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Another pistol?

Well, technically it is and it is not. It is an bullpup assault rifle :). A carbine is a short rifle. I had a hard time to figure out a name in German but the common term for a bullpup is Kurzgewehr. A Kurzgewehr is literally a short rifle. Hmmpf... head spinning.

Bullpup is just the setup. You can have a bullpup assault rifle, carbine, lawn mover and mother in law.

It is just the design. Kinda like both Minis and Dodge Rams have a front engine, but that is pretty much the only thing they have in common.

Pretty much, yeah. I only called it a Sub-Machine Gun because it performs like one (Lightweight, large clip size, low damage, extreme rate of fire). Try it on Hard/Suicidal and you'll probably agree that it hits like a SMG rather than a full-on Assault Rifle, guys...
 
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Pretty much, yeah. I only called it a Sub-Machine Gun because it performs like one (Lightweight, large clip size, low damage, extreme rate of fire). Try it on Hard/Suicidal and you'll probably agree that it hits like a SMG rather than a full-on Assault Rifle, guys...


I agree. The game needs something like the L85:
[url]http://en.wikipedia.org/wiki/L85[/URL]

More firepower and distance, higher cost, more weight but same rate of fire in order to give it a good advantage over its carbine variant.
 
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Well, technically it is and it is not. It is an bullpup assault rifle :). A carbine is a short rifle. I had a hard time to figure out a name in German but the common term for a bullpup is Kurzgewehr. A Kurzgewehr is literally a short rifle. Hmmpf... head spinning.

Bullpup is just the setup. You can have a bullpup assault rifle, carbine, lawn mover and mother in law.

It is just the design. Kinda like both Minis and Dodge Rams have a front engine, but that is pretty much the only thing they have in common.

well we have the L22 carbine, wich is a carbine version of the L85 assaultrifle :D

and i never said its no bullpup, i just said thats its neither a submachinegun nor a full grown assaultrifle:)
 
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-Assault Rifle (Moderate rate of fire, small clip size (25 rounds), heavy damage, possibly penetration power)

Uhm, the bullpup is an assault rifle. "bullpup" is a style or configuration of rifle. It just means that action is behind the trigger (along with the magazine).

The bullpup in the game is a variant of the SA80 (an L85 or something similar), which is the standard assault rifle used by the British military and it shoots the exact same ammo as the American M16--in fact, the magazines are interchangable.
 
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Uhm, the bullpup is an assault rifle. "bullpup" is a style or configuration of rifle. It just means that action is behind the trigger (along with the magazine)

no bullpup is not just a rifle configuration, it's a firearm configuration. There are bullpup SMGs like the JS 9mm

type05smg2.jpg
 
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Uhm, the bullpup is an assault rifle. "bullpup" is a style or configuration of rifle. It just means that action is behind the trigger (along with the magazine).

I don't care what anyone says. the bullpup in KF does not look, feel or sound like an assault rifle so it's not an assault rifle. it's a f---ing weak sauce smg. it may be an assault rifle typically in real life, but it's not in KF.

KF NEEDS A REAL ASSAULT RIFLE THAT FIRES BULLETS THAT DO REAL DAMAGE.
 
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I don't care what anyone says. the bullpup in KF does not look, feel or sound like an assault rifle so it's not an assault rifle. it's a f---ing weak sauce smg. it may be an assault rifle typically in real life, but it's not in KF.

KF NEEDS A REAL ASSAULT RIFLE THAT FIRES BULLETS THAT DO REAL DAMAGE.
I fully agree, the bullpup is quite the nancy gun
 
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I've got to agree that the bullpup is pretty weak considering it's a gun that an entire perk is focused around. I totally disagree that the game needs another pistol, but I think there should be a 2nd tier assault rifle for the commando.

I'm thinking some kind of .308 caliber rifle. Maybe a H&K G3 or CETME variant.
 
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Am I the only one satisfied with the weapons in the game? Everyone wants overpowered weapons? The shotguns here are the ones which i call overpowered, since a goddamn support can carry both... Bullpup is fine, we don't need overpowered weapons to every perk.. Imo

Oh wait, besides shotguns there should be fixes with the L.A.W. <-- everyone knows why so I'm not going to explain it here.

