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Killing Floor 2 Megapost

Aze

Grizzled Veteran
Mar 19, 2010
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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.com/showthread.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 :D)

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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--- 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!
 
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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!
 
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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!
 
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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!
 
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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!
 
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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!
 
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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!
 
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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!
 
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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:
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 :D

* 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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--- 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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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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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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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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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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What the... why did this get moved to the off-topic forums?? :confused: 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? :eek:
 
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