I first took an interest in the Tripwire forums after buying into early access for KF2. I have been a multiple-times-daily-lurker of these forums to read up on all of the changes and what not. I have enjoyed (for the most part) reading posts from the more seasoned veterans and I am grateful that they still put the effort, and all of the time consuming/tedious stuff that most casuals never do.
I've played just under 400 hours on KF1. Its the most played game in my steam library. Before I started reading the forums, i thought I had a decent amount of play time... but compared to some of you here, I am still just a "git gud scrublord casual" and to an extent I agree with that statement. For the most part our group played exclusively on Hard. Filthy casuals!!! Its not like we couldnt play on the higher difficulties, we just enjoyed the tempo of Hard mode. You still needed decent aim and the enemies weren't just big ol bullet sponges. We knew we will pretty much always get to Patty and probably win. What made it fun for us was trying different strategies, camp here this wave, kite this wave, hold out on this extremely horrible spot this wave, fight to the trader then hold out this wave, what have you. It wasnt just the same old do the easiest thing possible (Cave Defense) to get from wave 1 to Boss.
I know I am rambling and will try to get to my point.
I've been EXTREMELY hesitant to post anything on these forums... It is great that some of you have this vase knowledge about Killing Floor, but it can really turn away those of us who are playing on a level much much lower than you to give any input on to what we think is fun because you are just going to **** all over them, call them Noobs, Casuals whatever, and say their opinions are not valid because they didnt put X amount of time into KF1or2 or if they never play HOE, etc...
I am not saying I am the voice of all casuals, but I felt like I could add some perspective from someone who isnt a seasoned "Pro" and give some insight on why this Perk was fun for me In KF1... and what I think could help it in KF2. We are just giving ideas and opinions on what we enjoy(ed) about the Firebug right?
The Firebug was my favorite perk from FK1. It was the First perk I level to 6 and well beyond. I loved the Firehose we had in KF1, loved how it worked and how you had to flutter the trigger to keep the stream going where you needed it to. I loved how you had to plan for the arc of the liquid fire. YOU STILL HAD TO KNOW HOW TO AIM. I know there is a lot of hate for the "Firebad" and I can understand those frustrations from players who are in a group with someone who doesnt know their role as a Firebug. Fire Panic, Fire animation, I get it ..and as a Firebug, if you knew what you were doing you didnt bother any other players. I really enjoyed the Flare revolvers when they came out. Were they OP, yes, were they fun to use, yes... but when I had duel flares, I felt like I could actually help if one of the big guys got loose or if Sharps missed his mark <--(Not very often, but it happens sometimes.) I know the Husk Cannon could do the same, and you could get some good stuns in on SC. (Hardmode Heroes) But you coudnt use the Firehose with the Husk gun, hence the enjoyment of the Flare Revolvers. The Trench gun was another that I enjoyed using, but couldnt use it with a Firehose. Mac10 was ok, long range fire DOT.
Weapons- Some ideas to make the Fire weapons feel better.
Caulk 'N Burn
This is enjoyable for the most part, but would be even better if it would leave flaming glooping globs on Zeds or any environment that it touches. Again someone else has sorta touched on this, just giving it more attention.
Trenchgun
I really like this gun at the moment. Yes it can be underwhelming sometimes, but when you have a big guy chasing you, you just pop a few shots to his head and he will stumble around and give you, or someone else, the time to come in and kill him or run and regroup. You can also use it with the Flamethrower.
Flamethrower = Firehose
In KF2, i have had mixed feelings about the Flamethrower. But my biggest issue with it is that it is no longer a Firehose. It just kinda Farts our a flame and then poof its gone. It isnt horrible, but it just doesnt have the heaviness that it had in KF1. I'd like to see the recoil and the fluid-ness of the the original Firehose. I know this isnt a new idea/suggestion from anyone and it may have been in this tread. (I dont remember seeing it)
Microwave gun
Again some mixed feeling about this weapon, but it is enjoyable to use. I like the idea behind the gun but i think that how it is currently being used can be changed. That the stupid splash damage -shoot the ground instead of the Zed- stuff that goes on with this gun/passives needs to be reworked. Take away any splash radius that the MWG has now and make it a single target weapon. Remove the DOT effect and up the damage. Would also need to change how some passives work.
Skill Choices
Flarotov Cocktail
Should be added to the perk passive and not be a skill choice.
Well Stocked
What it says on the can: Firebug weapons start at 60% ammo capacity at the Trader.
ON SALE!!!
Firebug weapons sold at 75% of normal cost - This number can be changed. just using as an example.
Barbecue
A nice slow-burner: Firebug weapons' Fire effect lingers 20% longer, adding to damage over time.
Rework the skill
Flash Fire- This should change to Fire (DOT) Deals same amount of damage but cuts the linger time in half. Example: 20 damage over 4 seconds to 20 damage over 2 seconds.
Number are examples and can be tweaked.
Heat Wave
Like a Georgia summer: Zeds struck with Fire at point blank range will stumble back. Zeds stumbled this way take double damage from the attack.
Example: If weapon deals 20 damage normally, it would deal 40 damage if it caused the Zed to stumble. Stumble has a cool down so this shouldnt be abused right?
Pyre
I think changing the % chance of Pyre to proc to maybe % damage done to target. Example: If you Dealt 75% or more Direct Damage (not AOE) to target when it dies, instead of 50% on kill. I am sure you can work the math out in a way so it would proc about the same as it used to with out being able to abuse it. For the damage part it should be something like- Deal a % of AOE Fire/Pierce NOT EXPLOSIVE damage to nearby Zeds based on the size of the Zed. Theory... smaller Zed will blow up for less damage than the larger Zeds. Favors the Microwave gun and Trench gun.
Napalm
Only works with Fire based weapons, not Microwave.
Stick flame: Zeds on fire will set fire to nearby Zeds and slow them by 25%. Increase the Fire effect, Duration and Light Radius, by 50% - something like this. Fire stays around longer giving more light and has a chance to set other Zeds on fire.
Theory: Firestorm vs Wide spread- shoot farther or hit more closer.
Firestorm
Increase range of all Fire weapons. Go on - you know you want to. This feels good.
Wide Spread
increase the Spread Radius of all Fire Weapons. 25% maybe? dont know would have to play around with this.
Microwave gun - Single target, Big guys vs Flamethrower - AOE Trash cleaner
-First two skill choices could go either way, if you are Using MWG or Flamethrower.
-Heat wave and Pyre if you are using the MWG/Trench gun
-Flash Fire and Napalm If you are Flamethrower
-Firestorm, Wide spread (dont like this name by the way) could go either way.
It wasnt my intention to make a giant wall of text. Sorry about that.