while looking for historical weapons for KF I came across an old topic that molded into an argument over how weapons from the world wars (for example of course) would fit in a modern setting that killing floor takes place in.
well to start off with...
its the ****ing Apocalypse!
with clones of clones of clones mobbing around in armies chasing down what remaining humans are still alive, realistically, it shouldn't matter what era a gun came from, if it still shoots, use it!
(ahem) anyways...
there are some weapons that are questionable for KF and maybe the H.G.N.* will help spark a few ideas:
first of all, I would like to re-open the discussion over the "nich" for the M1 Garand
thanks to the new game made by tripwire, rising sun, It will be easy to port or mod an M1 rifle into this game for the coding and model is already there.
next, this rifle would serve as a "next stage" weapon for the marksman as it's stats (metioned below) would put it above or before the M14EBR because of how well it operates in combat and it's in game price (which would vary on the developer)
the pros:
the .30-06 was a powerful rifle round to be standardize for the infantryman during it's service in the military and (of course) was replaced with the .308, which everyone's beloved M14 is chambered in, as a marksman round. The .30-06 sure doesn't reach but it has that punch that would knock and armored target on his ***.
so the m1 would have higher power
the amount of en-blocs (or clips) that could be carried on a vest is staggering: about 2-3 per mag pouch. How would I know this? I own an M1 and have carried a bandoleer-n-a-half worth of clips on my vest.
so you can imagine that one would get about 12-14 clips on hand that also adds the one already in the rifle.
so, aside from the lack of magazine cap, its made up in terms of carried ammo.
larger "spare ammo" capaticiy
the cons:
sadly, even the Cadillac of battle rifles has its weak points.
since we are facing monsters of a cloned verity, no need to worry about the famous "ping!" sound when the rifle empties.
yet, there is the weight: this rifle alone weighs in nearly at 6-7 lbs so it would obviously take up more space in your player inventory during the game.
next is the magazine cap: 8 shots before each reload, however, after some practice, this small cap would be overcome with simple muscle memory for reloading.
so...smaller mag cap but slightly faster reload time.
extras:
a unique feature that everyone tends to over look on the M1 is that little button on the left hand side of the action. pressing it and pulling the action back would eject the loaded en-bloc, so half mag reloads are possible.
also, the M1 can be modified with different attachments to work for each perk class. such as, a bayonet for the zerker, rifle nades for the demo as well a scoped variant for the marksman.
just a thought.
since i don't have a whole lot of time to make one massive post with several weapons. so I'll just make a series of posts of other weapons and explanations to go with them as I can.
well to start off with...
its the ****ing Apocalypse!
with clones of clones of clones mobbing around in armies chasing down what remaining humans are still alive, realistically, it shouldn't matter what era a gun came from, if it still shoots, use it!
(ahem) anyways...
there are some weapons that are questionable for KF and maybe the H.G.N.* will help spark a few ideas:
first of all, I would like to re-open the discussion over the "nich" for the M1 Garand
thanks to the new game made by tripwire, rising sun, It will be easy to port or mod an M1 rifle into this game for the coding and model is already there.
next, this rifle would serve as a "next stage" weapon for the marksman as it's stats (metioned below) would put it above or before the M14EBR because of how well it operates in combat and it's in game price (which would vary on the developer)
the pros:
the .30-06 was a powerful rifle round to be standardize for the infantryman during it's service in the military and (of course) was replaced with the .308, which everyone's beloved M14 is chambered in, as a marksman round. The .30-06 sure doesn't reach but it has that punch that would knock and armored target on his ***.
so the m1 would have higher power
the amount of en-blocs (or clips) that could be carried on a vest is staggering: about 2-3 per mag pouch. How would I know this? I own an M1 and have carried a bandoleer-n-a-half worth of clips on my vest.
so you can imagine that one would get about 12-14 clips on hand that also adds the one already in the rifle.
so, aside from the lack of magazine cap, its made up in terms of carried ammo.
larger "spare ammo" capaticiy
the cons:
sadly, even the Cadillac of battle rifles has its weak points.
since we are facing monsters of a cloned verity, no need to worry about the famous "ping!" sound when the rifle empties.
yet, there is the weight: this rifle alone weighs in nearly at 6-7 lbs so it would obviously take up more space in your player inventory during the game.
next is the magazine cap: 8 shots before each reload, however, after some practice, this small cap would be overcome with simple muscle memory for reloading.
so...smaller mag cap but slightly faster reload time.
extras:
a unique feature that everyone tends to over look on the M1 is that little button on the left hand side of the action. pressing it and pulling the action back would eject the loaded en-bloc, so half mag reloads are possible.
also, the M1 can be modified with different attachments to work for each perk class. such as, a bayonet for the zerker, rifle nades for the demo as well a scoped variant for the marksman.
just a thought.
since i don't have a whole lot of time to make one massive post with several weapons. so I'll just make a series of posts of other weapons and explanations to go with them as I can.