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  1. rockit!

    Killing Floor 2 - Potential Weapons For The Future (Your Input Requested)!

    And like 5 people have suggested the same AMR idea, I don’t see why similar ideas aren’t allowed, besides, Support and Demo already share the blunderbuss and I don’t think ppl are too enthusiastic about the explosive ammo gimmick after the rhinos, unless you make it crazy op. Nothing wrong with...
  2. rockit!

    Killing Floor 2 - Potential Weapons For The Future (Your Input Requested)!

    I think they'd be different enough to warrant being their own guns again, since the 1858's are only starting guns and we don't have a double action revolvers yet. Though I would be willing to settle for any other .44s if not the S&W ones, like Taurus, Ruger, or something wild like the M29 Satan...
  3. rockit!

    Killing Floor 2 - Potential Weapons For The Future (Your Input Requested)!

    Type of weapon Dual Function Semi-Auto/Pump-Action Shotgun Potential Exact weapon "Franchi SPAS-12" Perk(s) Support Specialist Role/function A gun you often see in games in both it's pump action and semi-auto forms but you almost never see it able to do both despite the fact it has that...
  4. rockit!

    Killing Floor 2 - Potential Weapons For The Future (Your Input Requested)!

    Type of weapon Double Action Revolver /.44 Magnums Potential Exact weapon "Smith and Wesson Model 29-2 double action revolver" Perk(s) Gunslinger/Sharpshooter Role/function A classic from KF1 and a revolver type missing from the roster, the .44s could be a good alternative to the deagles...
  5. rockit!

    Tripwire Q & A - TICR Part 2 Questions (Post your questions here)

    Are any of talked about system overhauls/features for KF2, like fleshing out weapon upgrades, a real survivalist rework, a new perk (👉🐉👈), or other large scale QoL improvements that are still planned or being worked on at all? Or are they just a lot of ideas that have too large of a scope to fit...
  6. rockit!

    Tier 4 Weapon's Counter-intuitive Playstyles

    I do agree that the fireball launcher didn't handle too well in kf1 but why not change that then? Could actually make it function more like the actual KF2 Husk. Like you have a 100 ammo and the primary fire that charges up an AOE fireblast that deals slight explosvie damage while setting...
  7. rockit!

    Tier 4 Weapon's Counter-intuitive Playstyles

    [This is a re-post from my steam forums discussion] I had been sort of hesitant to make a discussion about this but I kinda wanted to see if anybody else had noticed this either. Has anyone noticed how some tier 4 perk weapons play the opposite of what the perk's skills promote? For...