I have suggested before having the ability to drop the Knife and 9mm. Would like to know what the rest of the KF community thinks.
Not saying that you have to drop it, just being able to if you want to. I play HoE 99% of the time, and as a zerker I find the Knife annoying when I hit my melee weapon key and have to cycle past the Knife, and for me, the 9mm is close to useless.
I'd say neither, since they are an integral part of game balance. Weight is a big issue for weapons, so losing just 1 weight block creates a whole world of new loadout possibilities that would be a balance nightmare.
It might make the inventory screen a little less cluttered but in my opinion the gain is vastly outweighed by the loss
How do you defend yourself if you don't have a knife and you run out of ammo?
Wouldn't be too hard to create a punch weapon, the only issue is....matching 3rd person anims to suit.
Could be cool to have an upper cut as a secondary which can stun the enemy.
Not saying that you have to drop it, just being able to if you want to. I play HoE 99% of the time, and as a zerker I find the Knife annoying when I hit my melee weapon key and have to cycle past the Knife, and for me, the 9mm is close to useless.
I could have sworn they both had zero weight and that grenades added the 1 block.I'd say neither, since they are an integral part of game balance. Weight is a big issue for weapons, so losing just 1 weight block creates a whole world of new loadout possibilities that would be a balance nightmare.
It might make the inventory screen a little less cluttered but in my opinion the gain is vastly outweighed by the loss
Incidently binding a button to last weapon used helps alot for weapon cycling. I use Q since I don't need the quick heal option, but if you want to keep it you can always bind quick heal to a slightly less vital key
I could have sworn they both had zero weight and that grenades added the 1 block.
I support this (Dropping both).
I don't like being forced to carry both of these weapons, especially if I don't need them.
It would be nice if it could free up a block of weight or two also, but that may be asking a bit much.
Why would you drop a weapon that weighs nothing and you don't use anyway? If you need it, it will be there. A 9mm and 15 mags, if that is all you have, can still bring down plenty of ZEDs, even on sui or HoE, if your aim is good. I use it constantly as support, for single or groups of smaller enemies, and to have something for long range. The 9mm is capable of hitting things in the head out as far as you can see. It will kill a crawler with 2 hs, and a clot with 2 or 3, and it only has a sliver of health after its head is gone. I have been able to blow away 4 clots with the 9mm at close range within a second or two before.
I do agree if you really don't want it, you should be able to drop or sell it for a modest amount, although it is always good to have something to fall back on. I have had many times during a heated wave where we lost a couple of teammates and I burned through my shells killing more than my fair share, ran out, and killed the last 20 or so with my 9mm.
I guess I am arguing for the last ditch weapon option. I would rather have a support or commando helping the team even a little bit with a 9mm rather than standing around because his perk weapons are empty. I am always for the one last option kind of thing, the knife and 9mm are far from godlike weapons, but with skill, they can still be used well in a pinch, or to save main weapon ammo. This is referring to non sharp 9mm of course. The sharp 9mm is still a really good weapon.
I could see wishing to get rid of them if they took up several blocks.
I play mainly zerker, I just want them out of my inventory, making weapon cycling less cluttered.