Commando weaponry (Need help!)

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Aze

Grizzled Veteran
Mar 19, 2010
1,423
522
113
I was thinking about the Commando weaponry, and how to perhaps make the weapons more unique, what could be done with existing ones to be able to add new ones later on etc, but I'm having a little troubles with specific new ones, due to not knowing so many fitting weapons :p

But before going into the suggestions, let's look at the current Commando weapons:

* Bullpup - 6 weight, 40 bullets in mag, 400 ammo total, 26 damage per shot, 1.1 headshot multiplier, has a holographic scope, 400 cost.

* AK47 - 6 weight, 30 bullets in mag, 300 ammo total, 45 damage per shot, 1.1 headshot multiplier, no special feature, 1000 cost.

* SCAR - 5 weight, 20 bullets in mag, 300 total, 65 damage per shot, 1.1 headshot multiplier, has a aimpoint scope, 2500 cost.


Now, here is my thought of the weapons. Let's start by tampering a little with the old ones:

* AK47 - Remains unchanged. It's the perfect "average" assault rifle :)

* SCAR - Increase the weight to 7, add piercing bullets (can pierce only once, deals 50% on the 2nd target), remove the scope but take the M14's lasersight (the M14 gets the SCAR's aimpoint scope instead)

* Bullpup - Possibly change the model to the original one (Was it the L85A2, instead of current L22A1?), reduce magsize to 32 and total ammo to 320, increase damage to 35-ish, increase headshot multiplier to 1.25, increase price to 750-ish
Now this would actually sorta make sense, since the Bullpup uses 5.56x45mm NATO bullets, and the Bullpup in the game at the moment is just too weak to display that power imo...

Now, the weapons i had in mind to add was 2 of them:
1) A big-mag SMG with piercing bullets and a flashlight (only shoots in fullauto due to having the flashlight)
2) An AR that only shoots in 3-shot bursts and has an underslung grenade launcher.

Stats i was thinking about was:
SMG: 5 weight, 40 bullets in mag, 400 ammo total, 26 damage, 1.1 headshot multiplier, pierces targets once (30% on second target), only shoots fullauto as secondary fire is toggle flashlight, 400/500 cost

What SMG would fit that description? P90 perhaps (even though it's overly used in games, it's 5.7 ammo is known for having great piercing abilities...)?
The thought was to give the Commando a flashlight weapon, which took over the Bullpup's current role as the weak weapon as well.

AR+UGL: 7 weight, 24 bullets in mag, 240 total ammo, 35-ish damage, shoots in 3-round bursts due to secondary fire launches the grenade launcher (10 total grenades-ish, 1 greneade in its mag, secondary fire reloads the launcher when it's empty) and a 1250 cost.

What AR would fit this descriptioni? The boring and overly used M4/M16 weapon (urgh, don't want :S)? Any other ideas?


That would give you these weapons:

In short (their niches):
SMG - The spammy fullauto SMG with flashlight and weak but piercing ammo.
Bullpup - The "sniper" AR, using a holographic scope.
AK47 - The allround AR with no special attribute
AR+UGL - The adaptive burst-shot AR with grenade launcher.
SCAR - The crowdclearing powerhouse AR with lasersight and piercing ammo.


With stats:
SMG - 5 weight, 40 mag, 400 ammo, 25-ish dmg, flashlight, pierces once (30%), 400/500 cost
Bullpup - 6 weight, 32 mag, 320 ammo, 35-ish dmg, holographic scope, 1.25 headshot multi (compared to the others 1.1), 750 cost
AK47 - 6 weight, 30 mag, 300 ammo, 45 dmg, 1000 cost
AR+UGL - 7 weight, 24 mag + 1 grenade, 240 + 10 ammo, burstshot and nade launcher, 1250 cost
SCAR - 7 weight, 20 mag, 300 ammo, 65 dmg, lasersight, pierces once (50%), 2500 cost


I understand if you guys want no tampering with the Commando weaponry, but, with the hypothesis of new weapons being added for all perks, is this a good redesign of the old weapons and/or good ideas for new weapons? :eek:

If not a good redesign/ideas, I'd like to hear if you got other better ideas how to implement new weapons with different niches and so on :)
 
Last edited:

OCAdam

FNG / Fresh Meat
Apr 13, 2011
288
49
0
2) An AR that only shoots in 3-shot bursts and has an underslung grenade launcher.

All I will say is that it better NOT be a forced all 3 rounds in a burst style. I absolutely hate that and will instantly decide that weapon as useless. If it has the ability to fire up to 3 rounds in a trigger pull, then I might like it.
 
