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Support Specialist Suggestions.

RizzoTheblackbear

FNG / Fresh Meat
Feb 25, 2010
4
0
Now I feel as if everyone here understands that tripwire has produced a great quality game at a low and tolerable price. I gotta bunch of ideas laid out in front of me and I just wanna post one because it seems convenient and fitting to a specific perk.


Now most of us have played a ton of military shooters that involve class selection. Most of us are used to choosing the demo class and running around with some explosives and a shotgun. On the other hand, some of us are used to choosing a support class that utilizes a LMG and supplies ammo to the squad.

I honestly believe, that we should definitely include the usage of a Light Machine Gun to the support specialist perk/class.

Now I know my idea may seem stupid to just shove all the shotguns to the demolitions class, But maybe it would work to let both classes to be able to share them and then give the support perk its own defining weapon set.

Now some suggestions for LMG weapons that could be used (NO WE ARE NOT GONNA USE A MUHFUGGIN M249.)

XM8 Weapon system (LMG Customized Variant)
Rheinmetall MG3
H&K MG4
RPK-74
H&K MG36
M60E4
IMI/IWI Negev
(I'll post pictures later...):D
 
Oh come on, not another "list of cool weapons" thread.
Try to explain why they should be added to the game please and what niche that no other weapon fills (!) they would fill.
A list of serial numbers doesn't explain anything at all.

And no, I don't think it's a good idea to give all shotguns to the demo perk and model the support into a "commando 2"-perk.
Shotguns are also way too heavy to be used effectively by anything that doesn't have extended maximum weight like the support has.

Your proposition would entail not only adding a ton of redundant weapons, it would also mean completely redesigning one of the more balanced perks, taking part of its unique-ness away by giving it automatic weapons.
And what for?

Besides, does it not occur to you that the demo perk would be a tad too powerful if it had extended weight, grenadelauncher and shotgun bonuses?

This is a bad idea.
 
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Support is only second to Sharpshooter as most effective perk. It is at least on par with the commando in terms of versatility.

If an LMG were added to KF I think I would have a little tear drop down my face... and would probably stop healing LMGers out of protest. Hate high damage, huge clip, bullet spam guns... aka M14 with no reload :p
 
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Oh come on, not another "list of cool weapons" thread.
Try to explain why they should be added to the game please and what niche that no other weapon fills (!) they would fill.
A list of serial numbers doesn't explain anything at all.

I was going to say the exact same thing. A long list of weapon "serial numbers" wont tell us anything. You could have at least included a link to a wiki page or to a picture..

...and no to the shotguns to demolitions idea.
 
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Just think about what you are suggesting though. Your idea would involve taking an existing perk (one which is relatively balanced as 9_6 mentioned) and tearing it down to its roots in order to rebuild it as a completely different perk. The support specialist is designed to run into the midst of combat to weld a door shut stemming the flow of enemies, or to clear out a narrow hallway with a volley of shells before retreating to reload. It isnt meant to sit back and cut down specimens at a distance. We already have demos, sharpshooters, and commandos filling the long range role. Why change one of the two close quarter combat perks into yet another long range one?

There is nothing wrong with suggesting ideas in this forum, so don't take my words to be an attempt to run you down. To be honest though, you would have a better chance at suggesting LMGs in a new perk of their own (which may have been suggested before, I believe), rather then a complete redesign of an existing perk that would leave current support players (myself included) rather upset.
 
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Okay let me get this straight. Because some other game gives demos shotguns and support LMGs, you want Killing Floor to do the same? In that case, I have some suggestions too.

1. Berserkers should be able to go into a Berserk Rage once per day for a number of rounds equal to their level, in which they get +4 to Strength and Constitution, but get a -2 to the same two stats when the Rage subsides.

2. Medics should be able to Ubercharge their healing target after about 2 minutes of healing and turn them invincible for five seconds.

3. Commandos should get the LAW as a class weapon and be able to use it to "LAW jump" to high places.

4. The 9mm should have a 2x scope and be able to take down a Fleshpound in seven consecutive headshots.

5. Gameplay should be changed to have players run around the level collecting "Sunlight" then using it to buy "Seeds" from the Trader between rounds, and use those seeds to plant stationary gun emplacements like gatling gun peashooters and corncob ICBMs.

6. If you headshot three clots with one crossbow bolt, you should win because you got three in a row, tic tac toe! :D
 
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