Christmas weapon DLC... what's coming

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StarHero-D

FNG / Fresh Meat
Apr 13, 2010
246
98
0
then it doesn't belong in the game :I the Xbow/M99 already wtfpwn FPs/Scrakes in Normal-HoE games, why get another one that's basically a small M99 pistol? Plus remember the fact you're seeing a man holding an M99 AMR in a standing position, and not sensing any recoil at all or swaying. It should be a dual-wielding weapon that takes up your space, imo.

to make this undualable is basically saying a big "F**K YOU" to Gunslinger/Dual Wielder perks (if they will ever get on TWI) and thus give Sharpies more love then needed.

how would you balance it then?
 

Zerginfestor

FNG / Fresh Meat
Oct 12, 2012
496
1
0
Nevada, Las Vegas
how would you balance it then?

Simple, it balances itself as it is.

-It does more damage then the Handcannon, to the point of one-shotting crawlers on HoE easily.
-Slow rate of fire (you can really spam this thing nilly-willy like the other pistols/revolver, slower then the other pistols, but not too slow to the point each act like a damn rifle)
- decent recoil (basically that of the Magnum or so)
-small ammunition size (5 round cylinder, so when dualwielding, you're only getting 10 shots out there, so this forces to the player to be a bit careful with it)
-accuracy should be high actually.
-with a 12 weight system when holding 2 of them, it pretty much swallows your entire inventory (1+12=13/15, thus allowing you to only hold a Machete and pipe bombs), even at 5.5 (for Gunslinger perk if it ever gets a chance to be on the basic game), you would still be unable to grab anything else but the weapons I listed, or a Katana (5.5x2=11+1=12/15, 3 spaces leftover).
-Price for gun itself will of course be higher then Handcannons totally (2,000 in base price perhaps), while the ammunition is actually expensive somewhat (bullets specifically designed for the revolver? Yeah, expensive).

Overall this would and should balance the weapon quite nicely for both sharpshooter and Dualwielding Gunslingers.
 
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Ek_

FNG / Fresh Meat
Oct 19, 2012
96
0
0
USA
I know it's German (not British like most of the guns....) but... how bout a Model 24 Grenade for the Demolitions?

Spoiler!


[url]http://en.wikipedia.org/wiki/Model_24_grenade[/URL]
 

Zerginfestor

FNG / Fresh Meat
Oct 12, 2012
496
1
0
Nevada, Las Vegas
ew.

Also what advantage would the M24 have over regular grenades

Farther throwing range, and I believe and larger payload (more damage), it was extremely effective at infantry (duh) and you could strap 6 explosive 'heads' with one stick causing a bigger boom. It also doesn't roll downhill towards you or bounce about, giving you a lesser chance of killing yourself in the blast.
 

Trotskygrad

FNG / Fresh Meat
Aug 14, 2011
1,318
37
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on top of corner ruins
Farther throwing range, and I believe and larger payload (more damage), it was extremely effective at infantry (duh) and you could strap 6 explosive 'heads' with one stick causing a bigger boom. It also doesn't roll downhill towards you or bounce about, giving you a lesser chance of killing yourself in the blast.

irrelevant with kf grenade physics

though I'd be up for a K98k with grenade launcher cup for demo
 

Zerginfestor

FNG / Fresh Meat
Oct 12, 2012
496
1
0
Nevada, Las Vegas
irrelevant with kf grenade physics

though I'd be up for a K98k with grenade launcher cup for demo
you seem to ignore the rest of the large bonuses with this weapon so:

-farther throwing
-more damage
-bigger boom

if there was a special grenade for everyone, this would be the Demolitions grenade.
 

StarHero-D

FNG / Fresh Meat
Apr 13, 2010
246
98
0
i got the perfect weapon aside from the s&w model 500. the compound bow reloads and fires faster the crossbow has weaker damage to it then the crossbow but can be charged up for more power sharp shooter has experimental armor piercing arrows firebug has fire arrows demolition has explosive tipped arrows which explode upon impact. and it would look something like this. http://i156.photobucket.com/albums/t40/uroll/compoundbow.jpg oh and its cheaper then the crossbow in price. the weight could be 9 to 10 blocks which should allow another pistol to be comboed with it.
 
