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Killing Floor 2 - Potential Weapons For The Future (Your Input Requested)!

What are your top 3 choices for new KF 2 weapons in the future

  • Scopped bolt action rifle (k98?) - Sharpshooter Lower in tier to give that option earlier on in game

    Votes: 80 26.7%
  • Incendiary Launcher (M202 Flash?) - Firebug/Demo - Bringing new gameplay oporunities to the firebug

    Votes: 96 32.0%
  • HRG HM Tech SMG (Vector) - Medic - Alternative medic SMG with different fire rate/pattern

    Votes: 69 23.0%
  • Slow Firing LMG (BREN) - Commando - Providing a more heavy hitter/stagger LMG

    Votes: 116 38.7%
  • Pistol (MK 23) - Sharp - Sharp backup sidearm for railgun loadout with a lower weight

    Votes: 128 42.7%
  • AP SMG (SR3-MP) - Swat - Giving SWAT something with AP rounds to help shred armor

    Votes: 130 43.3%
  • Mine/Deployable - Demo - Giving players a way to directly or indirectly control a choke beyond C4

    Votes: 37 12.3%
  • throwable for FB (WP Grenade) - Firebug - Giving Firebug a dedicated choke point weapon

    Votes: 16 5.3%
  • HRG Sonic Discombobulator - Disables Zed Specials/projectile and slows with small to moderate damage

    Votes: 10 3.3%
  • HRG Rioter Tool - Medic - A tool to buff singular or multiple teammates in an area

    Votes: 23 7.7%

  • Total voters
    300
Weapon: Thunder .50 BMG
Perk: Gunslinger \ and maybe Sharpshooter?
Function: Naturaly Hand Cannon, Armor Destroyer
Reasoning: Single-shot pistol thing, almost as powerfull as AMR99, but with high recoil and less accuracy. Perfect for armored enemies or just for multikills by huge penetration power.
 

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your right with the ww 2 stuff. would like more bolt action rifles like the springfield or some very recognizable rifles like the m1 garand or it's mag loaded variant. my big problem with sharp shooter is that there aren't enough weapons that truly benefit from surpreme accuracy like a bolt action sniper rifle, it's not that i don't like the modern semi-auto guns we have, i just like older guns better. plus adding more low/mid bolt action weapons would be give you guys an excuse to buff the super powered bolt actions we already have on sharp shooter.

if I had it pick i would say go springfield, m1 garand might have more popularity but springfield would fit that, low round, bolt action weapons that poeple like me like without haveing it take space for other guns that you might also want to run.

TL;DR more low/mid power bolt action guns on sharpshooter pls
 
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Weapon: Pancor Jackhammer
Perk: Support (Primary)/Demolitionist (Secondary)
Function: Be a close range, explosive shotgun that trades off being able to deal explosive damage up close with less AOE splash damage effect. (Tier 5)
Reasoning: This shotgun would ideally be similar to how the Kaboom-stick works except: it would have a much tighter spread (similar to the M4 or AA12), faster projectile travel time and no bullet drop (like how normal bullets would travel from the other shotguns), faster fire rate (not quite as fast as the AA12 but fairly with a full auto mode or single shot), would weigh about 8, and have a bigger magazine size (about 10 shots).
- For Support, it would serve as another great weapon to deal with Fleshpounds. In comparison to the Blunderbuss, the Jackhammer would have a bigger magazine, faster fire rate, lack of AOE splash damage, and no self-inflicted damage.
- For Demo, it would serve as a close quarters alternative to the other high end weapons like the M32, Gravity Imploder, RPG, etc (ideal for closer quarter maps or instances where the zeds are in your face the whole time). While the Kaboom-stick does fulfill this purpose, it lacks the mag size and fire rate (on a side note, it would be an ideal back-up gun to use with the Jackhammer).

 

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i know you're probably looking for one submission per Post, but i don't only have one idea today and less spam is probably better, even if it complicates the voting.
i'm also not too fussed about which Weapons get picked 'first' or anything, i just have some gunnerd desires, and they either happen or they don't, i'm sure new additions will be cool either way.

Weapon: FG-42... Striker?
Perk: Sharpshooter/Commando
Function: Semi/Auto - a way to offer a greater than full power Cartridge in both a precision or burst down usage. to spice things up compared to the FAL, i'd probably give it just Irons and a nonstandard Ammo type, while placing it as a T3 or T3.5 Weapon.
not sure what specialized Ammo would be really interesting here, though.
Reasoning: i'm just a nerd that really likes this Gun. so i'm trying to find a role it can fulfill inside of this game. just adding it in a milspec format would not offer anything new to the game though, the FAL as mentioned would basically be the same thing but better, and the SCAR the same thing but lower Tier.


