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Merc Report - Locks Are Such A Boring Problem

Mercs,

Before we explore the space you’ll be visiting as your next destination, we wanted to go over some additional updates to your tools of trade. This time around the lab coats in weapons development have authorized new field usage for Mercs with an Armory Season Pass to bring to the fight. One of these particular new weapons is for Commandos and Supports to master, while the other one brings one of their more unusual designs to brighten up the Firebugs out there.


ThermiteBore.png



The first of these, is what they are calling the Thermite Bore. This contraption has been designed to take the molotov and really “stick it” to the enemy. Rounds fired will not immediately burst on contact, giving mercs a chance for more zeds to group up on the target. Sick of waiting, manually trigger to detonation all fired ordnance still down range.

Rounds not only burst into a fireball capable of engulfing several foes, they burn hot enough to burn their targets on impact and leave behind ground fire for several seconds more, offering a great new way to bring the heat to lanes and chokepoints.


FAMASMasterkey.png



Look no further than the old adage of “When all you have is a hammer, everything looks like a nail” for the inspiration behind this one. Mercs with an Armory Season Pass are authorized to bring the FAMAS Masterkey into the fight. This bullpup style rifle features an ACOG scope, a 3 round burst trigger pull, for sending lead down range, and an underslung shotgun, for opening doors those closer in encounters.

Why carry two different firearms into the field when you can do it all with one? Commando and Support specialists should find this a viable option for some of their problems.

So mercs, start planning your loadouts now, as we’ll have more to share on the lunacy of your next destination shortly.

As a reminder: DLC weapons can be obtained via the Armory Season Pass or direct individual purchase. Those with an active Armory Season Pass will be able to obtain these weapons while participating in the upcoming opt-in beta on PC platforms, but they will not be available for direct purchase until the full update launch.

And don't forget to share your input in what you would like to see in new future weeklies!
 
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I wrote somewhere that shotgun on assault rifle is a bad idea, because this is combination of light and medium weapon, but they will do the same job and target the same tasks - kill light Zeds, such as Clot-likes, Gorefasts, Crawlers, Stalkers, and maybe Husks and Sirens.
The good example of combi-weapon is M16 - assault rifle used to kill Clot-likes, Gorefasts, Crawlers, Stalkers, while grenades - against big groups of them or medium-large Zeds. And since M16 has decent damage (1-shot Stalker and Crawler, 2-shot Clot-likes), I don't see any reason to buy this gun, even if it isn't in DLC

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Yet another gun for the Firebug ? Oh man... I swear him, the demo and the medic are Tripwire's favorites. Then again, it's probably the easiest to come up with whatever idea, slap some fire, healing or explosives and call it a day.

At least the Thermite Bore does look insanely cool, almost Doom-like ! I would assume it's a more or less Firebug's answer to the Seal Squeal by the sound of it? It also seems to be at least a T4... Maybe a T5 even.

Kinda impressed it took you this long to include a Masterkey weapon too, but surely ain't disappointed ! That's actually a great idea and the FAMAS is definitely an iconic weapon. Although for some reasons, I'm less bugged out by the Commando having a shotgun than the Support having an Assault Rifle... I really wonder how it will work will most of these perks skills, as they are almost polar opposites. That shall be interesting at the very least (and worst case scenario : it's probably the end of the line for KF2's lifecycle anyway, so let's just do a fighting game moves and throw everything and the kitchen sinks for the sake of fun ! )

Plus, the ACOG sight and what I assume to be a 3-round bursts-only AR is a nice touch. It will make it feel a tad more unique I think.

@Stolaire : well... most perks could have gone perfectly fine with the four weapons they've been shipped with. One gun per tier would have definitely sufficed. Hell, in some cases... the T2 or T3 gun was skipped entirely. So really, I don't think the argument of "we already have the M16" truly works. Not the mention that I don't know why you find the weapon to be a "mid-killer" when honestly : a good amount of the available shotguns can definitely prey on big game. I doubt the Masterkey will be able to demolish a Fleshpound, but it isn't the role of the Commando either.

@GoldenCreamSoda : have you played a single video game in the past fifteen years...?
 
