• 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/

[Perk] CBRN Specialist

Yomommassis

Grizzled Veteran
Sep 24, 2009
705
230
Palmdale, CA USA
Chemical, Biological, Radiological, Nuclear Specialist (CBRN)




cbrn1-1.jpg

cbrn2.jpg

The idea is for a new perk based on damage over time, much like the firebug except not limited to the flamethrower


Weapons

depleted_uranium_cartridge.jpe


The CBRN will shoot uranium tipped ammunition that will cause additional corrosive damage over a short period of time either with all weapons or specific CBRN weapons

nerveagent_l.jpg

Like the Firebugs flame nade the CBRN will also get its own type of grenade, a nerve gas emitting smoke grenade. This will trigger slightly faster than the average frag grenade and slowly expand into a large cloud closely resembling the ones made from the grenade launchers explosions although the nerve gas will be more see through, just enough to be noticable but last a little longer. any ZED that enters the cloud will be subject to corrosive damage and be confused (much like being set on fire) over a short period of time. this will allow players to cloud an entire section so that they can focus their attention else where.

arwen_7x.jpg


The CBRN will use a ARWEN 37 grenade launcher it will fire smoke grenades much like the nerve gas

When a CBRN uses a pipe bomb it will explode in a bright green radioactive explosion, this will do less damage than that of a regular pipebomb causing the area of detonation to be radioactive (marked by glowing bright green) and any ZED (or player) to enter the radioactive zone will be subject to corrosive damage over a short period of time


Stats

Spawn With Nerve Gas
%+ Resistance to Nerve gas/Radiation
%+ Lifespan of Nerve gas/Radiation
%+ Ammo Capacity
%+ Nerve gas/Radiation Damage
%+ Discount on ARWEN 37/Pipebombs/Nerve Gas/Uranium Ammunition​

Leveling

Deal xM amount of damage with CBRN weapons

Icon

CBRNSpecialist1.jpg
CBRNSpecialist.jpg

Disadvantages

Since the CBRN will be firing uranium tipped ammunition ammo cost will be significantly increased​

Clouds created by nerve gas will make it difficult for the team to aim as well (hence the low ammo capacity)​

Limited amount of carry ammo for ARWEN 37/Pipebomb​
ARWEN 37 - 2 Clips
Pipebomb - 1​
 
Last edited:
So... you're basically proposing a firebug that uses demo's arsenal? No, thanks.

Also - uranium tipped ammunition? Really? Have you a slightest idea how much it ouht to cost to produce just one round? Not to mention that the effects of radioactive damage are far from being instant. Note that KF tends to maintain some minor degree of realism and giants with flesh blenders instead of hands are far more probable than producing munitions out of enriched uranium.
 
Upvote 0
Well they made the LAW obsolete by having a demolitions specialist. Regardless, this perk is quite original and fits the atmosphere of this game quite well. However you might have to come up with weapons that won't share ammo with others as the perk needs to have its own weapon, besides nerve gas. Think of a weapon that isn't designated to another perk, possibly one that currently is using uranium ammo in the Army. I really like how you put forth effort in having the perk symbols made. :D
 
Last edited:
Upvote 0
This perk is good, but like Uk1t4k3 said, it would cause some harm such as the demo currently does. Nerve gas could potentially be much lighter or have some distorted air properties, such as it is clear but it would obviously be there. That way your teammates would have to be careful on FF:p. Now if you can think of some kind of current MOD biological weapon, then this perk would be within the guidelines.
 
Upvote 0
In the video it speaks of them basically being cleaners o_O.... and it shows them washing cars.... This perk should be named The Cleaner(Janitor :D)!

They don't seem to be weapon specialists...

---

The video actually states they use fire as a weapon and smoke to obscure vision of enemies! xD This is basically a firebug xD
 
Last edited:
Upvote 0
I'm gonna say this: go with the biohazard symbol over the gas mask symbol.

The perk symbols are symmetrical, with the exception of the berserker (and maybe firebug) symbol.

And like Holy_Colt said, maybe distorted air properties, maybe like when the road shimmers on a hot day.

Although, didn't demo make firebug obsolete anyway, 9_6?
 
