Dualist - Look up Dualism on wikipedia.com
http://en.wikipedia.org/wiki/Dualism
A class that focuses on dual wielding - now before I make this perk sound like it's from a MMORPG - it's a idea I got today when I was eating spaghetti with one fork in each hand. [Yes, I eat spaghetti with two forks cause I'm weird like that ]
Weapons: Focuses on dual light/medium firearms such as 9mm, handcannon, light SMGs, compact machine gun pistols.
Perk effect per level:
-Increased DMG [Only apply when Dual Wielding]
-Increased ammo capacity
-Increased clip capacity
-Reduced Weapon Prices
-Reduced Recoil
-Reduced Accuracy Penalty when dual wielding [A classic example of accuracy penalty is when a sharpshooter uses two 9mm or handcannon and finds himself/herself losing accuracy.
This link below explains accuracy decay over distance when dual wielding for all classes - Dualist will be the only exception.
http://img9.imageshack.us/img9/1861/accuracypenalty.jpg
Weapons [x2]:
-Standard 9mm
-Handcannon
-PP-2000
-Browning Buck Mark Contour Lite 7.25 URX
-Dual Deagles/Glocks/USP/Compact Pistols <== open for debate
The dualist's job is precision mob control and suppressive fire.
This is achieved with the handcannon for quick specimen dispatch in tight/narrow spaces such as hallways.
The light SMG: Relatively low dmg but more versatile in terms of accuracy and rate of fire. Can provide sufficient cover fire for teammates in open maps such as farm while maintaining a well balanced rate of fire & damage.
Compact Machine Gun pistol: High ammo capacity & rate of fire: lowered damage due to the size of caliber used [smaller than 9mm, anyone know what it's called?].
Advantages: Precision Crowd Control [Swiftly and Accurately pick off key targets such as Bloats, Crawlers, Clots, etc - before they crowd up and become a threat. This perk is versatile in both close quarter and ranged combat against weaker specimens such as clots, crawlers, stalkers, gorefasts, bloats and sirens.
Disadvantages: Low dmg [The dualist's main weapons are duel 9mm and light SMG and compact machine gun pistols]
Additional Notes: While the handcannon does offer significantly higher damage, it's ammo count should be limited to balance out the Dualist. Additionally, the dualist WILL NOT GAIN reduced reload time or headshot damage bonuses - instead it will gain increased ammo capacity and clip capacity.
In conclusion: The Dualist is a attempt to offer something new to Killing Floor Rookies and Veterans alike. This perk is designed to be a all around versatile support class - while it may use certain weapons from other perks, it is never intended to replace ANY of the other perks.
Update: There is a misconception that the Dualist will be able to use dual knives, medic guns and bullpup - this is NOT TRUE, I was only using the other weapons as a damage baseline for the Dualist's weapons. As stated before, the Dualist is not designed to replace ANY other perks.
Update: Brphoenix has brought to my attention that my perk is not "truly versatile" as it cannot kill stronger ZEDs. This was done intentionally as I do NOT want to create a second "sharpshooter" that can potentially solo whole waves with a 9mm and xbow. Killing Floor is a wonderful co-op survival game based on teamwork, when you take that aspect of the game away by introducing perks without limitations. This supports "Ramboing", which kills the game and the community.
Update: During my online research, I found a treasure trove of new weapon ideas via the link below. Although I am skeptical towards the accuracy & authenticity of the content on the website, it does raise interesting possibilities. There are a number of potential new weapons for a lot of Killing Floor perks; among them sleek and impressive looking light/pistol machine guns.
http://images.google.ca/imgres?imgurl=http://datafortress2020.110mb.com/ab/HG_Machine_Gun_Pistol_01.jpg&imgrefurl=http://datafortress2020.110mb.com/ab/submachineguns4.htm&usg=__4kI88SNU3CdOJif6gb6PxARa83Q=&h=569&w=758&sz=42&hl=en&start=10&um=1&itbs=1&tbnid=e74E4ao4b3W7EM:&tbnh=107&tbnw=142&prev=/images%3Fq%3Dpistol%2Bmachine%2Bgun%26um%3D1%26hl%3Den%26lr%3D%26rlz%3D1G1GGLQ_ENCA376%26tbs%3Disch:1
Update: Poential Dualist weapons?
[Refer to this link for caliber information. http://upload.wikimedia.org/wikipedia/commons/8/82/CartridgeComparison.jpg
Browning Buck Mark Contour Lite 7.25 URX (x2) [Unique pistol that fires low caliber .22 long rifle rounds. It has a high rate of fire with reasonable accuracy and the extended barrel length increases "Muzzle Velocity".
http://www.browning.com/products/catalog/firearms/detail.asp?value=006B&cat_id=051&type_id=424
The "PP-2000" [x2] is a modern light machine gun that fires standard 9mm caliber rounds. it's compact and light construction makes it a ideal weapon of choice for the Dualist due it's low recoil, high rate of fire and portability.
http://en.wikipedia.org/wiki/PP-2000
http://kbptula.ru/eng/str/strelk/images/pp2000_2.jpg
Dualist Symbol. Concept #1
All suggestions/comments/questions are welcome.