Weapon: ...HRG multi-impact?
Perk: not really sure, probably Commando/Sharpshooter.
Function: i don't have a specific Gun in mind for this. what i have in mind is taking a page from the SPIW prgram in the 50's, when the Military was looking to develop Weapons to increase hit probability with.
so, some sort of Weapon that would say, fire a ""Burst"" of 3 or 4 Projectiles from a single firing instance on the Weapon, since each Cartridge would contain 3 or 4 Projectiles.
basically a different take on a Burst Rifle, and to make it stand out, i'm thinking that this specailized Ammo would feature very strong stagger/sumble/CC values as its main standout feature.
Reasoning: i think it could function as something semi-unique, and there aren't very many Weapons that are big on CC except for specific Perk skills mainly SWAT.


Weapon: M224 Mortar
Perk: Demolitionist
Function: it's a 60mm Mortar. having a Demo Weapon that lets you shoot something relatively slow in a high Arc, would be cool. good for planning out Headshots even if Enemies are protecting their faces, or potentially use at much longer ranges than the 40mm direct Lauchers can handle.
to be clear, no you wouldn't be required to stand still and mount the thing on the ground. we'll waive that and pretend like you can hipfire this thing to make a cool game.
it could even have multiple Shell Types for more variety too.
Reasoning: uhh. it's a mortar? a Mortar is cool.
 
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Lots of good ideas out there! I'm loving it! My favorites, in no particular order, are...
— White phosphorous (a C4-like throwable) for Firebug.
— Gilboa Double Barrel AR-15 for Commando.
— Gasoline for Firebug, except instead of just being able to pour some out and light it up with a match, I think any fire- or energy-based weapon should be able to light it. Also, the alt fire mode should allow a player to drop/throw the canister so that traps can be made, similar to Left 4 Dead.

Here are some new ones to consider...

Weapon: Dual LMG Paintball Guns
Perk: Gunslinger
Function: Moderately heavy, no penetration, short range (no iron sights; left mouse button fires the left gun and right mouse button fires the right), no reloading (200 rounds in each gun - that's it), low upgradability, and poor damage, this gun's poor stats are offset by a high rate of fire and low recoil, cheap purchase cost and cheap ammo, high stumble rate, the ability to blind zeds with colorful splats when shot in the face (ie, same effect as Firebug's fire causes panic), and forcing stalkers to be visible for a short time.
Reasoning: Admittedly, this is half "gag gun," but I'd like to see the Gunslinger have some limited crowd control, if only to give himself or his teammates a chance to run or reload by slowing down, rather than killing, a mob.
Bonus: I love the idea of new audio fx when the zeds get shot in the face, including:
— Sirens gagging an temporarily unable to shout due to taking a shot down the throat
— Scrakes going from beefed up baddie to a muffled, "owie ow ow ow!" through his mask
— Bloats saying either, "MMM! om nom nom... more!" or "ew, vegetables!" (paintball "paint" is colored vegetable oil)
I also love the idea of the model being a paintball gun that is poorly camouflaged with cardboard, duct tape, and a Sharpie-scrawled "HRG BMG 3000 or whatever" as though the HRG devs have given up trying and grabbed whatever was in little Timmy's room and presented it as an engineering masterpiece.
Skin options galore.
Silly? The whole idea is, but let's face it—this is the apocalypse and beggars can't be choosers. Use what's available.

Weapon: dual two-shot derringers chambered in uranium-enriched 45 Colt & 410 shot.
Perk: Gunslinger
Function: Higher damage + poison DOT but shorter range and higher kick than the base .38s. If the player shoots the ground, the rounds explode into a small, poisonous mushroom cloud area-effect for DOT and limited crowd control while retaining the, "oh god I have to reload AGAIN" feel. With no iron sights, alt fire switches between 45 Colt and 410 shotgun ammo. At only a pound each, they're very lightweight and an inexpensive Tier 2 gun, but the ammo is expensive and limited. The explosion and area effect are limited when compared to what the demo and medic/firebug specialists can do.
Reasoning: Increases the Gunslinger's versatility by giving him more chances with mobs.
Bonus: Fresh, unique animation because both guns could be cracked open with one hand while reloaded with the other, potentially making it a very fast reload for those with the reload perk activated. You still have to aim strategically, but not necessarily at the head, broadening the Gunslinger's horizons. Skin options galore, and already fits in with the steampunk vibe.

