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new class idea: gunner

Ninja machinegun perk? Sounds like we need Lo Wang...



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Summary of current perks:
Medic: High survivability, low firepower, heals
Support: Great damage at point blank, no ranged weaponry, slow weaponry
Sharpy: Precision killing, easily kills big specimens
Commando: Main soldier, High damage, high rate of fire, has trouble killing big zeds
Firebug: First waves cleaner, lots of ammo, powerful fire nades, damage over time
Berzerker: Similar to firebug, precision killing, less good at taking huge mobs, but can kill bigger zeds better than FB
Demoman: Very high damage, low ammo, traps.

Now what kind of role would be missing?
One come to mind, a perk that would do great damage and have lots of ammo, but would be movement restricted (imagine heavy weapons guy from tf2).

So we could have a guy with a big a** machine gun that would have to crouch or lay on the ground to be able to deal its damage, being able to hold a side very effectively, but if overwelmed or attacked by behind would end up being useless/unable to defend himself.
That could work, but its just an idea.
 
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Summary of current perks:
Medic: High survivability, low firepower, heals
Support: Great damage at point blank, no ranged weaponry, slow weaponry
Sharpy: Precision killing, easily kills big specimens
Commando: Main soldier, High damage, high rate of fire, has trouble killing big zeds
Firebug: First waves cleaner, lots of ammo, powerful fire nades, damage over time
Berzerker: Similar to firebug, precision killing, less good at taking huge mobs, but can kill bigger zeds better than FB
Demoman: Very high damage, low ammo, traps.

Now what kind of role would be missing?
One come to mind, a perk that would do great damage and have lots of ammo, but would be movement restricted (imagine heavy weapons guy from tf2).

So we could have a guy with a big a** machine gun that would have to crouch or lay on the ground to be able to deal its damage, being able to hold a side very effectively, but if overwelmed or attacked by behind would end up being useless/unable to defend himself.
That could work, but its just an idea.

Again This is what the firebug is ment to do, these 'machine gunner' like perks are pointless because thats what the firebug is ment to do, many people I have seen use the firebug don't seem to get the point of it and don't use it very well, and the ammo shortage makes it hard do it anyways.

Here, I will give you a scenario of one of the many things a firebug can and should do that these 'machine gunner' perks that are being suggested to do and that I have seen done with great success:

You are in the map Office. inside of the entrance theres a long hallway on the right side with doors at the end of the hallway that you can weld so you can stay at the end with the doors of the hallway and shoot those that try and make their way down it. So your 6 man team is bottle necking them with great results. Then a fleshpound appears at the front of it, the sharp shooter takes a shot with the Xbow and instead hits the collar bone and causes him to rage forward. Now normally the fleshpound will kill a player or two befor dying, but because everyone will be putting their attention on the fleshpound, by the time they kill the fleshpound, the rest of the hoard has already made their way down the hallway and they have advanced much too far to be pushed back and the team dies.

Now what a firebug could do in that scenario is that when the fleshpound rages and attacks (provided it is attacking a team mate instead of you) what you can do, is actually Ignore the fleshpound, and let the rest of your team deal with it, while you turn your attention to the hoard, You empty the entire tank down the hallway killing minor and annoying specimens instantly and those that are not killed are effectively no longer advancing because they flail around on fire and walk in circles, blocking those behind it (Who would also be on fire because the flames penetrate as many enemys as it likes untill it hits the world) long enough for the team mates to deal with the fleshpound and then relieve the firebug of his stream of fire in time for him to reload or heal.

It may not seem like it, but the firebug requires alot of strategy to use. The firebug already has the idea you are suggesting, it is already covered. It just needs to be fixed up a little by the developers.
 
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One come to mind, a perk that would do great damage and have lots of ammo, but would be movement restricted (imagine heavy weapons guy from tf2).
It would be badly overpowered in KF... a heavy in TF works because you're fighting intelligent opponents who can adapt, but with the zeds making a beeline for your team's campground
YouTube - 30 hornets vs. 30,000 bees
you're not moving that much anyway.

The way Support and Firebug are now is about as far as we can go in that direction without being grossly unbalanced.
 
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