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ddashung

FNG / Fresh Meat
Dec 2, 2012
95
0
0
if there was a special grenade for everyone,
That's actually a great idea.

Why not a flashbang instead of explosives nades for sharpies, it stuns the specs thus allowing more time for the sharpie to headshot them.
If he misses his cast, white screen for mister sniper, could be quite the mess.

And what about edge-sharpened metal boomerangs as nades for the berzeker, a little akin to the buzzsaws ?
I still don't understand why the buzzsaws are projected with a bow rather than hand-thrown, it's not in line with the theme of the perk.

Something special should be found for the commando as well, as of now the perk is pretty lukewarm due to a lack of diversity in its weapons.


But seriously what is most urgent is to give the demo some other reliable ballistic/boom weapons (m4 203 is a letdown, not enough firepower per shot for it's price), and to add more choices to the medguns, 3 are simply not enough options.
And to add another (unbroken) rifle for the sharpie too, with the (deserved) loss of the m99 they need a little love in the rifle department.
 

Trotskygrad

FNG / Fresh Meat
Aug 14, 2011
1,318
37
0
on top of corner ruins
you seem to ignore the rest of the large bonuses with this weapon so:

-farther throwing
-more damage
-bigger boom

if there was a special grenade for everyone, this would be the Demolitions grenade.

if you make a M24 into a geballte ladung (what you're talking about) you lose the advantage of farther throwing. I'd rather TWI port a satchel charge from RO2 or something.

also special grenades for every class is a thread I made a long time ago.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
also special grenades for every class is a thread I made a long time ago.

It's still a good idea.

We have firebug incendiary nades, medic healy nades, and demo HE grenades so far.

All we need is throwing knives (20 max for lv6) for zerk to start with, penetrating nailbombs for suppie, but idk what else for the other two perks. A mando grenade that stuns trash and only trash for a few seconds would be cool. Maybe.

I seriously don't know about sharpie.

Maybe sharpie could have trash-stun, and commando could have a lingering, illuminating flare.

It makes sense that mando would be able to light a place up. So far, he's a perk that can "see" in the dark thanks to healthbar vision and stalker detection.
 

Trotskygrad

FNG / Fresh Meat
Aug 14, 2011
1,318
37
0
on top of corner ruins
It's still a good idea.

We have firebug incendiary nades, medic healy nades, and demo HE grenades so far.

All we need is throwing knives (20 max for lv6) for zerk to start with, penetrating nailbombs for suppie, but idk what else for the other two perks. A mando grenade that stuns trash and only trash for a few seconds would be cool. Maybe.

I seriously don't know about sharpie.

Maybe sharpie could have trash-stun, and commando could have a lingering, illuminating flare.

It makes sense that mando would be able to light a place up. So far, he's a perk that can "see" in the dark thanks to healthbar vision and stalker detection.

sharpie can get auto-aim headshot flares like in alien swarm :)

j/k I think regular illumination flares for sharpie are a good idea.
 
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dvsilverwing

FNG / Fresh Meat
Apr 18, 2009
62
0
0
...commando could have a lingering, illuminating flare.

It makes sense that mando would be able to light a place up. So far, he's a perk that can "see" in the dark thanks to healthbar vision and stalker detection.

I think giving all players the ability to temporarily see the healthbars of all illuminated specimens would make it a bit more useful of a special grenade, just lighting the place up would be useful in any light-ish maps.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
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I think giving all players the ability to temporarily see the healthbars of all illuminated specimens would make it a bit more useful of a special grenade, just lighting the place up would be useful in any light-ish maps.

Maybe

but what KF needs is a few more particularly dark maps/areas. That way light is a genuine nich
 
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dvsilverwing

FNG / Fresh Meat
Apr 18, 2009
62
0
0
I don't play those maps, man. I'm not scared of the dark or anything, not like I turn my brightness up or anything. They're just bad maps man, yeah, that's it, they're bad maps.
 

Malhaven

FNG / Fresh Meat
Jan 11, 2010
219
0
0
35
IL, USA
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