Weapon: Sharpened Boomerang
Perk: Survivalist or pick-up only weapon
Function: Lightweight (1 or 2 lbs), cheap, limited supply (a player can only carry 1-5 of them), and have poor upgradability and penetration. Primary fire uses it as a melee weapon while the iron sights button will throw it. Either way it has the damage to behead low level zeds. Thrown 'rangs can dismember low level zeds and return to you (or will return to you if it hits nothing in its range). However, it will fly in a random direction and embed in the nearest inanimate object if it clangs off of metal. But like the crossbow bolt and Eviscerator blade, you can pick it back up. With no iron sights, the player will have to use skill and practice to use, just like the real thing. You might have to pick it up later, but there's the potential of killing a zed around a corner.
Reasoning: It fits the versatility that the Survivalist is known for. It could be a nice low-tier weapon to start with and good to keep in the back pocket should you run out of ammo when you're the last man standing. Unique all around, it will provide a new challenge for a seasoned player. And as a weapon by itself, rather than a piece of ammo, teammates can pick up your boomerangs and use them (assuming they are not at their weight limit) and sell each stack for 50 Dosh, potentially paying for itself in team play.

Weapon: VooDoo Dolls
Perk: Survivalist
Function: Put a zed plushie in one hand and needles in the other and stabby stab stab! Works like a melee weapon but at range. The primary mouse button will create a relatively swift prick, which, in conjunction with WADS, might swipe across multiple zeds. Aiming while shooting from the hip will determine where/if you hit your intended target. The iron sights button will do the same but result in a longer stab+twist motion and more damage. A cheap Tier 2 weapon, the dolls start out weaker than many intro weapons. The player actually purchases 3 dolls (a clot doll, a bloat doll, and a quarterpounder doll, which work primarily on low, medium, and high-tiered zeds, respectively), so 3 dolls + needles = 4 pounds. Each upgrade, while noticeably effective, adds a pound of weight to each doll, for a total of 13 pounds if fully upgraded. While the Bloat doll, for example, is effective against mid-tier zeds, it is less effective against low- and high-tier zeds, so cycle between each doll with the alt-fire button. No ammo is needed, making the Survivalist as economically friendly as the Berzerker... at first, but upgrades will be necessary to make the dolls the most powerful Survivalist weapon, and there is no Boss Doll, so the Survivalist would be wise to swap out during the Boss round, adding intriguing economic strategy. The Dark Arts are funny like that, but what did you expect when you unleash hell?
Reasoning: In a crazy Covid world, who doesn't have someone they want to symbolically stab, twist, and bop right now?! Get it out of your system. This weapon is unique. I'd love to see a zed's head pop off or body split in half at a distance for seemingly no reason, even if I wasn't the Survivalist in the party. Just... all of a sudden it falls apart. Using an "invisible" melee weapon at range will provide a new challenge. It is unique without reinventing the wheel.
Bonus: New "weapon" models and stabbing animations will refresh the game for veteran players. Increased sales of zed plushies. Each upgrade can result in more detailed dolls, giving players another reason to want to use it and upgrade it. Skin options galore. Buy Stalker doll skin if you don't like the Clot, etc.

Weapon: Caltrops
Perk: Sharpshooter
Function: Like Demo's C4 but the area effect is larger, slows zeds, and causes low DOT; similar to the Hemogoblin but AOE.
Reasoning: I love sniper classes in other games, but I just don't like the Sharpshooter in KF2. I feel like they're only good when you're a part of an organized, well-oiled team (and I suspect that most players' experiences, like mine, don't involve organized, well-oiled teams). Sharpshooters need more than just different BANG! "Cover me while I reload," options, especially when you're playing solo and nobody is there to cover you. Adding another high-powered, low fire rate, scoped option won't make me like the Sharpshooter class any more. I usually just buy the crossbow and upgrade it and the Winchester until the boss. Otherwise it is a lot of tedius shoot, run, shoot, run. Let's give them something else, such as this chance to actually hold their ground and be efficient in early rounds, with or without teammates.
Bonus: None. Caltrops are kinda lame, but they'd still make the Sharpshooter better.

