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How do you like the new weapons?

PlayerDot

FNG / Fresh Meat
Dec 22, 2011
1
0
I am very satisfied with the new weapons and hope more will be added in the future. From the current batch, I am mostly using the Husk Fireball Launcher, followed by the M4 with M204.
The Husk Fireball Launcher is nice to have, good at long ranges, saving teammates, it's good and versatile though it dishes out less damage than the Mac10. It's good the way it is, a sort of mix between Firebug and Demo, and I like that it can deal headshots.
As for the M4 with grenade launcher, it makes weapon switching less of a chore as a Demolitions, since Demos usually have a backup weapon for enemies at a closer range. I still haven't figured out whether the bullets contribute towards the perk, though.

What are your favourites or how do you generally feel about the new weapons?
 
I still think that the .44 Magnum hasn't received its recoil bonus from a Sharpshooter.

The husk gun and the M4 203, for what they do, are still too expensive.

Combat Shotgun reloads too slowly, coupled with a 6-shell chamber, makes the weapon hard to like.

Other than that, the other weapons were nice sidegrades.
 
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M203 - Finally demo can defend himself at close range, without risking life when shooting m79 at zeds that are 2 meters away. Like.

Magnum - Despite the fact it looks absolutely ridiculous, i like this characteristic kick when you shoot it, and it has 30 more bullets than HC. Like, but it looks awful :)

Claymore - Quite slow, heavy, I don't use it, because of typical zerk's loadout which is katana/axe/lar. Looks good, thats all.

M4 - I'd say it's very balanced. It's faster than AK, it's weaker than AK, it has bigger range than AK. Well balanced. Plus you have more ammo. Like

MP5M - Looks awesome, shoots awesome, reloading animation is awesome. Like it a lot!

Combat Shotgun - I don't use it, because it's automatic. And if i have to pick up a shotgun - i'd have the pump-action one.

HFL - Can anyone explain me how does this weapon works? I mean when i hit for example a Scrake - what kind of it does? It doesn't count as fire dmg i believe... When you hit that Scrake with HFL fully charged. Correct me im i'm wrong.
 
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Haven't really used all of them. I've used the magnum, which I am growing fond of. Really like the power behind that gun, the kick back makes it a bit more challenging to handle, but it's still a nice weapon.

The Claymore is really fun to use. I usually yell like a moron onto the microphone whenever I am handling that weapon.

Not too fond of the M203, takes a bit of getting used too.
 
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MP5M: I mostly like it, especially the reload animation, but I wouldn't mind a fix for that final reload sound that sounds like it's playing right in your ear, even if a Medic reloads far away from you. It's only mildly distracting though.

Combat Shotgun: Still not sure how I feel. The higher ROF has saved me when my AA12 ran out, but its slow reload has also killed me. Whether or not it's worth replacing the shotgun, I only find it worth it after I have successfully saved up for the AA12.

Magnum: It's okay. Not amazing, not awful, just okay. I really only buy it if it's the only gun I have room for, and mainly as either a drop weapon for a newly joined player or a backup gun for me if I drop something else for someone. Aesthetically, it's not as badass as I had imagined. Oh well...

M4: Not as bad as some people say. I prefer the AK for short distance and M4 for long, and since most of my combat seems to be short distance as Commando, I often choose AK. It looks cool.

Claymore: Worse for small guys, better for big guys. On a team, I really only find it worth buying for the Patriarch, since I can run in as Berzie, get a single, more powerful hit, and back up to avoid being hit (if I get the timing right, Lvl 6). Even if I do get hit, the distraction causes Patty to spend more time hurting a Berserker and less time gunning down the entire team.

Husk Cannon: Similar usefulness as the Claymore. I'm a little annoyed at people who spam it as a flamethrower replacement for crowds. I'm not sure how to feel about the price, because I'm Level 6 and don't know how hard it is to save up for as a lower level Firebug. As long as someone can save up enough to get it during the Patriarch fight while keeping their ammo and armor full, the price is fair. Aesthetically, it is a cool concept either way.

