KF Different knives for different perks

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Captain Howel

FNG / Fresh Meat
Aug 29, 2013
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Guarding the Super Missile
It always bugged me that only the Berserker gets much use out of the knife as a practical weapon, and I started thinking about ways to change that. Everyone has one, after all; why should only one perk get any use out of them?
inb4 someone points out that the knife is your last resort if you run out of ammo on all of your weapons. While I understand the importance of that, that doesn't happen often enough for the knife to see much use by the other perks. And besides, when you do have to resort to that, why not add a little flair to it?

I haven't fully fleshed out this idea, but what if each perk had a unique effect on their knife? These wouldn't be hugely game-altering effects, nothing that would throw off the balance, but they could be neat to try for fun. :D

For example, the Firebug's knife would ignite targets on hit. The only practical use for this would be getting just a bit more points towards leveling the perk when you're at a low level and in an early wave, but it could be fun nonetheless -- and that effect wouldn't be too hard to implement either.

I'm struggling to think of ideas for the other perks' knives. I could see the Medic's knife having a healing effect on hit, but I can't think of a way to make that not overpowered -- too similar to the basic syringe, anyway. The only thing I can think of for the Sharpshooter is a scoped knife, but that's just way too silly. For the other perks, I just have no idea.

-----------------------

If that doesn't sound appealing, perhaps instead each perk could have a unique look to their knife -- a purely cosmetic trait, but fun nonetheless?
Support Specialist or Commando could have a trench knife.
Medic could have a scalpel.
Firebug could have a knife made of obsidian.
Demo could have a pair of wire cutters or something, I dunno.

What say you lot?
 

Nova!

Member
Feb 23, 2013
432
8
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While the idea is nice, I think each Perk having unique normal pistols would be easier to think up ideas for, and serve a more practical use than a Knife that sets enemies on fire on hit (though that WOULD make an amazing dual-perk weapon).

The Sharpshooter could have the normal pistol (since at high levels it's already a pretty damn good starting weapon), but maybe after Level 4 or 5 it gained a laser sight, ALA M14 EBR

The Medic's would probably also have a default Pistol that also had a larger magazine, and after Level 4 or 5 it was given an attachment that lets it heal teammates on contact (for 10 or so health at the same rate as the syringe, so as to not make it just better syringe)

The Support could get a Volley pistol from level 3 onwards that benefits from his regular perk Shotgun bonuses at half the rate

In the same vein, after getting Level 3, the Commando could get a 45 caliber Mars Automatic pistol that benefits slightly from his rifle perks

I'm pretty sure the Demolitions and Firebug perks would just have the default Pistol with semi-weak Explosive charges and Inciendary Ammo respectively, though if there exists pistols that focus on either of those aspects, they'd probably be better fits

Since the Berserker most likely prefers the knife over the pistol, to keep it fair he'd probably just keep the vanilla one with no bonuses (in its current non-sharpshooter state), though one with an attached knife middle-click attack would be pretty cool (if unbalanced or pointless as a starting weapon)

I'm mainly bringing up the Pistol thing since I think that it'd be better during early game (first joining a server) if each perk had their own advantages instead of just "picking sharpshooter, medic, or beserker during the beginning unless you're level 5/6 of a certain perk"
 
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Spartan1388

FNG / Fresh Meat
Jul 17, 2013
466
0
0
Allow me to get started.

Every perk should have the same standard issue knife, until level 5.

The Medic is an exemption. He should have a medical saw (If you think Space Marine Apothecary you got the picture). This can be used to damage ZEDs, as well as remove chainsaws, husk launchers and gorefast blades that you can get to the trader and with them with handles to use them. Of course the medic will also et a tag-gun with 5 tags max per round.

The other classes will get different knives and why not, different pistols.

The berserker for example can have an actual (1.5 feet) Bowie Knife and maybe a Kukri at level 6, or vice-versa.

Support will have a pistol like Glocks G18 and/or Beretta 93R.

You see, knife alone is not much of a difference, but changing both the knife and pistol makes way more sense. Also Medics and Firebugs get already different grenades.


The general idea I support.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
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Sorry, forgot the macro.

edward-norton-laptop-gif.gif
 

Nova!

Member
Feb 23, 2013
432
8
18
Or the demo could get this

250px-UllapoolCaber.png


only works once, until it turns into this.

120px-Ullapool_Caber_Exploded.png

That's a grenade. The only reason it's a melee in TF2 is because of the fact that Demo is a drunk thus making it funny, hence its description. It wouldn't fit in the world of Killing Floor unless it was an actual grenade or was given an elaborate explanation
 
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SkullFinder123

FNG / Fresh Meat
Oct 26, 2012
405
0
0
Sevierville, TN
That's a grenade. The only reason it's a melee in TF2 is because of the fact that Demo is a drunk thus making it funny, hence its description. It wouldn't fit in the world of Killing Floor unless it was an actual grenade or was given an elaborate explanation

It was a joke...
 