Weapon: Blow Gun
Perk: Sharpshooter
Function: So on the surface it looks like a quieter BANG! "Cover me while I reload" option, because of its lack of magazine and slow reload rate, but here's the twist: unlike other Sharpshooter weapons, the darts that you pop out of the Blow Gun do very little damage and suffer from a subpar range! Typical Sharpshooter penetration? Forget about it! A high-powered scope? Nope! Not even iron sights. This is a shoot-from-the-hip stick.
And here's the second twist: this lightweight bamboo wannabe can alt-fire through different types of poison effects that are applied to the darts. Most of the usual effects are present: panic/fire, heal friends/poison zeds, and slow/freeze. The effects are short-lived and weak at first, mostly affecting low-tier zeds, but become more potent the more you invest in your chemicals. Plus, now the player has a new poison! The Rage/Rioter effect. Fully upgraded, Rage/Rioter darts will turn even the biggest zeds into faster and stronger versions of themselves that are so enraged that they will attempt to destroy the nearest moving thing(s) for a few seconds. After they've thinned the herd for you, revert back to your normal Sharpshooter self and pluck that zed's head from its shoulders.
The downsides? Chemicals that affect zeds are expensive and difficult to find in the field. Darts are ineffective against armor, bosses, and obliterated by sonic attacks, so aim for quiet, soft places. In fact, it is best to avoid using it against the Siren alltogether, since other zeds don't mind her scream. And just wait until you have the perfect Rage/Rioter shot on a Fleshpound, only to accidentally empower the Stalker that was right in front of you. Or you do hit that Fleshpound, only to realize that your teammate is the next closest victim.
But wait, there's more!
Sticks are great, but sticks with stones are even better. Since you don't have a precious scope anyway, you might as well lash a rock onto your blow gun and use your iron sights button to swing your stick around. Confuse and stun those zeds with an unexpected melee wallop!
Reasoning: Who needs a rapid-firing weapon to deal with low-tier mobs when you can wololo a neighborhood Bloat for a few seconds?
Bonus: Add exotic wood skins without having to displace a native tribe. Or if you prefer a first-world appeal to your blow gun skin, maybe make a skin to make it look like a long cardboard toilet paper tube. A refreshingly low-tech take for the game.

Weapon: AA Battery-Powered Laser
Perk: Sharpshooter
Function: Primary fire does no damage but lases the target for other players. Constant use drains battery power, but buffs any teammate(s) who is/are targeting the same zed with increased accuracy, lower recoil, smart guidance (if they are firing a projectile that might have a smart version of itself), and all of your sharpshooter perks, where applicable.
Secondary fire fires... well... have you seen the Pickle Rick episode? It's like that. A powerful laser beam that easily penetrates multiple targets during a one-second burst. Armor is just butter to this thing, but you're swapping out batteries faster than you can count bodies. And since all of the Energizer Bunny factories are a thing of the past, finding AA batteries with enough charge left in them is a difficult task. But its size and weight makes it a good alternative to the 500 magnum.
Reasoning: It is the perfect team-building exercise. Random strangers will act much more like a well-oiled teammates when protecting each other grants them instant perks. I'd be more motivated to grind out some Sharpshooter levels, knowing that every perk I unlock will potentially make all of my teammates stronger. A battery or two might not be enough to take down a large zed, but knowing that I have a laser that can take out several medium or lower zeds with one calculated swipe increases survivability. And what's not fun about pretending to be Solenya?
Bonus: I'll stop complaining about the Sharpshooter.

Just kidding. The Sharpshooter perk is annoying. So the AA Battery-Powered Laser is my #1 choice, followed by the VooDoo Doll (just too unique and dark to pass up).

I won't vote for yet another grenade launcher, SMG, or assault rifle. I'm pretty sure the "scoped bolt action rifle" will just be a re-skinned railgun, the M202 will just be a re-skinned HRG Scorcher, the Tech Vector will be a re-skinned Kriss, the M60 just a re-skinned Stoner, etc. The slight stat tweaks aren't enough to excite me or change the way the game feels.

Something that I have yet to figure out is what would be a good Tier 2 semi- to full-auto Demo gun that doesn't involve blowing yourself up or being ineffective at short range. Any ideas?
 