About the Glock i would agree with that, I'd like to see Glock since it's my fav pistol model
 
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Am I the only one satisfied with the weapons in the game? Everyone wants overpowered weapons? The shotguns here are the ones which i call overpowered, since a goddamn support can carry both... Bullpup is fine, we don't need overpowered weapons to every perk.. Imo

Oh wait, besides shotguns there should be fixes with the L.A.W. <-- everyone knows why so I'm not going to explain it here.

About the Glock i would agree with that, I'd like to see Glock since it's my fav pistol model

I'm pretty satisfied with most of the weapons in the game. The only real issues I have with the game so far are:

- Commando needs a Tier 2 gun. Besides the medic, it is the only class that doesn't have a weapon with any type of considerable stopping power despite the effectiveness of bullpup headshots on all mobs that aren't above sirens in power tiers.

- Medic has too much run speed and survivability while not possessing a real reason to heal the team, thus diluting the class into a sprinter/tank rather than a team supporter. See my other posts in the "Unique" medic weapon and Combat Drugs topics for my ideas concerning the medic.

- Support has too many benefits when compared to other perks level of effectiveness. This could be remedied by lowering the amount of extra weight carried (only perk in the game that can use BOTH of it's primary effective weapons other than pyro, and that's providing that fire grenades even count), and giving a bit of extra weight benefits to other perks (pyro and commando stick out for this one).

Other than these 3 issues, I'm pretty damn satisfied with the game and play it often.
 
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I'm pretty satisfied with most of the weapons in the game. The only real issues I have with the game so far are:

- Commando needs a Tier 2 gun. Besides the medic, it is the only class that doesn't have a weapon with any type of considerable stopping power despite the effectiveness of bullpup headshots on all mobs that aren't above sirens in power tiers.

- Medic has too much run speed and survivability while not possessing a real reason to heal the team, thus diluting the class into a sprinter/tank rather than a team supporter. See my other posts in the "Unique" medic weapon and Combat Drugs topics for my ideas concerning the medic.

- Support has too many benefits when compared to other perks level of effectiveness. This could be remedied by lowering the amount of extra weight carried (only perk in the game that can use BOTH of it's primary effective weapons other than pyro, and that's providing that fire grenades even count), and giving a bit of extra weight benefits to other perks (pyro and commando stick out for this one).

Other than these 3 issues, I'm pretty damn satisfied with the game and play it often.

I agree with those issues. But the most annoying issue in my opinion is with the "field medic" Every class can heal themselves and others. Medic just can run like hell and heal "effectively" and as u said they are not possessing a real reason to heal the team, they just seem to like to run fast cuz hell, lv5 can run faster than patriarch speeding. It needs "unique" medic weapon or something, or take away medical syringes from all other perks. Seriously, support specialist is medic, commando is medic, berserker is medic, etc.
The "field medic" at the moment has no reason to be called as medic.
 
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I agree with those issues. But the most annoying issue in my opinion is with the "field medic" Every class can heal themselves and others. Medic just can run like hell and heal "effectively" and as u said they are not possessing a real reason to heal the team, they just seem to like to run fast cuz hell, lv5 can run faster than patriarch speeding. It needs "unique" medic weapon or something, or take away medical syringes from all other perks. Seriously, support specialist is medic, commando is medic, berserker is medic, etc.
The "field medic" at the moment has no reason to be called as medic.

I don't mind that everyone has a syringe because it gives you some level of comfort knowing that you can heal yourself if your teammates are not helping you. It also allows teams that don't have a field medic to be effective. I think the only difficulties that should require a field medic are hard and suicidal, because self medicating takes a HUGE nerf in those difficulties. It could, however, use a bit of a longer cooldown time to reduce people from spamming it and running away (albeit it's much harder to do in hard and suicidal).

Personally I'm all for the combat drugs idea that I and some others have suggested in another topic because it would give a big incentive for the medic to be buffing his teammates when he's not healing, and it would give some of the other classes something to think about buying when they reach a point where they only need their primary weapon to be a valued member of the team.
 
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