I'm loving the game so far, but I can't shake the feeling that a greater variety of weapons would be beneficial.
Like, for instance, having a few options for assault rifles with slightly differing stats, so you can choose out of personal preference. TWI has come up with the best gun models/animations I've ever seen in a game, and it would be great to see more of them.
In this gamer's humble opinion, not enough stock is placed in player's personal choice with how he wants to play the game. KF does an excellent job with the perk system, but it could become so much more. So, I've come up with a list of varied weapons to not only make each class more specialized but allow players more control over how they play.
This is kinda what I have in mind:
Commando weapons:
- L22 (Bullpup): Default stats.
- Walther MPL: Weighs less, costs less, reloads quicker, less recoil, less powah. Player can carry more magazines for it.
- Bren Mk.2: Weighs a lot, costs a lot, reloads the slowest, most powerful, high recoil (recoil reduction when crouching).
Sharpshooter weapons:
- Winchester model 94 (lever-action rifle): default stats.
- Crossbow: more powerful, slower, longer range.
[strikethrough]- AR-10 of some kind: Much faster firing, but lower power and very expensive.
- Barrett M99: Most expensive, weighs 14 blocks, extremely powerful, slow rate of fire, can go through multiple enemies.[/strikethrough] Overlaps with the xbow.
Support Weapons:
- Pump-action shotgun: default stats
- Hammerless coach gun (Hunting shotgun): Very powerful, slow rate of fire, short range.
- Serbu SS: very low capacity, more or less similar to regular shotgun, weighs less.
- Saiga 12: Quick reload, high rate of fire, expensive, high weight, lots of recoil, lower power.
Flamethrowers:
- Flamethrower: does what it does.
- Crocodile: ignites enemies only, can set fire to areas for period of time, half the range, uses up ammo slightly quicker, weighs a bit less, costs the same.
- Roofing torch: very short range, uses ammo quicker, lots of damage, weighs less, costs the same.
Pistols:
- Beretta 92FS (9mm tactical): default stats
- Desert Eagle (handcannon): High power, low rate of fire, high recoil, low capacity, high weight.
- S&W 1006: More or less a midway between the handcannon and the 9mm.
- VP70: low power, high rate of fire (not very controllable), expensive and heavy (compared to the Beretta), can't be dual-wielded.
Rocket lawnchairs
- Current LAW disposed of, and replaced with the following
- M72 LAW: costs $200 apiece, single-shot, disposable, weighs 1 kg. Very effective against fleshpounds, scrakes and patriarchs, little spash damage. You should be able to buy a few of these and stack them.
- M202A1 FLASH: Four-shot, long reload, weighs as much as a flamethrower, costs 1200, affected by Firebug perk, sets enemies in splash area alight, very effective against groups, less so against big enemies.
Other things:
- Flare gun: all players have them by default, it recharges like the syringe gun (one shot requires 100 units), and can be used to send up a flare to signal for help, alert your teammates to where you are, or for illumination. Imagine walking around in the dark in KF-Farm, then firing up a flare and seeing, bathed in red light, dozens of specimens surrounding you.
You get the idea (those are just suggestions).
Like, for instance, having a few options for assault rifles with slightly differing stats, so you can choose out of personal preference. TWI has come up with the best gun models/animations I've ever seen in a game, and it would be great to see more of them.
In this gamer's humble opinion, not enough stock is placed in player's personal choice with how he wants to play the game. KF does an excellent job with the perk system, but it could become so much more. So, I've come up with a list of varied weapons to not only make each class more specialized but allow players more control over how they play.
This is kinda what I have in mind:
Commando weapons:
- L22 (Bullpup): Default stats.
- Walther MPL: Weighs less, costs less, reloads quicker, less recoil, less powah. Player can carry more magazines for it.
- Bren Mk.2: Weighs a lot, costs a lot, reloads the slowest, most powerful, high recoil (recoil reduction when crouching).
Sharpshooter weapons:
- Winchester model 94 (lever-action rifle): default stats.
- Crossbow: more powerful, slower, longer range.
[strikethrough]- AR-10 of some kind: Much faster firing, but lower power and very expensive.
- Barrett M99: Most expensive, weighs 14 blocks, extremely powerful, slow rate of fire, can go through multiple enemies.[/strikethrough] Overlaps with the xbow.
Support Weapons:
- Pump-action shotgun: default stats
- Hammerless coach gun (Hunting shotgun): Very powerful, slow rate of fire, short range.
- Serbu SS: very low capacity, more or less similar to regular shotgun, weighs less.
- Saiga 12: Quick reload, high rate of fire, expensive, high weight, lots of recoil, lower power.
Flamethrowers:
- Flamethrower: does what it does.
- Crocodile: ignites enemies only, can set fire to areas for period of time, half the range, uses up ammo slightly quicker, weighs a bit less, costs the same.
- Roofing torch: very short range, uses ammo quicker, lots of damage, weighs less, costs the same.
Pistols:
- Beretta 92FS (9mm tactical): default stats
- Desert Eagle (handcannon): High power, low rate of fire, high recoil, low capacity, high weight.
- S&W 1006: More or less a midway between the handcannon and the 9mm.
- VP70: low power, high rate of fire (not very controllable), expensive and heavy (compared to the Beretta), can't be dual-wielded.
Rocket lawnchairs
- Current LAW disposed of, and replaced with the following
- M72 LAW: costs $200 apiece, single-shot, disposable, weighs 1 kg. Very effective against fleshpounds, scrakes and patriarchs, little spash damage. You should be able to buy a few of these and stack them.
- M202A1 FLASH: Four-shot, long reload, weighs as much as a flamethrower, costs 1200, affected by Firebug perk, sets enemies in splash area alight, very effective against groups, less so against big enemies.
Other things:
- Flare gun: all players have them by default, it recharges like the syringe gun (one shot requires 100 units), and can be used to send up a flare to signal for help, alert your teammates to where you are, or for illumination. Imagine walking around in the dark in KF-Farm, then firing up a flare and seeing, bathed in red light, dozens of specimens surrounding you.
You get the idea (those are just suggestions).
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