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Combo weapons!

Aze

Grizzled Veteran
Mar 19, 2010
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I posted a huge thread before about weapon and perk revamps (in one of my sig links)

I would like to continue one thing from that thread - Combined weapons.

I was inspired further by the "What Perks pair well together?"

Some of the perks that go well together (explained in that thread) are:

Commando and Demolitions
Sharpshooter and Berserker
Support and Firebug

So, i have 3 weapon suggestions that are designed to make those "combos" work even more together, where they can toss their weapon to their matey if need be etc.

The weapons are:

Assault Rifle with Underslung Grenade Launcher
Lee Enfield with Bayonette
Modified Flare Gun

Let me describe them one by one

*** Assault Rifle with Underslung Grenade Launcher ***
This weapon is a second Tier 2 weapon for Commando and Demolitions.
-Primary fire = 3-round rifle burst
-Secondary fire = Grenade shot (one more press = GL reload)
This weapon brings a new style for Commando. Commando so far only have semi/auto weapons and nothing else. An AR using a burst-shot would bring a new style, plus the grenade launcher is a good emergency backup in case of a big swarm coming in. Another reason why the GL is handy, is because of Commandos general reload bonus (it counts for all weapons), meaning the GL is faster to reload with the Commando.
For Demolitions this help with one of their weaknesses: Close range defense. While the grenade of this GL might not be optimal to use, the burst shot will be a nice defensive touch. You could either use the M32, M79 and Pipebombs as an offensive style, or the AR+GL and either M32 or M79+Pipebomb as a more variable setup in terms of defense and offense.
The rifle rounds counts as Commando damage (for levelling purposes) but the Grenade counts as Demolitions. Also, the Commando perk only increases the damage dealt by the rifle rounds, and Demolitions only get damage increase on the Grenade.
Suggested stats:
-Weight: 7
-Damage on rifle: Stronger than bullpup, slightly weaker than AK47
-Damage on grenade: Similar to the M79
-Rifle ammo: 30 rounds in mag, 7-9 extra mags
-Grenade ammo: 1 round in mag, 10+ extra grenades.
-Cost: 1000 more or less. Discount for both Commando and Demolitions!

*** Lee Enfield with Bayonette ***
This weapon is a second Tier 2 weapon for Sharpshooter and Berserker.
(NOTE: This weapon is designed with the mindset of Gunslinger being implemented, stripping the Sharpshooters handgun bonuses, leaving more room for more weapons to the Sharpie)
-Primary fire = Rifle shot, reloaded in bolt action style
-Secondary fire = Bayonette thrust
For the Sharpshooter, this is a middleground weapon. It has stronger bullets than the LAR's, but is slower than the LAR. It has weaker bullets than the Xbows bolts, but it's faster than the Xbow. If the Sharpshooter is to be stripped of the Pistol bonuses, the "weak trash" might become troublesome, along with ammo. Thus, the Bayonette's defensive and unlimited ability!
For the Berserker this helps with some of the bigger threats of the perk: Sirens, Husks and Crawlers. Being able to shoot these targets from afar, while still being able to quickly make shishkebob of those delicious Zeds with the bayonette, the Lee would be a nice dual-purpose weapon for the Zerker. While whipping out the pistol to take out crawlers, or using the other melee weapons maybe will be more efficient in general, sometimes emergencies doesn't allow you to switch your weapons so often.
The rifle rounds can level the Sharpshooter with headshots, and the bayonette counts as Berserker melee damage. Also, the Sharpshooter perk only increases the damage dealt by the rifle rounds, and Berserker only get damage increase on the Bayonette.
Suggested stats:
-Weight: 6 or 7
-Damage on rifle: Stronger than LAR, weaker than Xbow
-Damage on bayonette: Stronger than machete, weaker than Katana/Axe.
-Speed on bayonette: Slower than machete, slightly faster than Axe.
-Rifle ammo: 10 rounds in mag, 6-8 extra mags
-Cost: 1000 more or less. Discount for both Sharpshooter and Berserker!

