claymore is just a little different Fire Axe
* The MP5 was pretty much just a MP7 2.0
* The .44 could've been a more unique weapon, but right now it's just a Handcannon that is worse in all stats except its total ammo. (Its light weight was its selling point, now they nerfed it, rather than truly fix the bug...)
* The M4 was pretty much just mix of a Bullpup (scope and ammo) and AK47 (same magsize) (But like i said, it's hard to add unique Commando weapons)
* Combat Shotgun was ok, but did they have to use so similar stats to the regular Shotgun (Damage, pellets, total ammo... even a FLASHLIGHT!)? So no, not THAT unique, but i still like the idea behind it.
* M4+M203 was a really good weapon to add imo. Nice style and everything. Shame they didn't make it shoot in bursts (opportunity for more uniqueness), and that it is way overpriced.
* Husk Cannon. Now THIS is a weapon i thought felt really unique. Shame that, again, this weapon was also overpriced.

So out of 7 weapons, only 2 felt really unique to me (although i felt the M4 and Combat shotgun and the lighter .44 were sort of ok actually). That's not all that great in terms of uniqueness if you really think about it.

Part of the game is dying, it is called "HELL on Heart" this difficulty as its name says it is "Hell",
 
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Weapons and Bonus.

Weapons and Bonus.

Very well Aze, i agree with you in a 90% about weapons and bonus.


I disagree with:


- A drastic reduction in speed of the Berserker, although what you're explaining about that he can escape from the team, i do not think that is a good reason.


- The Shield of the Berserker, better to make a new Perk:


http://forums.tripwireinteractive.com/showthread.php?t=73913


- The loss of the guns of the Sharpshooter, obviously the Gunslinger be the best with the guns, but a suggestion:


- The Sharpshooter should continue to have the bonus with one Handcannon, 44 Magnum, 9mm pistol, and 0% bonus with the Dual HC, Dual 44 Magnums, Dual 9mm, so this Perk not would suffer a great loss.


- The Gunslinger have the bonus with the Dual HC, Dual 44 Magnums, and Dual 9mm, but 0% bonus with only one of these guns.
 
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How would everything change if level 6 wasn't the highest level? I always wanted to see things go up to a higher level and get bigger bonuses at the higher levels. I'd personally like to see up to level 8, myself. For the damage requirements, maybe something like this:

1: 25,000 damage
2: 100k damage
3: 500k damage
4: 1 million damage
5: 2 million damage
6: 4 million damage
7: 7 million damage
8: 10 million damage

If you kept your current patterns for every level increase, you'd get up to 90% off on that perk's weapons at level 8. A level 8 perk would be very, very powerful, and it would take a very long time to get there, but it would be very much worth it. Maybe only 10 million damage for level 8 is a little too generous though, but it's still something to think about.
 
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Post/In-Game Rewards:
  • Accolades (To let people know who did most of what after the game.)
  • Ribbons/Medals (Something to give people a rewarding feeling from getting a large amount of kills in a rapid succession or healing the most teammates, etc.)
  • Weapon Attachments/Enhancers (This was a maybe on my part, it would be good to have something to strive for and then some. Silencers could keep the enemy from knowing where the shot came from, Many different sights to give depending on their class/weapon, etc.)
  • Points/Ranking System (This will definately catter to the team players and medics.)
Weapons/Gadgets:

  • Commando
M249 SAW (High ammo capacity, low damage, medium recoil, full-auto only)
G11 (Medium ammo capacity, high damage, medium-high recoil, Burst-fire)
IMI Tavor TAR-21 (Low ammo capacity, medium damage, low recoil, full-auto and semi-auto)

  • Sharpshooter
MEU SOC (Low ammo capacity, medium damage, low-medium recoil, semi-auto only)
SRS Stealth Recon Scout (Medium ammo capacity, low-medium damage, low recoil, bolt action only)
VSS Vintorez (Medium ammo capacity, medium damage, medium recoil, full-auto and semi-auto)

  • Support Specialist
Mossberg 500 (Medium-low ammo capacity, high damage, medium recoil, pump action)
Winchester 1887 (Low ammo capacity, low-medium damage, low recoil, lever action)
Lupara (Very low ammo capacity, high damage, high recoil, double barreled semi-auto)

  • Berserker
Brass Knuckles (Low damage, high speed)
Metal bat (Medium-high damage, slow speed)
Ballistic knife (Damage depends on distance, slow speed)

  • Demolition
C4 (Remote detonated)

More to come later..
 
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