What about different types of ammo and maybe some weapon mods via shop?
(I know that was in multiple threads before, but I think it's worth idea for start dedicated thread.
I consider the shop in KF is great idea, but i bet it is now bit underused and further potential is to be revealed.)
(and yes, let's discuss custom bullets, it was too much talks around sights, bayonets and attached grenade launchers)
Firebug now have powerful WP incendiary rounds, it's good for him. Other perks have'nt. I suggest to make other special ammo, available for other perks (maybe not from start but after wave 5 or only for lvl4+ perks). And the MAC-10 is now MUCH overpowered. Many firebugs use only MAC-10, is that good?. I think, the Firebug should buy inc. clips like others will do. In compensation, he'll got a new Flamethrower mode, fuel-saving and close-combat oriented spray mode.
Commando, for example, can buy spec. Armor-piercing and Hollow-pointed ammo for bullpup and AK.Armor-piercing load one clip, scoring damaging headshot on Scrake and Fleshpound, more recoil, less powerful on other freaks, but high penetration. Hollow-point have no penetration, scoring more damaging bodyshot, equal headshot, devastating against small zeds, can interrupt Charging attack of Fleshpound/scrakes. And Commando'll be unable to buy both, i think. Let one alter another, but do not alter default ammo, so the spec.'s are to have own stock, 3 mags/10 shells max.
Sharpshooter have similar option for lever-action and handcannon ammo.
Support may have access to door breaching round on shotgun (load one shell, fire one projectile, low damage, stun scrakes, instant remote unwielding door) and expensive slug or SABOT round on supershotgun (load two shells, causing devastating headshot on one enemy, near equal crossbow bolt, moderate accuracy, high penetration). (And 5 loads/10 shots maximum, yes).
Berzerker have no bullet options, but can buy special stimpacks: Painkiller drugs and Psycho injectors for syringe. First grant 100% temporal HP like Megahealth in quake, decreasing back to 0. Psycho is amphetamine-like combat stimulant, grant speed boost, faster and more damaging attack rate.
Demolition have spec. HE-slug (watch "the Expendables" movie) expensive ammo for regular shotgun or his own AA-12 model. Deadly, cause gibs and limbs flying, small splash, kill fleshpound in several shots but not much damaging scrake (cause Scrake taking little damage from explosions).
Medic have no new ammo, but have loadable darts for MP-7m. Poison darts causing damage over time, Confusion darts cause rage, affected monsters are charging nearest target or prefer to attack other ZED's if there are any
in sight.
Of course, difficulty of game must be increased for balance it.
(I know that was in multiple threads before, but I think it's worth idea for start dedicated thread.
I consider the shop in KF is great idea, but i bet it is now bit underused and further potential is to be revealed.)
(and yes, let's discuss custom bullets, it was too much talks around sights, bayonets and attached grenade launchers)
Firebug now have powerful WP incendiary rounds, it's good for him. Other perks have'nt. I suggest to make other special ammo, available for other perks (maybe not from start but after wave 5 or only for lvl4+ perks). And the MAC-10 is now MUCH overpowered. Many firebugs use only MAC-10, is that good?. I think, the Firebug should buy inc. clips like others will do. In compensation, he'll got a new Flamethrower mode, fuel-saving and close-combat oriented spray mode.
Commando, for example, can buy spec. Armor-piercing and Hollow-pointed ammo for bullpup and AK.Armor-piercing load one clip, scoring damaging headshot on Scrake and Fleshpound, more recoil, less powerful on other freaks, but high penetration. Hollow-point have no penetration, scoring more damaging bodyshot, equal headshot, devastating against small zeds, can interrupt Charging attack of Fleshpound/scrakes. And Commando'll be unable to buy both, i think. Let one alter another, but do not alter default ammo, so the spec.'s are to have own stock, 3 mags/10 shells max.
Sharpshooter have similar option for lever-action and handcannon ammo.
Support may have access to door breaching round on shotgun (load one shell, fire one projectile, low damage, stun scrakes, instant remote unwielding door) and expensive slug or SABOT round on supershotgun (load two shells, causing devastating headshot on one enemy, near equal crossbow bolt, moderate accuracy, high penetration). (And 5 loads/10 shots maximum, yes).
Berzerker have no bullet options, but can buy special stimpacks: Painkiller drugs and Psycho injectors for syringe. First grant 100% temporal HP like Megahealth in quake, decreasing back to 0. Psycho is amphetamine-like combat stimulant, grant speed boost, faster and more damaging attack rate.
Demolition have spec. HE-slug (watch "the Expendables" movie) expensive ammo for regular shotgun or his own AA-12 model. Deadly, cause gibs and limbs flying, small splash, kill fleshpound in several shots but not much damaging scrake (cause Scrake taking little damage from explosions).
Medic have no new ammo, but have loadable darts for MP-7m. Poison darts causing damage over time, Confusion darts cause rage, affected monsters are charging nearest target or prefer to attack other ZED's if there are any
in sight.
Of course, difficulty of game must be increased for balance it.
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