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Weapon: SPAS-12 w/ switchable explosive rounds
Perk: Support (+Demolitionist)
Function: A famous shotgun, it can be used either in semi auto mode or pump action mode (used with low-powered specialised ammo, in this case, explosive slug)
Reasoning: A cult classic, this shotgun is a staple of any good shooter. Would provide a healthy alternative to M1014 and because in real life, it can switch between semi auto and pump action mode (a mechanic from real life never used such in any game due to devs having to choose between the two modes for the sake of "balance") can provide a good game mechanic where changing firing modes changes the type of ammunition used. Hence why cross-perking with Demo class would suit it because A: real-life SPAS-12 uses pump action mode for low-powered specialist rounds (like Dragon breath rounds) thus making explosive rounds a logical choice and B: its staggering ability would provide the user or teammate a chance for some breathing room and a better shot.

Also, I really hope to to see M7A3 from KF1 come to the sequel, because the only time I could use it is as a mod in L4D2.
 
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Weapon: Pancor Jackhammer
Perk: Support (Primary)/Demolitionist (Secondary)
Function: Be a close range, explosive shotgun that trades off being able to deal explosive damage up close with less AOE splash damage effect. (Tier 5)
Reasoning: This shotgun would ideally be similar to how the Kaboom-stick works except: it would have a much tighter spread (similar to the M4 or AA12), faster projectile travel time and no bullet drop (like how normal bullets would travel from the other shotguns), faster fire rate (not quite as fast as the AA12 but fairly with a full auto mode or single shot), would weigh about 8, and have a bigger magazine size (about 10 shots).
- For Support, it would serve as another great weapon to deal with Fleshpounds. In comparison to the Blunderbuss, the Jackhammer would have a bigger magazine, faster fire rate, lack of AOE splash damage, and no self-inflicted damage.
- For Demo, it would serve as a close quarters alternative to the other high end weapons like the M32, Gravity Imploder, RPG, etc (ideal for closer quarter maps or instances where the zeds are in your face the whole time). While the Kaboom-stick does fulfill this purpose, it lacks the mag size and fire rate (on a side note, it would be an ideal back-up gun to use with the Jackhammer).

This weapon is garbage (let alone it's a concept of the weapon). And you have attached a video that explains exactly why this weapon is garbage.
 
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Weapon: Model 1887
Perk: Sharpshooter/Support Specialist hybrid (Possible Support/Gunslinger if dual wield is an option)
Function: Looks like someone already beat me to the punch of saying that hip firing increases rate of fire while aiming down sight. In addition, depending on perk you are, the rounds for the gun can either be slugs or shells. Naturally slugs for the sharpshooter and shells for the support specialist. (slugs for the gunslinger if it were to be a hybrid weapons with that perk rather than the sharpshooter). If neither perk, then the rounds in the weapon are randomized. All the rounds differ from each shot taken by said non sharpshooter or support specialist class, or maybe they all stay one type of round once the weapon(s) is obtained.
Reason: This weapon would bring more of a unique gameplay style to each perk its meant for. Not having similar properties for no two players that are different perks, Players can buy the same gun, but it could possibly be used entirely different from one player to another. Other than that, if this comes to be, then as mentioned before me....the reload animation would have to scream True Grit/Terminator 2 to top this weapon off....because who doesnt like reloading in style after a good zed kill right?
 
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Weapon: Incendiary M18 Claymore

Perk: Demolitionist (Crossperk with Firebug)

Function: A trap for zeds to walk into and blow them all up into pieces; it deals slightly higher damage (15%) than an M79 shell; those who were in proximity but didn't die are hit with shrapnel and are set on fire for a short duration. Max amount of ammo you can carry is 7, it has a weight of 5 and costs 100$ per unit.

Reasoning: A great option for Demo players who opt to stay in a particular part of the map and camp that particular area; it works in a similar fashion to C4 but triggers automatically. Helps greatly to fend off Zeds in maps that have difficult chokepoints to control. Ammo capacity is low in order to prevent spamming it in a single spot and make the player to spread it around as efficiently as possible.

1618565922343.png
 
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KF1 Chainsaw or variant of the scrakes chainsaw for the bezerker please ... I just want to have a chainsaw fights with scrakes... (think Dennis Hopper's Character in Texas Chainsaw Massacre 2 :p)
450px-KF2_Specimen_VS_Scrake.jpg


Or this

* RPC (Demo/bezerker?)
rpc_rocket_propelled_chainsaw.jpg

*NOT MY ARTWORK. Not sure who the original artist is.
 
