ideas for guns

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Aeph

FNG / Fresh Meat
Mar 22, 2010
12
0
0
here are some cool ideas i was thinking of
more stuff
listed here details below

support
semiautomatic SPAS-12

berzerker
none

medic
an uzi

firebug
flare gun
molotov cocktail
fire pipe bombs
glow sticks- DrakeM
MFL multiple flare launcher(not a real gun but what the hey)
flaregun-m79 like MFL-m32

commando
m16

demolitions
none

sharpshooter
.44magnum revolver

SPAS12
weight 8?
ammo 8/40
primary semiautomatic blast
secondary stronger but slower pump action blast
iron sights iron sights

uzi
slower and more powerful than the mp7
weight 5?
ammo 30/8mags?
primary full auto fire
secondary medic dart like mp7
ironsights

flare gun
if you dont know what it is google it
lights an enemy and any others around it
also lights up dark areas
weight 4?
ammo 1/25?
primary fire flare
secondary i dunno
ironsights

molotov cocktail
in your weapons inventory seperate from grenades
no explosion just a smash sound and fire spread on the ground
weight\
ammo / same as pipe bomb
primary fire throw
secondary i dunno
no iron sights duh

fire pipe bombs
pipe bombs more powerfull and leave an area on fire

glow sticks-DrakeM
weight1/2?
ammo 1/5
primary throw glowstick
secondary drop it
pressing F turning on and using as flashlight?

MFL
weight 6?
ammo 6/60?
primary fire flare
secondary i dunno
ironsights

m16
weight 8?
ammo 30/6mags?
primary 3 shot burst
secondary i dunno
ironsights

.44magnum revolver
stronger but slower than hc
two modes single action and double action
plus bonus can include faster cocking of hammer in single mode
single:slower but stronger
double:faster but weaker
weight 4
ammo 6/30rounds not mags
primary fire shot
secondary toggle single/double action
iron sights
(incase of people not knowing single action is pulling back hammer before every shot double is just pulling the trigger)

tell me what you think
what i should change
what i should add(i have nothing for zerkers or demo)
what secondaries should be where i wrote "i dunno"
 
Last edited:

vealck

FNG / Fresh Meat
Aug 19, 2009
2,815
234
0
SPAS12
primary semiautomatic blast
secondary stronger but slower pump action blast

.44magnum revolver
two modes single action and double action
plus bonus can include faster cocking of hammer in single mode
single:slower but stronger
double:faster but weaker

Haven't you noticed that weapons in KF tend to operate in somehow realistic manner? Let's keep that.


And why exactly we need antoher assault rifle?


molotov cock tail

Um, you want to type that without space between the cock and the tail :]
 

DrakeM

FNG / Fresh Meat
Mar 23, 2010
1
0
0
due to the fact that the game is very dark (at least in some maps, f.e. bedlam or farm) the possibility of temporary lighting up areas could be very interesting...

i think about glow sticks or flares or sth like that
 

SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,811
804
0
I agree in advance to whatever [UIT]Akame is going to post.
 

Aeph

FNG / Fresh Meat
Mar 22, 2010
12
0
0
Haven't you noticed that weapons in KF tend to operate in somehow realistic manner? Let's keep that.
the revolver isnt but the spas is semi and pump action


And why exactly we need antoher assault rifle?

triple shot burst


Um, you want to type that without space between the cock and the tail :]

sorry
 

Holy_Colt

FNG / Fresh Meat
Mar 23, 2010
65
0
0
Yorkshire
The sidearm field is quite limited due to the fact that there is this medium power, and high powered firearms. Thus a 1911, Sig, Browning, or even a P99 would be unnoticeable in its difference in firepower. Yet the freedom of having more of a selection would be pleasing to the gun enthusiasts.
The most unusual fact to this game is that the weapon selection is mostly U.S. For the Brits this is far from the standard kit, while the L22 is an example, there should have been a L1A1 for the commando rather than a SCAR. But I digress, compatibility between classes and weapons would take less effort and give more selection to the gamers. The grenade launchers can also shoot incendiary grenades opening up more for the firebug class.
As far as adding weapons are concerned an Uzi, or even a Sterling could help both the commando or medic depending on how it is used. Demo and support are pretty much set, however the berserker class could use just about anything from a cricket bat to a golf club, as the weapon range is limitless. Lastly is the sharpshooter who has the option of 3 rifles and the pistols. While it would seem as a reasonable amount of firepower, the complete lack of a bolt action rifle gives me the feeling that the sharpshooter class is short.