  • Like
Reactions: VariousNames

Pink_Rapefruit

FNG / Fresh Meat
May 23, 2011
57
7
0
L85A2 is often used with attached ugl, so it could be (from cheapest to most expensive):

SMG (maybe P90?) - The spammy fullauto SMG with flashlight and weak but piercing ammo.
AK47 - The allround AR with no special attribute
Bullpup - Burst and UGL
SCAR - The crowdclearing powerhouse AR with lasersight and piercing ammo.

and also:
http://www.ijcdevelopment.de/index.php?option=com_content&view=article&id=54&Itemid=91
Fn FAL is awesome

good ideas though even if they are most likely not implemented
 

Rhenna

FNG / Fresh Meat
Jan 26, 2010
265
139
0
Alone in Penn's woods
...* Bullpup - Possibly change the model to the original one (Was it the L85A2, instead of current L22A1?), reduce magsize to 32 and total ammo to 320, increase damage to 35-ish, increase headshot multiplier to 1.25, increase price to 750-ish.
Now this would actually sorta make sense, since the Bullpup uses 5.56x45mm NATO bullets, and the Bullpup in the game at the moment is just too weak to display that power imo...

Now, the weapons i had in mind to add was 2 of them:
1) A big-mag SMG with piercing bullets and a flashlight (only shoots in fullauto due to having the flashlight)

Stats i was thinking about was:
SMG: 5 weight, 40/50 bullets in mag, 400/500 ammo total, 24-26 damage, 1.1 headshot multiplier, pierces targets once (30% on second target), only shoots fullauto as secondary fire is toggle flashlight, 400/500 cost

What SMG would fit that description? P90 perhaps (even though it's overly used in games, it's 5.7 ammo is known for having great piercing abilities...)?
The thought was to give the Commando a flashlight weapon, which took over the Bullpup's current role as the weak weapon as well.

Sorry for the cut & paste job on the above quote, but I really only wanted to address the point you made regarding the Bullpup. I feel you're quite correct that the damage dealt by the 'Pup is completely inconsistent with the round it fires, being less on a per bullet basis than the 9mm. But, to start toying with the numbers in an attempt to bring it up to assault-rifle levels, (where it should have been from jump), would cause too great a Disturbance within the Force.

So, if you want a new SMG, my approach would be to simply re-skin the current Bullpup into whatever the community is amenable to, add whatever lights, lasers and optics felt necessary, perhaps tweak the audio, and leave all the existing, underlying numbers for the Bullpup completely unchanged. Given it's damage-per-shot of 26 (?), I'd say a SMG based on the .380 ACP or Russian 9X18mm round would be about right, but nobody asked me. There; a new SMG. And, no re-balancing headaches.

Then, if an additional Commando weapon is still desired, you could wedge something based on a fresh design between the re-modeled Bullpup and the AK, or wherever you feel there is a need. I'd need a bit more convincing that there is a vacuum, currently.

I do like the flashlight/torch concept, as it would allow the Commando to illuminate targets for the Sharpster, (Scrake, Fleshpound), that he shouldn't be messing with, himself. In other words, encourage another aspect of teamwork within the game.

[OFF-TOPIC] The forgotten soldier in this discussion is the MAC-10. We're about 8 months or so into the inclusion of this shooter, and, aside from the Firebug, does anyone ever see a player leaving the Trader with one of these in his hands, a fire in his belly, and a glint in his eye? Anyone out there earning a living using an off-perk MAC-10? Especially on full-auto? I haven't seen it, but most of my KF fun is on a private LAN.

If this puppy is as ignored as I suspect it is, it might make some sense in re-tooling this existing weapon as opposed to trying to add something entirely new. (???) [/OFF-TOPIC]
 

Lacedaemonius

FNG / Fresh Meat
Feb 16, 2011
1,078
324
0
I'll give you a point for originality anyways, but I have mixed feelings on most of these ideas. Anyways, the reason the L22 is so underpowered is because it fires a goddam .22LR! The L22 is literally 2 steps above taking a fully-automatic Red Ryder and trying to shoot their eyes out!
 

Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
203
0
TN
I'll give you a point for originality anyways, but I have mixed feelings on most of these ideas. Anyways, the reason the L22 is so underpowered is because it fires a goddam .22LR! The L22 is literally 2 steps above taking a fully-automatic Red Ryder and trying to shoot their eyes out!

The L22 shoots 5.56, a military isn't going to issue or make a rifle in .22LR anyways.
http://world.guns.ru/assault/brit/sa0--l5-e.html
 
Last edited:

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
[OFF-TOPIC] The forgotten soldier in this discussion is the MAC-10. We're about 8 months or so into the inclusion of this shooter, and, aside from the Firebug, does anyone ever see a player leaving the Trader with one of these in his hands, a fire in his belly, and a glint in his eye? Anyone out there earning a living using an off-perk MAC-10? Especially on full-auto? I haven't seen it, but most of my KF fun is on a private LAN.

If this puppy is as ignored as I suspect it is, it might make some sense in re-tooling this existing weapon as opposed to trying to add something entirely new. (???) [/OFF-TOPIC]

Medic. Fully-auto M10 with DHC as blackup.