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Smaller mag, no scope, different perk, smaller headshot bonus, potentially clip based... more weight, potentially different tier
Since SPX is dirt-cheap, lightweight and can oneshot bodyshot clot-like Zed in the body and oneshot headshot Gorefiend even off-perk, and therefore I don't see any reason to use slug shotgun, it just worse. And penetration doesn't help at all, because the weapon should have really high damage or multiple projectiles

Basically every smg is the same weapon unless you give the stats for them. Likewise with pistols or most shotguns.
SG500 - average pump action shotgun
Trench gun - same as recent but with incendiary ammo
HZ12 - mag-fed pump action shotgun
HRG Buckshot - compact low-weight shotgun
Boomstick - high-powered shotgun with small magazine
301 - mag-fed semi-auto shotgun
BDSM1014 - high-powered (by accident) high RPM shotgun with tube mag
Frost Fang doesn't exist
AA12 - assault rifle that fed by shotgun rounds
Doomstick - heavy weapon with the power of RPG-7
And by the way, all of them are very accurate with "Tight Choke" skill, and all the more I see no reason to add slug shotgun

MP7, MP5, P90 and Kriss are may be simmilar, but they must be because they added in same time with SWAT, before weapon upgrades, and must fulfill their task in each tier, same with Gunslinger's pistols
 
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Weapon: (HRG) Snipecicle

Perk: Survivalist / Sharpshooter

Function: Primary fire shoots an icicle projectile for accurate, long distance headshots/precision cryo build-up. Secondary fire toggles to an ice shard shotgun mode meant for close quarters cryo build-up/minor trash cleaning.
Additional info: HRG based off the Railgun. Costs $1500, weighs 8 blocks, slightly less damage, bigger ammo pool. Slightly faster firerate/reload.

Reasoning: Gives Sharpshooter a more team focused weapon similar to their perk grenade. Helpful against slowing/freezing big ZEDs, as well as good for clearing out trash a little if you need breathing room. A free alternative functioning somewhat similarly to the Compound Bow.

I also just want more cryo weapons, cause they're cool. :)
 
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KF1 Chainsaw or variant of the scrakes chainsaw for the bezerker please ... I just want to have a chainsaw fights with a scrakes... (think Texas Chainsaw Massacre 2)
Why the chainsaw if an Eviscerator (which is basically a chainsaw and buzzsaw bow combined) already exists?

Also if you really want to have fun with a rocket propelled chainsaw - you should probably check Serious Sam 4
 

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KF1 Chainsaw or variant of the scrakes chainsaw for the bezerker please ... I just want to have a chainsaw fights with scrakes... (think Dennis Hopper's Character in Texas Chainsaw Massacre 2 :p)
450px-KF2_Specimen_VS_Scrake.jpg


Or this

* RPC (Demo/bezerker?)
View attachment 2336082

*NOT MY ARTWORK. Not sure who the original artist is.
That Chainsword Bazooka is from the Game Cortex Command idk of there is gonna be a problem with Copyrights
 
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Everything is much simpler. You can make a very interesting weapon for the Firebug. It should be a green gas dispenser that will have a similar poisoning effect as a medic's weapon, and it will disperse on the primary fire, and on the alternate fire, the weapon will make a spark, which, if touched with gas, will ignite it. It will be a kind of unique weapon with its own gameplay. Again, you can balance these weapons in different ways, there is quite a lot of freedom here. You can also make the gas ignite from any Firebug weapon, it will be both logical and convenient at the same time.
It can also be a crosspark weapon, for Firebug and a combat-scientist, for which there is already an approximate icon and if you are interested in this, then I can continue, but this is already material for a separate topic.
 

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Weapon: Gun Blade
Perk: bezerker/Gunslinger
Function: It could have the same mechanism as the Frost Fang. Directional swings like the Road Redeemer and the ability to parry, shooting magnum rounds in a chamber of 6
Reasoning: giving the bezerker something to keep a fire line. And not become an obstacle. What it could be a disadvantage would be loading each bullet into the chamber and it could as well give some melee to the Gunslinger.
 

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Weapon: Gunblade
Perk: Berserker (+gunslinger?)
Function: Melee-based weapon with the ability to shoot some bullet (similar to Frostfang but reversed) to deal with ZED that melee isn't the best option to deal with, Husk for example
Reasoning: I love to use Frostfang and its ability to perform both range and melee combat is very nice but it lacks the heavy attack that berserker could get benefit from. Because the main feature is the blade, the bullet per magazine and reserve shouldn't be too much (probably 5/50) with reasonable damage to take down medium ZEDs' weak spot in a few hits (1-2 shot for husk+EDAR). I think it would be nice to be a Tier3 weapon with weight6, allow people to use it as secondary to take down Husk+EDAR and upgrade them for primary weapon.
 
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