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Yet another gun for the Firebug ? Oh man... I swear him, the demo and the medic are Tripwire's favorites. Then again, it's probably the easiest to come up with whatever idea, slap some fire, healing or explosives and call it a day.

At least the Thermite Bore does look insanely cool, almost Doom-like ! I would assume it's a more or less Firebug's answer to the Seal Squeal by the sound of it? It also seems to be at least a T4... Maybe a T5 even.

Kinda impressed it took you this long to include a Masterkey weapon too, but surely ain't disappointed ! That's actually a great idea and the FAMAS is definitely an iconic weapon. Although for some reasons, I'm less bugged out by the Commando having a shotgun than the Support having an Assault Rifle... I really wonder how it will work will most of these perks skills, as they are almost polar opposites. That shall be interesting at the very least (and worst case scenario : it's probably the end of the line for KF2's lifecycle anyway, so let's just do a fighting game moves and throw everything and the kitchen sinks for the sake of fun ! )

Plus, the ACOG sight and what I assume to be a 3-round bursts-only AR is a nice touch. It will make it feel a tad more unique I think.

@Stolaire : well... most perks could have gone perfectly fine with the four weapons they've been shipped with. One gun per tier would have definitely sufficed. Hell, in some cases... the T2 or T3 gun was skipped entirely. So really, I don't think the argument of "we already have the M16" truly works. Not the mention that I don't know why you find the weapon to be a "mid-killer" when honestly : a good amount of the available shotguns can definitely prey on big game. I doubt the Masterkey will be able to demolish a Fleshpound, but it isn't the role of the Commando either.

@GoldenCreamSoda : have you played a single video game in the past fifteen years...?
Stop being rude, you should realize that what you are doing is wrong and your behavior is unacceptable. It would be best to be more considerate next time, it is inappropriate and you should stop.
 
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I hope that alt. fire mode for FAMAS will be implemented correctly. I hope that shotgun will not just magically fire with the press of an alt. fire button. I hope that character will actually change his grip on the weapon to fire and cycle shotgun properly. It is a paid weapon, after all. And implementation of animations on some paid weapons was lazy AF. I'm talking about Rhino revolvers, for example.
 
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The weapon armory pass is a disappointment. I don't think it's fair to be making new weapons behind a paid wall inside of a paid video game.
Ahhh it cost 26€ all pay weps and the 3 new incoming for this year, including Xmas, so each wep cost max 6€ and 2020 and 2021 weapons are all included inn. you do the math here about each 6€ vs only one pay for 26€ in steam...

This ppl still yelling and mumbling about new hrg weps (horizone prototypes) + new unique ones for its desired perk. Guess that they are totally new, boosted accounts (even not boosted but started game and are NO prestige lvl 20 X perk) joining perk map xp, dying each round, raging sc/fp when they cant take them, not covering our back etc.
 
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Ahhh it cost 26€ all pay weps and the 3 new incoming for this year, including Xmas, so each wep cost max 6€ and 2020 and 2021 weapons are all included inn. you do the math here about each 6€ vs only one pay for 26€ in steam...

This ppl still yelling and mumbling about new hrg weps (horizone prototypes) + new unique ones for its desired perk. Guess that they are totally new, boosted accounts (even not boosted but started game and are NO prestige lvl 20 X perk) joining perk map xp, dying each round, raging sc/fp when they cant take them, not covering our back etc.
^This

I've been the first to complain about Tripwire's business practices for KF2, but that season pass is really a wonderful step in the right direction. For better or for worse : DLCs are definitely here to stay (and it's not always a bad thing !). And considering the trend is to have season passes now, it makes sense for them to use it.

Hell, after the microtransactions/lootboxes fiasco that many games got framed for, I would honestly concur that it is the lesser of two evils. And in KF2's case, you neither have to grind to squeeze the last drops of the pass... nor are they limited to a 2-3 months timeframe. So it's even better really.

10 bucks per weapon was way too much. But here, you get the previous TEN weapons (if I'm not mistaken) as well as the DLC weapons of this year (already 3, probably at least two more). That's really a bargain as you're paying... less than 2€ per weapon. Assuming you never bought one previously.