Upvote 0
Well, I have researched this career off of the MOD website as well as in movie culture. As far as the use of the m32/m79 is concerned you may have to use a different launcher since not only is the role supposed to be unique in comarison to the Demo, but you also have to use waepons of a different calibre as far as an infantry unit. The most probable weapon class would be the 37mm weapon systems as they are used for smoke/flare/gas/chemical related munitions. The best weapon for this class would be the British ARWEN 37
arwen_7x.jpg

Sorry for the picture size.

Now this weapon has a 5 round capacity, which already corisponds to your wanting a lower ammo reserve and points out the disadvantage, however it is naturally a faster reload time. Now try and find some other weapons. :D
 
Upvote 0
Well, I have researched this career off of the MOD website as well as in movie culture. As far as the use of the m32/m79 is concerned you may have to use a different launcher since not only is the role supposed to be unique in comarison to the Demo, but you also have to use waepons of a different calibre as far as an infantry unit. The most probable weapon class would be the 37mm weapon systems as they are used for smoke/flare/gas/chemical related munitions. The best weapon for this class would be the British ARWEN 37
arwen_7x.jpg

Sorry for the picture size.

Now this weapon has a 5 round capacity, which already corisponds to your wanting a lower ammo reserve and points out the disadvantage, however it is naturally a faster reload time. Now try and find some other weapons. :D


thanks good lookin out ill add that to the post :]
 
Upvote 0
Although, didn't demo make firebug obsolete anyway, 9_6?
Well sorta, yes but we don't really need to worsen it with another perk that does not only a similar but the exact same job, delivering DOT (but potentially even doing a better job at it due to lasting toxic clouds).
If anything, those things should go to the firebug which should then be renamed to "Experimental wepons dude" or something that reflects that.
Really, it's like throwing heavy machineguns and submachineguns in and adding a "heavy machinegunner" and a "submachinegunner" perk although that would be the domain of the commando.

At this point, we need more perks just as badly as even higher perk levels imo.
Except *maybe* that gunslinger one if only to put the sharpshooter into its place but that's about it.
 
Last edited:
Upvote 0
Well sorta, yes but we don't really need to worsen it with another perk that does not only a similar but the exact same job, delivering DOT (but potentially even doing a better job at it due to lasting toxic clouds).
If anything, those things should go to the firebug which should then be renamed to "Experimental wepons dude" or something that reflects that.
Really, it's like throwing heavy machineguns and submachineguns in and adding a "heavy machinegunner" and a "submachinegunner" perk although that would be the domain of the commando.

At this point, we need more perks just as badly as even higher perk levels imo.
Except *maybe* that gunslinger one if only to put the sharpshooter into its place but that's about it.

I may be wrong, but wasn't there not a firebug perk in the mod?

So modifiying firebug to accommodate new weapons and gamplay tactics and styles wouldn't really hurt the game.
 
Upvote 0
That's what I said.
Letting the "fire"bug be the perk to get those things wouldn't either.

Wouldn't hurt it, but I'd be saddened to lose the Firebug to Experimental weapons. Being a real man I love fire and love having a perk solely dedicated to fire... even more so since its not the strongest perk out there. Uranium tipped ammunition, nerve gas etc, I'd feel I'd lost the identity of the perk with these added.

Its a minor thing yes, and it is major nitpicking, but its my favourite class and would hate to see such a drastic change in principle to it.
 
Upvote 0
What about instead of having this do Damage Over Time... make it so that the nerve gas/biological agents paralyze the specimens for a time? After all, as long as it's been since this game came out, surely the survivors would have been able to figure out what makes these monsters tick, and base some kind of toxin, chemical, or virus that specifically interferes with them, and not humans. (Or at least the best one outta two! Keep your gas masks on, boys!) The duration could be based off your perk level. :)

It would also be nice to see the specimens stagger a bit, or stand there with their heads down in 'stunned' mode, so that you could tell they've been affected. Super-ammo is cute and all... but I think Firebugs should be the only ones that get something like that, if anyone gets it at all. (It would be nice to see incendiary rounds put into play, especially since the poor 'bugs didn't get much in the last update.)
 
Upvote 0