That's where the beasting begins.
 

Aze

Grizzled Veteran
Mar 19, 2010
1,423
522
113
All I will say is that it better NOT be a forced all 3 rounds in a burst style. I absolutely hate that and will instantly decide that weapon as useless. If it has the ability to fire up to 3 rounds in a trigger pull, then I might like it.
That's a good idea to make it less annoying :) Quickly press = 1 shot, hold down the trigger = up to 3 shots max, until you release and press again. Maybe even give it a "burst-fullauto", meaning when you hold it down, it shoots 3 shots, has a brief pause, then shoots up to 3 bullets again and so on (so you can still just press and hold "burst-fullauto").

L85A2 is often used with attached ugl, so it could be (from cheapest to most expensive):

SMG (maybe P90?) - The spammy fullauto SMG with flashlight and weak but piercing ammo.
AK47 - The allround AR with no special attribute
Bullpup - Burst and UGL
SCAR - The crowdclearing powerhouse AR with lasersight and piercing ammo.
That's a good listing as well :)

Hmmm... and the FAL could be the "snipery" semiauto rifle, with an ACOG scope.... interesting. Example stats:

FAL: 7 weight, 20 mag, 240-ish shots (really dunno, depends on its power), 55-ish damage, 1.1 headshot multiplier (or more?), ACOG scope, semiauto only (maybe pierce one target too?), 1750(+/- 250) cost.
Would be a tier 2.5 for sure :D

good ideas though even if they are most likely not implemented
Thanks ^^


Sorry for the cut & paste job on the above quote, but I really only wanted to address the point you made regarding the Bullpup. I feel you're quite correct that the damage dealt by the 'Pup is completely inconsistent with the round it fires, being less on a per bullet basis than the 9mm. But, to start toying with the numbers in an attempt to bring it up to assault-rifle levels, (where it should have been from jump), would cause too great a Disturbance within the Force.

So, if you want a new SMG, my approach would be to simply re-skin the current Bullpup into whatever the community is amenable to, add whatever lights, lasers and optics felt necessary, perhaps tweak the audio, and leave all the existing, underlying numbers for the Bullpup completely unchanged. Given it's damage-per-shot of 26 (?), I'd say a SMG based on the .380 ACP or Russian 9X18mm round would be about right, but nobody asked me. There; a new SMG. And, no re-balancing headaches.

Then, if an additional Commando weapon is still desired, you could wedge something based on a fresh design between the re-modeled Bullpup and the AK, or wherever you feel there is a need. I'd need a bit more convincing that there is a vacuum, currently.

That's one of those things i was thinking too. Just reskin the Bullpup to a SMG, so its weaker damage makes sense, and tweak it to be fullauto only, add a flashlight (maybe piercing ammo if it becomes a SMG which has high piercing capabilities, like the P90)
But, to not toss the Bullpup looks in the bin (many people would probably rage if it was lost from the game), then the current model of the Bullpup (L22a1) or its older used model in the game (which was L85a2?) could be used for something else, as a tier 1.5 "Snipery AR", or a tier 2 "nadelauncher-attached AR" (If those roles would be nice to have for the Commando, or like you said: If there would be a "vacuum" at all that is ^^)

I do like the flashlight/torch concept, as it would allow the Commando to illuminate targets for the Sharpster, (Scrake, Fleshpound), that he shouldn't be messing with, himself. In other words, encourage another aspect of teamwork within the game.
Exactly the point of the flashlight! While the Commando himself hasn't got that much trouble in darker areas due to his health and stealth sight, other perks definitely might have that :)

I really enjoy the idea to exchange the ironsight of the m14 and the SCAR :cool:
Thanks ^^ Yeah, they fit better in their roles with that swap.

I'll give you a point for originality anyways, but I have mixed feelings on most of these ideas. Anyways, the reason the L22 is so underpowered is because it fires a goddam .22LR! The L22 is literally 2 steps above taking a fully-automatic Red Ryder and trying to shoot their eyes out!
Thanks a lot, and of course there are mixed feelings with these things, even i am unsure about my ideas, wether they are worth tampering with or not xD
But, like stated by others too, the L22 in the game uses 5.56. Which it doesn't really seem to be using :/


Medic. Fully-auto M10 with DHC as blackup.

That's where the beasting begins.
M10 is really good for the medic, yeah, due to the awesome burst and attentiongrabbing powers it has (specially against Fleshies). It does that well, and it's also a Husk killer for the Firebug and a good backup for the 'bug as well. So i think it's fine really.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
Thanks a lot, and of course there are mixed feelings with these things, even i am unsure about my ideas, wether they are worth tampering with or not xD
But, like stated by others too, the L22 in the game uses 5.56. Which it doesn't really seem to be using :/

The L22 does indeed fire 5.56x45mm NATO. As does every rifle in the SA80 family.

It's just a really short carbine.