M4 203: I don't play enough demo to be sure how to feel about this. I don't think it should be worth more than the M32, since M32 + LAR allows a player to interrupt reload to switch weapons, while M4 leaves you forced to finish reloading before shooting again (not to mention the 6 grenades M32 gets instead of 1, equally powerful grenade). It seems like it would be much more worthwhile if it were priced between M79 and M32 prices. It looks badass though.

Of course, it's possible that there are strategies for any of these weapons that I haven't considered, so please don't take any negative comments here as "I hate noobs who use this dumb gun!" Use what's fun for you :D Fun is the ultimate point, after all.
 
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Claymore: It seems absolutely useless right now due to both its weight and its priority when switching to melee weapons. I really like my LAR and the Katana's a must have. Inability to carry it with a crossbow is also troubling.

Husk Cannon: It's a good sidegrade, but it's limited in usefulness. What you need for this weapon to be useful is for the specimens to be coming at you both from long range and for them to be close to each other. This is so the splash would hit multiple targets and so that they'll burn out before they get anywhere near your team. This is often a very difficult situation to come across. If the specimens aren't bunched together, mac10 could deal with them handily. If they're too close by, they're not going to burn out, meaning your teammates will have to shoot them anyway. The only advantage is being able to stun scrakes, but if you have a good sharpshooter, that advantage is nullified entirely. Pretty fun on Patriarch though.

Magnum: Very nice offperk sidearm. The 2 blocks makes it quite handy for other perks that may want a nice long range weapon. Decent on sharpshooter too if you're using the crossbow. Can carry a MP5M along with it for offperk medicing. MP5M also will decap heads with the sharpshooter bonus.

MP5M: A very good replacement for the MP7M. Superior in almost every way. See no point to using MP7M now unless you want to carry both for super heals or if you don't have the money for the MP5M yet.

Combat Shotgun: Situational weapon. I would not suggest using this as a front line support. You need the consistency and the shorter reload times of the pump shotgun since specimens come at you at all times. Can't afford to spend time reloading all those shells. Where it shines is in solo holding side and back entrances where very few specimens usually come. Sometimes you mess up a HSG trick on a scrake. Sometimes you get a siren with your FP. The combat shotgun gives you a quick spike in damage in those situations that the pump will not allow. The scarcity in the appearance of more specimens negates the slow reload speed.

M4: Don't like it all that much. I still prefer AK/SCAR. AK allows you to use automatic mode with much greater precision than the M4 since it shoots just fast enough for you to switch to another target's head. It doesn't replace the SCAR since the SCAR deals a ton of damage. The extra ammo pool is pointless to me since a commando is one of the hardest perks to run out of ammo. The extra speed is negated by the fact that you still have the same clip as an AK, and you can't direct those shots meaningfully if they're so fast.

M4 203: Don't like this one either. It's a 6 weight weapon that grants you an automatic 9mm with 12 grenades. Better off getting an m79 with 24 grenades and a magnum. Don't see the point. Also way cheaper to get the latter option if you can get a sharpie to buy the magnum for you.
 
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I have not had the chance to use all the weapons, but I will give my thoughts ont he ones I have used so far.

Magnum .44:This has to be my favorite out of the new weapons so far, good range, power, speed, iron sights, weight, and price. Nothing really feeling OP about it, just a solid weapon here. A great side arm with any perk.

M4:I am starting to use this weapon more than I use the AK-47. Still think that it has some flaws though. The high rate of fire is nice, but it burns through ammo fast and makes the weapon hard to control. I have said before, if the weapon was a bit easier to control while on full-auto and had a slightly faster reload this weapon would feel about right to me.

Combat Shotgun:The CS just feels like a poor mans AA-12. The high damage and same rate of fire as the AA-12 means this can be a great way to deal with tougher specimens, but the low ammo capacity and slow reload will in the end cost you. Of course maybe I should be looking at it as a more flexible means of damage spikes compared to the hunting shotgun, but even here it just costs so much for not a lot of gain. And the normal shotgun is not likely to be replace due to how solid of a weapon it is for support. The CS might do better with faster reloads, and/or price drop. As for now, it is just an odd weapon.

Claymore:Love this addition to the class. Decent range(for a melee weapon of course), power, and speed. Might take a bit getting used to compared to the speed of the Katana, but it does seem to be more of a upgrade for the axe.
 
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Yes.

Yes.

