• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

A few, realistic suggestions by ANTHEM.

ANTHEM

Grizzled Veteran
Jul 3, 2009
175
4
I think some suggestions people make on here are just blatantly unrealistic. I've got a few that'll make the game more interesting, and overall scary. This is a co-op SURVIVAL HORROR game. It has to be scary, and it can’t be easy, even for skilled players. I’m not whining or anything, just throwing out what I think would help.

This is going to build off of several people's suggestions that I support, and I don't take credit for all of these suggestions. Let's just say they're "from the players".

SUGGESTION 1 - Specimen Changes/Additions Specimen need to have several 'behaviors' added to them. Have them run in a few different paths. I'm pretty sure this isn't too unusual of a suggestion, and it'd change up gameplay, and stop the normal 'straight-line' run that everything except the gorefast uses. (Is it just me, or do they seem to run in an arc around you now?) Some new specimen would be a nice addition too, such as the ideas pitched as 'The Mass' and 'Diggers'. I'll put up descriptions below a list of ideas that I personally came up with.

The Mass: [TheMailBox orig.] A specimen made up of several, smaller specimen mashed together and working as a unit. When destroyed, maybe by killing a sort of controller on the top, the smaller specimens would fall apart and come at you, very fast, but easily killed.

Digger: [Benedict orig, but with a twist] A specimen that can submerge into the ground and move under objects and doors, but only closed or welded ones. The purpose of these is to make commandos more useful. They should be a requirement along with stalkers. They’re not very strong specimen, but while support specialists are welding the door, medics are cleaning up, sharpshooters taking position, firebugs laying down some fire and berserkers secure the room, commandos have nothing to do. But if commandos need to protect the support specialists from diggers that might tear them into pieces.

Spitter: A ranged specimen with a dodge-able attack. Spitting acid dripping with the blood of your friends and family, these specimen aren’t weak, and have a nasty up-close effect with their acid.

INFECTION: I think that infection would add a nice twist. Either make a standalone infectious specimen, or just random. But when you’re bitten, let’s say, by one of the infected, then you slowly degenerate, until you transform into a specimen (it would count as a death, but a strong specimen would spawn at the same time, blah blah, you know what I mean.)

SUGGESTION 2 – Medic Changes

The medic needs something to set him apart. Sure, it’s a support class, but standing alone it should have something worth playing. Basically, it needs one or more of these.

Different syringe settings – Health, Damage, Antidote (for infected players) something to that degree.

An SMG would be nice – but maybe make it medic-only.

Some other sort of weapon-ish thing. It just needs something more.
SUGGESTION 3 – Firebug Changes / Demolitionist or Grenadier Changes

Either one of these two things should happen.

Firebug should also become a demolitions class, being able to create fire traps and explosives, just so it’s got more to do – or create a demolitions perk. Probably the latter, seeing as the L.A.W has no home, and someone saw some grenade launcher skins in the SDK.
 
Last edited:
I actually like the idea of the 'mass' although it could be hard to do, but not as hard as the digger, which I think is pretty much impossible/really damn hard to do in this engine. The spitter is pretty much the boat but longer range?

Since these arn't zombies, they're clones, there's no infection... but it's feasible that certain types of specimens would be loaded with fast acting disease or poison, after all they're biological weapons. Thing is, if the player is poisoned, how can they be healed? Is death inevitable or can they be cured at the trader? Can only the medic heal them or what? I kind of like the idea as it would explain the abundance of hazmat suits/gas masks/face masks.
I would add it to my story map, because I thought of some kind of virus inspired by the outbreak series... but it's not really Killing Floor to me.

I'd like an SMG, but just as a gun in the game.

I'd also like a grenade launcher, but I can't see it's practicality when specimens usually appear in throwing distance of grenades.
 
Upvote 0
@infection haters :p - Well, in the hazmat suit character's bio, it says he managed to survive infection.

@text-haters - Sorry, didn't even realize it was black! I'll edit it right now.

@Dr.Pibb - Mhm, and it'll help the medic class too. If they are the only one's who can stop infection, it'll make medic be the person to keep alive.
 
Last edited:
Upvote 0
@infection haters :p - Well, in the hazmat suit character's bio, it says he managed to survive infection.

Hmm... Are you sure the specimens were the ONLY thing Horzine was working on? He could have been working on another biological weapon. A bacterial or viral one, perhaps, and the havoc and destruction caused by specimen outbreak must have caused the weapon to go airborne. And Dr. Glover was the only person in his team wearing a Hazmat suit when they were exposed to it.

@Dr.Pibb - Mhm, and it'll help the medic class too. If they are the only one's who can stop infection, it'll make medic be the person to keep alive.

Perhaps a toxic specimen, with a poison that slowly drains health and requires 2 syringe injections to cure from every non-medic player. Medic could cure it with one. Also, healing effect of the syringe would be halved during the poisoning. Poison would run out in time.

This would make Medic a more desirable member of a team. :)
 
Upvote 0
'Dr. Gary Glover: As one of the only survivors from the Horzine Biotics Labs staff'

Nothing about surviving infection or anything of the sorts. It just means he survived the outbreak of specimens at the Horzine Biotics lab, which is filled with dead guys in hazmat suits. Pretty sure it's a precaution, doesn't stop a Fleshpounder though.
 
Upvote 0
Here's the thing, you're wrong fortune.

it says either 'the only one who managed to survive infection' or 'one of the few to survive infection'. I swear to you, it's there.

Anyways, is this the kinda stuff you'd like added to the game?

Oh really?

noiamright.png


ireallyamright.png
 
Upvote 0
Pretty sure this isn't resident evil.

Anthem does have a point though, not really too much horror in this game aside from the trader and flying sirens:cool:. At least make crawlers be able to climb walls and on ceilings. If you ask me, I would say it's the limitations of the unreal engine that are holding this game back.
 
Upvote 0
Pretty sure this isn't resident evil.

Anthem does have a point though, not really too much horror in this game aside from the trader and flying sirens:cool:. At least make crawlers be able to climb walls and on ceilings. If you ask me, I would say it's the limitations of the unreal engine that are holding this game back.

There is ways to do the crawler on the wall/ceiling scenario, but the code is very buggy and very limited.

Also flying sirens just reminds me of the flying monkeys from the wizard of oz for some reason.
 
Upvote 0