*** Modified Flare Gun ***
This weapon is a second Tier 1 weapon for Support and Firebug.
(This weapon might break the limits of reality a little, but i think the idea might be cool)
-Primary fire = Shoot, reloaded after each shot (M79 style)
-Secondary fire = Switch between Shotgun shell and Flare shell
This weapon would be described as a variety weapon. It can shoot either powerful shotgun shells (Single Hunting shotgun shell?) which is to be used at short range and/or multiple targets, or a flare shot which is to be used at long range and/or a single target.
For the Support Specialist, this is a nice backup weapon, in particular on the earlier levels due to weight being a problem (Only one Shotgun able to be carried *sadface*). It also helps with long range using the flares, which is something that could be useful at times.
For the Firebug this helps, just like for the Support Spec, as a good starter and backup weapon. Gorefasts have a tendancy to be annoying for the Firebug... well, they won't be so tough with a powerful shotgun blast to the face. The Flare is where this weapon shines though (no pun intended) for the Firebug. Able to shoot long range, intensly burning flares, can be useful for the tougher targets, as, imo, the burn of this weapon should stack with the Flamethrower (The flare could use some phosporous burn instead? This means it could have a different burn animation and colour). So, on tough targets like Scrakes and Fleshpounds, shoot a Flare and then spray away with the Flamethrower >:]
The shotgun blast counts as Support Specialists damage (for levelling purposes), and the flare shot counts as Firebug damage. Also, the Support Specialist perk only increases the damage dealt by the shotgun blast, and Firebug only get damage increase on the flare.
Suggested stats:
-Weight: 3 or 4
-Damage on Shotgun shell: Similar to a single shot with the Hunting Shotgun, maybe 6 pellets (instead of HS single shot, which has 5 pellets)
-Damage on Flare shot: Has highet direct impact and burn than the flamethrower, but DPS is way lower (due to single shots)
-Ammo: 10-15 shells of each type, maybe more?
-Cost: 300-500 more or less. Discount for both Support and Firebug!
-Selection "key": Either counts as a Pistol = stored under key 2, or as a "rifle" = stored under key 3.

EDIT:
A little thing about the switching between Shotgun and Flare ammo for the Flare Gun: An idea would be that when you "switch", nothing happens except you change what ammo you are gonna reload with your NEXT shot. However, if you switch type and then press R (without shooting the previous shell type you have in it) it will switch out the shells without wasting any ammo.
Examples to explain:

Scenario 1:
-You have a Shotgun shell loaded
-You press to switch for Flares. (This means you still have the Shotgun one in the weapon, so you don't reload it or anything)
- You shoot the Shotgun shell.
- You reload with a Flare shell, and all the following shells reloaded will be Flares, unless you switch again.

Scenario 2:
-You have a Flare shell loaded
-You press to switch for Shotgun shells.
-You press R, taking out the Flare shell you have loaded currently, and put in a Shotgun shell instead (you do not lose the Flare that way)


So, what ya think of these suggestions? :)
 
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i like the idea of multipurpose weapons
had the idea awhile back

med9mm.png

shot.png

ak.png

tacknife.png

9mmdeagle.png


and an army of darkness reference (joke of course)
evildead.png
 
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Yomomommassis:

I saw your vids about melee useage with all weapons. My fav had to be 9mm + Knife. Looked really "elite military"-ish!

I'm not trying to be ignoring your ideas, but what you do think of mine?
Is the Modified Flare Gun too unrealistic, having both Shotgun shells and Flare shells to choose from?
 
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sorry i like the idea but IMO killing floor isnt a game where classes can be multi purpose

as it is right now each class has its one job
im not to big on that
but thats how it is :/
Well, the high-level SpSp does have two jobs, weld the doors and clear large swathes of little guys in one go while the medic both heals and tanks.

(now a medic with a shotgun with a katana attachment...)
 
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Or at least be able to switch weapons mid-reload to get out my Knife or another gun or something.

This has been said countless times, and with good reason.

You're not the first to pick up on this potentially fatal flaw, but don't get me wrong; i'm not going to say "L2search derp" :eek:

In fact i'm going to go the opposite way. :D

If enough people post about this, we might get it fixed.