Field Medic (MP5 Whit healing darts). A stronger submachine gun.

Support Specialist (Combat Shotgun). Awesome!!!!.

Sharpshooter (Revolver 44 Magnum). Very Fun, but with two 44 Magnums the recharge time it takes a long time.

Commando (M4 Carbine). Great weapon, for the most powerful specimens.

Berserker (Claymore). The power is in your hands... but please TW, 9% or 10% more melee damage.

Firebug (Husk Gun). Awesome!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!.

Demolitions (M4 203 Grenade Launcher). Demolitions really required this weapon.
 
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I like the revolver when I can't carry anything else. Always nice to have an extra weapon that doesn't need to be reloaded when you are in a pinch. Fun stuff.

M4 is a good balanced gun, with more ammo magazines than the AK that I never liked and with good sights. Main commando gun. Very nice addition.

Combat shotgun is a bit pricey but in a Zed time can deal burst damage like no other. Like all shotguns, it has it's reloading problem but it is balanced. I just like it if I can spare the money.

Husk gun: Tried it once, after picking it up, not really the best weapon out here. I definetely don't like it since a game we just pushed through on foundry ended up with the patriarch killing us all as 3 stupid firebugs had taken the sodding gun.

Not a Berzerker at all so can't say anything about the claymore, but zerks with it seemed to be good, but not as efficient as with a katana. Slightly overkill on small zeds and slightly too weak on bigger ones, and with a slightly too low attack speed. Balanced where there was no need.

MP5M is a replacement for the bullpup for a medic, but with medic sringe of the MP7. Nice addition, but makes the medic a bit too killy on wave 2 or 3, damaging the other player's income.

The demo's gun make him good at what's he's good at, and able to deal with closer threats without switching weapons. It can be fun to give to a commando.


Good thinkings, but some weapons increase a class' role while others make them more of jack of all trades.
 
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The ones I've used so far: the M4 (good sidegrade), claymore (I rarely play the beserker, and poorly at that so I can't judge), .44 (I don't get why you'd want this vs the handcannon), and the M203. Some say the M203 is too expensive but I find that it's ok, since you can have it with your M32 and the pipes and it gives the demolitions an on-perk weapon for clearing out nearby crawlers and other minor enemies. I don't really mind the price since there's nothing I'd really rather have, other than pipebombs.
 
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What pisses me off is the double reload in the M4 203.

You are shooting with your M4 at a group of zeds, 6 rounds remaining and the group got out of hand. You shoot a grenade and have to sit through the reloading animation only to find that you STILL have 6 rounds in your clip and have to sit through a reloading animation M4 AGAIN in order to be fully combat able again (full clip + 1 grenade). All the while a crawler or a gorefast that survived the grenade is om nom noming at your health points.
 
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What pisses me off is the double reload in the M4 203.

You are shooting with your M4 at a group of zeds, 6 rounds remaining and the group got out of hand. You shoot a grenade and have to sit through the reloading animation only to find that you STILL have 6 rounds in your clip and have to sit through a reloading animation M4 AGAIN in order to be fully combat able again (full clip + 1 grenade). All the while a crawler or a gorefast that survived the grenade is om nom noming at your health points.

This is also very true. I find that the M4 203 is too expensive for what it does, and the reload takes forever to finish, grenade-wise or magazine-wise. The damage from the M4 203 rifle is so paltry (with no recoil reduction on the demo's part) that I'd be better off packing a sidearm handgun like the 44magnum or handcannon. I just can't seem to like this weapon very much given its poor performance and stats. Very much a Commando weapon than a demo weapon.

.44 Magnum is good with more ammo and less weight, but does less damage than the handcannon and has more recoil (which I still think hasn't been fixed for sharpshooter). The handcannon is better overall for sharps since it has 8 bullets in the mag vs 6 and more stopping power. 2 bullets for taking off husk/siren heads while the .44 Magnum takes 3. Not worth it. Dunno, if only the recoil was changed, I'd use the .44 Magnum on-perk.

The Husk cannon simply doesn't do enough damage, period, given its price and stats. Yesterday, I saw our only medic kiting a pat for a full 5-7minutes using the husk cannon (and charging the shots) and ended up dying even though the pat had no more heals left.
 
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