I will always advise players to express their rage when they're feeling ripped off. But here, it's really a nice gesture from Tripwire. C'mon.
 
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They rage more than an fp in many cases that i've seen in comments coming from, steam kf2 forums/threads of game, when new merc report etc released. But they cant understand about whats season pass concept means yet and that it cost per each wep of,2020 and 2021, less than 2€/wep. And the new dlc incoming it will cost the same amount per item.... PERIOD, f**** PERIOD
 
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Both of these sound interesting, but I get the feeling they won't be good. I see we're backpedaling to doing crossperk weapons for perks that are complete opposites of one another, so it's good to know we'll be back in the territory of hilarious balance issues. The FAMAS in particular sounds like no end of "why?" decisions.

For starters, Commando and Support are total opposites: Commando uses rapid-fire weapons with medium-low damage that are meant to kill things at long range, while Support specializes in hard-hitting weapons that usually have a long cooldown in between shots and are designed to be used at close range.

I could get over all of that, but then...as I would gather, it's locked into burst-fire. Why?
On Commando, burst-fire is completely overkill on trash with Commando assuming the gun actually has decent shot power. If it takes one shot to kill everything below a Gorefast, that's the very definition of "wasteful."
That, plus (I can only assume) a single-shot tube-fed shotgun burst that has to be separately reloaded? So basically a more situational M16, since the only thing that grenade was useful for was point-blank donking Scrakes for takedowns.

On Support: well, that depends on whether or not the weapon's actual assault rifle portion will get all of the damage bonuses, etc. normally available to Support. The actual shotgun portion of it sounds completely useless on Support (you get what I assume is a single-shot tube-fed shell before having to reload), so there's that. It might be good for deleting Gorefiends, I guess? It's worth noting that Support gets no recoil bonuses whatsoever, *but* some of that might be offset by Tight Choke applying to burst-fire.

This seems more like a weapon for Supports to patch over their weakness of being caught by trash at close range, which isn't a really good idea on principle since Support is already crazy good at high-level play, it's just a high-risk high-reward perk. On paper, it's the equivalent of giving Demos the M16: you're taking something that's there to help you in case of bad teams, but that doesn't make the weapon good, and it's gimping your potential in order to patch over certain weaknesses that can be circumvented with proper playing.

Yet another gun for the Firebug ? Oh man... I swear him, the demo and the medic are Tripwire's favorites.
Berserker heard laughing in the distance.

Demo gets a lot of weapons, sure, but almost all of them are total garbage just because nothing replaces the RPG. Medic...yeah, I'll grant that, because it's an extremely attractive perk for players to never die with.

@Stolaire : well... most perks could have gone perfectly fine with the four weapons they've been shipped with. One gun per tier would have definitely sufficed. Hell, in some cases... the T2 or T3 gun was skipped entirely.
...Yeah. I mean, yeah, that's exactly how the game was designed. Best additional weapon updates for the game were the initial Medic crossperks since it allowed teams to forego a dedicated Medic and use the on-perk Medic modular weapons if they felt comfortable with not having the healing buffs. Most things past that have been excessive.

I'll give some exceptions (the SPX was probably the best option for M14 Sharpshooters and the Seeker 6 eventually got not terrible, even if it took multiple buffs...)

The weapon armory pass is a disappointment. I don't think it's fair to be making new weapons behind a paid wall inside of a paid video game.
I feel you. My Boomer ass doesn't like the DLC trend, either, but unfortunately that's the general state of things in video games these days. I still liked it when unlockables were either through beating the game or through silly in-game cheats.

@Migunne and @Aleflippy: I don't like it when other games *coughPayday2cough* do the "paid-game-with-more-paid-stuff" business model and I don't have to like it here, either. The main saving grace with TWI's efforts is that they've dodged P2W weapons for the most part (although some like the Zweihander / Compound Bow / Frost Fang definitely could be argued for that). Which is good, because you don't want to set a precedent of P2W weapons, because that's when you really fracture the fanbase.
 