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Spartan1388

FNG / Fresh Meat
Jul 17, 2013
466
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There are not class-specific knifes in the real-world, but there is a great diversity between knives.

This means, that if you ask a knife designer to make a knife for a military demolition-man, they can come up with interesting designs

The demo can have for example, a knife that does more damage and has better range, and this knife can be modeled as a "survival" knife, with tools on the hand guard, pommel and in the back on the blade that are inspired for real-life military multi-tools.
 

Spartan1388

FNG / Fresh Meat
Jul 17, 2013
466
0
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Knifes can be indeed cosmetic or have a small bonuses, like Berserker's knife being more powerful, something like the Machete. This reward will be unlocked at level 6.
Medic's knife can have a medical attachment that heals.
Firebug might have the ability to use a pour a flammable liquid on the blade and set the knife on fire. I am not sure if i would like this but it is an option.

Other classes will probably have no other bonuses than increased damage.


To explain how this happens in KFs world,
survivors use their skills to make their own knifes, or as they advance through levels they acquire or issued better knifes and maybe pistols.
When weapons are in shortage, only the most worthy people will be issued one, and this is why you spawn with one at levels 5 and 6, so it makes sense that you will eventually get your hands on a better knife or pistol.
 

Captain Howel

FNG / Fresh Meat
Aug 29, 2013
300
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Guarding the Super Missile
Hmm... I'm starting to reconsider this idea. I'm thinking the cosmetic option alone would be better. The different functions of knives for different perks would just be a mess to balance properly.

Also come to think of it, really the Firebug should wield the trench knife, since both the flamethrower and trench knife were prominent in trench warfare.
The Commando could use brass knuckles.
The Support Specialist could use a folding shovel. Once again, prominent in trench warfare. But as it was first and foremost a tool rather than a weapon, and the Support Specialist is the one most likely to use the Welding Torch -- one of only two pieces of equipment in-game that aren't weapons -- I think it fits.
The Medic could use a scalpel.
As discussed earlier, the stick bomb would not be a sensible option for Demolitions. Even if it was given the same backstory as TF2's Demoman's ullapool caber -- you're supposed to throw it instead of swinging it, but he's too drunk to know that -- it still presents the problem of a high explosive going off in your hand. I do like the idea of giving him a military multi-tool though.
If the Berserker used the current knife design, that would leave only the Sharpshooter still to figure out.
 

Spartan1388

FNG / Fresh Meat
Jul 17, 2013
466
0
0
Hey, wait a moment. I would support cosmetic knives, but some of your suggestions are totally surreal.

Trench Knife = OK
Brass Knuckles = Won't do enough against ZEDs that cannot feel pain from bullets or even enjoy pain.
Folding Shovel = Good, but very "Russian".
Scalpel = No offense, just rhetorically asking. Have you ever seen a scalpel? It is a tiny little thing with a tiny handle and a fixed or replaceable blade that is designed to cut through soft tissue and thous is is hard and brittle. It lacks weights, it lacks size it lacks toughness, it lucks a handguard, it lacks everything a combat/survival knife should have. The idea of using a scalpel in combat, specially against zombie-like enemies that feel no pain is totally ludicrous.
Multi-Tool = Tool, not weapon.

But, KF is far from a "Survival-Horror" video game, and it has shown that it is heading toward Team Fortress 2, so this suggestion might be added.


Not that anyone cares, but if you like realism, check out the following spoiler.
Spoiler!
 

Spartan1388

FNG / Fresh Meat
Jul 17, 2013
466
0
0
Now those ideas look much better for the most part.

I mostly chose scalpel because I couldn't think of anything better for a Medic to use...

Really?

Bone_Shears_Bone_Saw__Satterie_S590_222_1.jpg


Someone had suggested before some time, an ability for the medic to tag specimens and then dissect them to remove their weapons. I suggested in that suggestion, that a medical bone-chainsaw should be added, that would give the Medic this ability, plus it will be very effective for self-defense.

You know, something like this guy uses:
Spoiler!
 

Captain Howel

FNG / Fresh Meat
Aug 29, 2013
300
0
0
Guarding the Super Missile
Really?

Bone_Shears_Bone_Saw__Satterie_S590_222_1.jpg


Someone had suggested before some time, an ability for the medic to tag specimens and then dissect them to remove their weapons. I suggested in that suggestion, that a medical bone-chainsaw should be added, that would give the Medic this ability, plus it will be very effective for self-defense.

You know, something like this guy uses:
Spoiler!
I thought of the bonesaw, but I didn't want to have this idea involve too much stuff that could be seen as copying from TF2.