On this note, maybe you'd like to make a thread about it Zeron? :)
 
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You guys have it backwards. It's not the perks that create the roles, it's the weapons. Perks merely boost one or two of these roles.

Having weapons that can accomplish both just seems to not work for me. Would be a bit overpowered.

But you read my suggestions right?
For example, on the Assault Rifle with Grenade Launcher, the Commando only gets a damage boost to the rifle, not the grenade. Vice versa for the Demolitions.

Besides, how would it be overpowered with the right balancing? :confused: I don't see how they are in any way "overpowered". They are more versatile perhaps, but not stronger than the perk's other weapons.
The AR again for example, is weaker with its bullets than the AK. Only advantage is that you can shoot a grenade with slow reload time (slower than M79). The extra ammo is alot less than the AK, and the weight is also heavier.
 
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Isn't it possible to carry an assault rifle and a grenade launcher already?
(I dunno, I haven't tried...)

Yes... SCAR + M79 for example. But that's not what im suggesting... I'm suggesting an Assault Rifle with an underslung Grenade Launcher (aka attached underneath the front of the AR...) plus 2 more new weapons.

I guess i shouldn't have named the thread "Combo Weapons". Maybe "Dual-purpose Weapons" would've been better?
 
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Besides, how would it be overpowered with the right balancing? :confused:
Because it allows one weapon, to cover the roles of two perks. Even if it's not as good as them. Example:

If a commando carried an M79, an AK-47 and a Katana, they could shoot their strong AK-47 and have a grenade launcher for weak groups and Katana for backup. All well and balanced.

If you had an AK-47 that had a built-in grenade launcher and a Katana, the Commando could do all of these jobs without his grenade launcher weighing anything, which means he would be able to carry two Handcannons where the grenade launcher used to be. This would be overpowered.

Essentially, you are basically suggesting that all perks should be able to carry more weapons.
 
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Because it allows one weapon, to cover the roles of two perks. Even if it's not as good as them. Example:

If a commando carried an M79, an AK-47 and a Katana, they could shoot their strong AK-47 and have a grenade launcher for weak groups and Katana for backup. All well and balanced.

If you had an AK-47 that had a built-in grenade launcher and a Katana, the Commando could do all of these jobs without his grenade launcher weighing anything, which means he would be able to carry two Handcannons where the grenade launcher used to be. This would be overpowered.

Essentially, you are basically suggesting that all perks should be able to carry more weapons.

Not really.
First of all, the AR+GL would weigh more than the AK. Second, the bullets would be somewhere between Bullpup and AK-47 in damage. Third, the ammo, in particular the 'nade launcher, would be lower than the other weapons. Sure, you could gain a slight benefit to it, but not much.
Also, this is in "context" of that i think the SCAR should be increased in weight. My suggestion would be to have both the SCAR and this new AR+GL weigh 7 "slots". So you could only buy those 2 weapons, and nothing extra.

Sigh... this is what happens when posting ideas "out of context" :S

Well, i hope you understand me though, i in NO WAY want to suggest any overpowered weapons at all, i just want to suggest a new playstyle (Most important part is the burst fire mode of the AR though, the GL just matches well with it imo)
 
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Not really.
First of all, the AR+GL would weigh more than the AK. Second, the bullets would be somewhere between Bullpup and AK-47 in damage. Third ..... So you could only buy those 2 weapons, and nothing extra.
No matter how much it weighs/costs/damages it is still one weapon filling two roles. Anyway, if the M79 + AK-47 is better than the AR/GL, people will just use the AK-47 and M79. Unless they wanted to carry slightly worse versions of both and still be able to have another backup. There probably is a way to balance it, but I just cannot see it working.
Sigh... this is what happens when posting ideas "out of context" :S
What context are you talking about? As far as I see, you suggested combo weapons in the suggestions section of the forums and I gave my views on why those combos wont work.
Well, i hope you understand me though, i in NO WAY want to suggest any overpowered weapons at all
Yeah, I get where you're coming from, but like I say, I just can't see it working.
Most important part is the burst fire mode
But I don't know why this should be important.
 
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