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Class Limitations

PinkyTaco

FNG / Fresh Meat
Jul 11, 2009
2
0
I think this games perk system is great in the sense that there is some form of progress to the game but i don't think they really capitalize on it. I suggesting that the tier 2 weapons and some others are limited to the class they go with. for example on a support character should be able to use the hunting shotgun, only sharpshooter can use Xbow, only firebug can use flamethrower, etc. because right now the perk system is just that you do more damage with a certain class of weapon or do something better than others. Other weapons such as the LAW, Dual 9mms, and Tier 1 weapons should be available to all classes. The medical syringe should also not heal as much when used on yourself since I rarely ever see any medics in a game and if i do its because they can run fast. the welding tool should stay the same since even lvl 5 support guys need help welding sometimes.
 
tats not wat im saying at all. im just saying there r those ppl who use flamethrowers as support so they can still weld fast and get more nades while still lighting things on fire. this suggestion is to put some actual strategic difference between the perks like in other class oriented games. i feel tat there is no difference between 1 perk or the other gameplay wise other than damage or speed. right now i feel that the perk system is more to individual preference than wat the team needs.
 
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No, no, no, no. I don't want the D&D rules here where a wizard, when offered a sword says "I don't know how to use it, and it messes up the synergies I have with the universe! And the colour scabbard doesn't match my pretty dress!" and the cleric refuses to use a bow or a sword because "he can't stand the sight of blood but he believes it is okay to beat things to death in a most excruciatingly painful way possible with blunt objects so he'll just use a stick he just found on the ground". Those things do not have a place in a game like KF :)


I agree medics could use a slight boost with damage output, right now they are somewhat lacking in that respect. Also, healing doesn't seem to award much cash per heal. I think the money for healing should be raised to be paid for hitpoints, for example healing 10hp =
 
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I don't see any real reason to change the way it works now. Anyone can use any weapon, but for many weapons, it's only really practical for a specialist to use it.

Those bonuses make a big difference in the effectiveness versus a non-specialist.

It seems silly that someone other than a support specialist just couldn't manage to use a double-barreled shotgun, which is about the simplest firearm made, for instance.
 
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I like the 'anyone can use anything' dynamic of this game. Yes, certain classes are better than others with them, but anyone can use anything.

However, along these lines, it may be nice to have an 'If class X uses their favored weapon, it weighs less' thing. Specifically for Firebugs, who, at the moment, are tied to a Flamethrower that takes up nearly 3/4 of their space!
 
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I like the 'anyone can use anything' dynamic of this game. Yes, certain classes are better than others with them, but anyone can use anything.

However, along these lines, it may be nice to have an 'If class X uses their favored weapon, it weighs less' thing. Specifically for Firebugs, who, at the moment, are tied to a Flamethrower that takes up nearly 3/4 of their space!

Yeah, but you can still carry dual handcannons. So the weight limit isn't that bad.
 
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