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Both of these sound interesting, but I get the feeling they won't be good. I see we're backpedaling to doing crossperk weapons for perks that are complete opposites of one another, so it's good to know we'll be back in the territory of hilarious balance issues. The FAMAS in particular sounds like no end of "why?" decisions.

For starters, Commando and Support are total opposites: Commando uses rapid-fire weapons with medium-low damage that are meant to kill things at long range, while Support specializes in hard-hitting weapons that usually have a long cooldown in between shots and are designed to be used at close range.

I could get over all of that, but then...as I would gather, it's locked into burst-fire. Why?
On Commando, burst-fire is completely overkill on trash with Commando assuming the gun actually has decent shot power. If it takes one shot to kill everything below a Gorefast, that's the very definition of "wasteful."
That, plus (I can only assume) a single-shot tube-fed shotgun burst that has to be separately reloaded? So basically a more situational M16, since the only thing that grenade was useful for was point-blank donking Scrakes for takedowns.

On Support: well, that depends on whether or not the weapon's actual assault rifle portion will get all of the damage bonuses, etc. normally available to Support. The actual shotgun portion of it sounds completely useless on Support (you get what I assume is a single-shot tube-fed shell before having to reload), so there's that. It might be good for deleting Gorefiends, I guess? It's worth noting that Support gets no recoil bonuses whatsoever, *but* some of that might be offset by Tight Choke applying to burst-fire.

This seems more like a weapon for Supports to patch over their weakness of being caught by trash at close range, which isn't a really good idea on principle since Support is already crazy good at high-level play, it's just a high-risk high-reward perk. On paper, it's the equivalent of giving Demos the M16: you're taking something that's there to help you in case of bad teams, but that doesn't make the weapon good, and it's gimping your potential in order to patch over certain weaknesses that can be circumvented with proper playing.


Berserker heard laughing in the distance.

Demo gets a lot of weapons, sure, but almost all of them are total garbage just because nothing replaces the RPG. Medic...yeah, I'll grant that, because it's an extremely attractive perk for players to never die with.


...Yeah. I mean, yeah, that's exactly how the game was designed. Best additional weapon updates for the game were the initial Medic crossperks since it allowed teams to forego a dedicated Medic and use the on-perk Medic modular weapons if they felt comfortable with not having the healing buffs. Most things past that have been excessive.

I'll give some exceptions (the SPX was probably the best option for M14 Sharpshooters and the Seeker 6 eventually got not terrible, even if it took multiple buffs...)


I feel you. My Boomer ass doesn't like the DLC trend, either, but unfortunately that's the general state of things in video games these days. I still liked it when unlockables were either through beating the game or through silly in-game cheats.

@Migunne and @Aleflippy: I don't like it when other games *coughPayday2cough* do the "paid-game-with-more-paid-stuff" business model and I don't have to like it here, either. The main saving grace with TWI's efforts is that they've dodged P2W weapons for the most part (although some like the Zweihander / Compound Bow / Frost Fang definitely could be argued for that). Which is good, because you don't want to set a precedent of P2W weapons, because that's when you really fracture the fanbase.
Sorry dnt follow u about quoting me and @Aleflippy. You mean in few words that we say that aint p2w game, and its profit about season pass cos u save alot more in one pay, or how this ?
 
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Sorry dnt follow u about quoting me and @Aleflippy. You mean in few words that we say that aint p2w game, and its profit about season pass cos u save alot more in one pay, or how this ?
I was referring to your respective posts regarding people expressing displeasure about the DLC weapons.

I'm not a huge fan of the practice of DLC in the first place, even if I understand why it exists. It's just that in this game, the DLC isn't as Pay-2-Win as in some others, like Payday 2, wherein keeping up with the meta (especially if you wanted to do One Down/Death Sentence) was entirely based around paying more and more for the insane number of weapon packs that got stronger and stronger during the game's life cycle.

KF2's thankfully managed to avoid that, thus far. There are some weapons that are clearly better than others (i.e. the Frost Fang doing its best to convince people that Survivalist isn't a throw pick), but for the most part the weapons have been fluff rather than paid upgrades, which I'm thankful for, because once you start making paid weapons better than others, you get problems with the playerbase.
 
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