Edited 03/05/2010 to add additional information
http://en.wikipedia.org/wiki/Dualism
A class that focuses on dual wielding - now before I make this perk sound like it's from a MMORPG - it's a idea I got today when I was eating spaghetti with one fork in each hand. [Yes, I eat spaghetti with two forks cause I'm weird like that ]
Weapons: Focuses on dual light/medium firearms such as 9mm, handcannon, light SMGs, compact machine gun pistols.
Perk effect per level:
-Increased DMG [Only apply when Dual Wielding]
-Increased ammo capacity
-Increased clip capacity
-Reduced Weapon Prices
-Reduced Recoil
-Reduced Accuracy Penalty when dual wielding [A classic example of accuracy penalty is when a sharpshooter uses two 9mm or handcannon and finds himself/herself losing accuracy.
This link below explains accuracy decay over distance when dual wielding for all classes - Dualist will be the only exception.
http://img9.imageshack.us/img9/1861/accuracypenalty.jpg
Weapons [x2]:
-Standard 9mm
-Handcannon
-PP-2000
-Browning Buck Mark Contour Lite 7.25 URX
-Dual Deagles/Glocks/USP/Compact Pistols <== open for debate
The dualist's job is precision mob control and suppressive fire.
This is achieved with the handcannon for quick specimen dispatch in tight/narrow spaces such as hallways.
The light SMG: Relatively low dmg but more versatile in terms of accuracy and rate of fire. Can provide sufficient cover fire for teammates in open maps such as farm while maintaining a well balanced rate of fire & damage.
Compact Machine Gun pistol: High ammo capacity & rate of fire: lowered damage due to the size of caliber used [smaller than 9mm, anyone know what it's called?].
Advantages: Precision Crowd Control [Swiftly and Accurately pick off key targets such as Bloats, Crawlers, Clots, etc - before they crowd up and become a threat. This perk is versatile in both close quarter and ranged combat against weaker specimens such as clots, crawlers, stalkers, gorefasts, bloats and sirens.
Disadvantages: Low dmg [The dualist's main weapons are duel 9mm and light SMG and compact machine gun pistols]
Additional Notes: While the handcannon does offer significantly higher damage, it's ammo count should be limited to balance out the Dualist. Additionally, the dualist WILL NOT GAIN reduced reload time or headshot damage bonuses - instead it will gain increased ammo capacity and clip capacity.
In conclusion: The Dualist is a attempt to offer something new to Killing Floor Rookies and Veterans alike. This perk is designed to be a all around versatile support class - while it may use certain weapons from other perks, it is never intended to replace ANY of the other perks.
Update: There is a misconception that the Dualist will be able to use dual knives, medic guns and bullpup - this is NOT TRUE, I was only using the other weapons as a damage baseline for the Dualist's weapons. As stated before, the Dualist is not designed to replace ANY other perks.
Update: Brphoenix has brought to my attention that my perk is not "truly versatile" as it cannot kill stronger ZEDs. This was done intentionally as I do NOT want to create a second "sharpshooter" that can potentially solo whole waves with a 9mm and xbow. Killing Floor is a wonderful co-op survival game based on teamwork, when you take that aspect of the game away by introducing perks without limitations. This supports "Ramboing", which kills the game and the community.
Update: During my online research, I found a treasure trove of new weapon ideas via the link below. Although I am skeptical towards the accuracy & authenticity of the content on the website, it does raise interesting possibilities. There are a number of potential new weapons for a lot of Killing Floor perks; among them sleek and impressive looking light/pistol machine guns.
http://images.google.ca/imgres?imgurl=http://datafortress2020.110mb.com/ab/HG_Machine_Gun_Pistol_01.jpg&imgrefurl=http://datafortress2020.110mb.com/ab/submachineguns4.htm&usg=__4kI88SNU3CdOJif6gb6PxARa83Q=&h=569&w=758&sz=42&hl=en&start=10&um=1&itbs=1&tbnid=e74E4ao4b3W7EM:&tbnh=107&tbnw=142&prev=/images%3Fq%3Dpistol%2Bmachine%2Bgun%26um%3D1%26hl%3Den%26lr%3D%26rlz%3D1G1GGLQ_ENCA376%26tbs%3Disch:1
Update: Poential Dualist weapons?
[Refer to this link for caliber information. http://upload.wikimedia.org/wikipedia/commons/8/82/CartridgeComparison.jpg
Browning Buck Mark Contour Lite 7.25 URX (x2) [Unique pistol that fires low caliber .22 long rifle rounds. It has a high rate of fire with reasonable accuracy and the extended barrel length increases "Muzzle Velocity".
http://www.browning.com/products/catalog/firearms/detail.asp?value=006B&cat_id=051&type_id=424
The "PP-2000" [x2] is a modern light machine gun that fires standard 9mm caliber rounds. it's compact and light construction makes it a ideal weapon of choice for the Dualist due it's low recoil, high rate of fire and portability.
http://en.wikipedia.org/wiki/PP-2000
http://kbptula.ru/eng/str/strelk/images/pp2000_2.jpg
Dualist Symbol. Concept #1
All suggestions/comments/questions are welcome.
Edited 03/05/2010 to add additional information
Last edited: