In the new patch/DLC, can we please give every weapon a secondary function?

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Faneca

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Sep 16, 2010
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Like, say, a new 9mm pistol that has the same damage but instead of alt-fire for the light, we get a laser sight or something.

Or a Glock 18, alt-fire would make it Full Auto (since Glock 18's exist with Full Auto fire but with Semi Auto selectable in Full Auto variants I think).
 
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Aze

Grizzled Veteran
Mar 19, 2010
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Good idea listing the weapons without one. XD
Thanks :p

To all of you saying explosive arrows / poison arrows for Xbow:
NO! Just no! The Xbow is about headshotting the target with a wellplaced shot, killing it FAST. Poison is the opposite. And explosives are in the demolitions domain. So a huge no to those 2.
We also have to consider that IF this thing about "all weapons should use both fire modes", it shouldn't be things that are too difficult to implement, rather simple, but still useful stuff. Toggeable zoom seems easy to program, and is a modest boost to the weapon.

For the new grenade launcher what about if you hit the right mouse button it fires all of your grenades really quickly? This is balanced by the fact you'd lose a full clip of ammo and the M32 takes about twenty minutes to reload, but the grenades fire really quickly and would epic at taking out patty or the big zeds.
Umm, you can already click them superfast, what's the point?

For the old grenade launcher it should be something like a smoke or incendiary grenade. That'd be cool.
Like Deafmute said: What on EARTH is a smoke grenade supposed to do except annoy other players?

For what it's worth I am against laser sights for HCs (especially dual) but I understand some people want them for some reason.
+
I think on single it's an idea; on dualies not so much. Such as when you pick-up a second 9mm, the whole element of iron sights is removed (obviously), nothing stopping the laser sight being.
Why especially Dual? It's ESPECIALLY Dual HCs (even more so the Dual 9mm, but they already have Flashlight, so i guess it's a no-no for them) that need them, due to their current "uselessness".


Or a Glock 18, alt-fire would make it Full Auto (since Glock 18's exist with Full Auto fire but with Semi Auto selectable in Full Auto variants I think).
While a autopistol is nice, that's not really the point here. We are talking about reasonable stuff, quite easy to implement for already existing weapons so they get some more fun added to them, however little it may be.
 
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buhen

FNG / Fresh Meat
Feb 17, 2011
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For 9mm i would like something like 3 shot burst, which is slighlty inaccurate. This would be nice especially with dual pistols, since they are already inaccurate and you'd got 2 times faster burst shots.

I'm not sure how well i explained it, I'm still learing english and it's pretty late here, but i think you got the point. :p
 

Sheepy

FNG / Fresh Meat
Oct 15, 2010
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To all of you saying explosive arrows / poison arrows for Xbow:
NO! Just no! The Xbow is about headshotting the target with a wellplaced shot, killing it FAST. Poison is the opposite. And explosives are in the demolitions domain. So a huge no to those 2.
We also have to consider that IF this thing about "all weapons should use both fire modes", it shouldn't be things that are too difficult to implement, rather simple, but still useful stuff. Toggeable zoom seems easy to program, and is a modest boost to the weapon.

Okay okay, maybe poison arrows isn't as fantastic idea as originally thought, I shan't postulate on that point any longer. Explosives, a total no-no IMO, keep perk's nature individual.

May I just add that a toggable zoom is not an alternate-fire. Yes, making the zoom that can change magnification is an idea, for pinning to the right-click (always thought from the beginning); not the middle-click/alternate fire. Alternate fire needs an alternate firing option, not a leg-up for the primary.

Umm, you can already click them superfast, what's the point?

Like Deafmute said: What on EARTH is a smoke grenade supposed to do except annoy other players?

Totally. Never really understand the smoke grenade idea myself.

Why especially Dual? It's ESPECIALLY Dual HCs (even more so the Dual 9mm, but they already have Flashlight, so i guess it's a no-no for them) that need them, due to their current "uselessness".

You realise what balancing would have to go into the HC's if you could dual wield with laser pointers? A **** load. Anyone remember M14 early-2010? Yeah. I just think that could be a problem is all.

While a autopistol is nice, that's not really the point here. We are talking about reasonable stuff, quite easy to implement for already existing weapons so they get some more fun added to them, however little it may be.

You could add such a modification to an existing weapon, if I remember rightly, WebAdmin still has the old auto-9mm mut. entry lying around (seemingly not working though); it's not a totally absurd idea, don't throw it under the bus yet.
 
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timur

FNG / Fresh Meat
Agree with all but the poison arrows. I think they could squeeze in their and the nature of KF be intact.

not so much; DoT is really a firebug thing (the fire is really just for show, the real focus is damage over time, and in KF fire does that rather well. So giving the bow an alt-fire that overbears the firebug, whos perk is devoted that that, seems a little strange)

Anyways, I'd far prefer alternative zoom.

EDIT:
Also, sorry Aze, but a bayonet for the LAR would basically require a total remake of the weapon; remodeling, anims, balance. I mean, not only would it require a new model and texture entirely, but it would make it rather OP; 200 pounds for a weapon that can stun scrakes, fire relatively fast, work well at killing anything below a scrake as any class, and has a bayonet to cover for any weaknesses? I'd say a bayonet is a good idea, but it requires its own gun, preferably a bolt-action, which would be more typically fitted with a bayo anyways

As for the Flamer, I feel there is an often overlooked WTFMod feature that is quite ingenious, has been coded, and can be balanced....the ability to plant flames on the ground. Maybe the alt-fire could fire napalm that clings for a few seconds at the cost of additional fuel consumtion?
 
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Sheepy

FNG / Fresh Meat
Oct 15, 2010
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not so much; DoT is really a firebug thing (the fire is really just for show, the real focus is damage over time, and in KF fire does that rather well. So giving the bow an alt-fire that overbears the firebug, whos perk is devoted that that, seems a little strange

That's fair enough in retrospect, though I did say I take back the idea, a different mechanic would be needed.


Anyways, I'd far prefer alternative zoom.

This again:

May I just add that a toggable zoom is not an alternate-fire. Yes, making the zoom that can change magnification is an idea, for pinning to the right-click (always thought from the beginning); not the middle-click/alternate fire. Alternate fire needs an alternate firing option, not a leg-up for the primary.
Maybe the alt-fire could fire napalm that clings for a few seconds at the cost of additional fuel consumtion?

I like that idea, could it charge and then releasing said napalm? But obviously with a charge limit or that could be exploited easily, possibly something like around 25 or 30? How about that?
 

Aze

Grizzled Veteran
Mar 19, 2010
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For 9mm i would like something like 3 shot burst, which is slighlty inaccurate. This would be nice especially with dual pistols, since they are already inaccurate and you'd got 2 times faster burst shots.

I'm not sure how well i explained it, I'm still learing english and it's pretty late here, but i think you got the point. :p
While the idea is neat, 9mm's secondary function is already occupied by toggling its flashlight :/

May I just add that a toggable zoom is not an alternate-fire. Yes, making the zoom that can change magnification is an idea, for pinning to the right-click (always thought from the beginning); not the middle-click/alternate fire. Alternate fire needs an alternate firing option, not a leg-up for the primary.
What? :confused:
Then you think toggling semi/auto on assault rifles isn't good enough either? Secondary FIRE in this game (and many other games for that matter) doesn't mean that they always have to be a new shot or something like that, it could be a simple toggle mechanic etc. Having a ZOOM distance toogle would be good enough. And, if i understood you correctly, having a different zoom depending on how many times you press the ironsight-button would be too much of a hassle imo.

You realise what balancing would have to go into the HC's if you could dual wield with laser pointers? A **** load. Anyone remember M14 early-2010? Yeah. I just think that could be a problem is all.
There isn't really much to worry about here imo. Sharpshooter's bodyshots with any weapon is weak enough, a lasersight won't overpower the HC(s) at all. In fact, adding a lasersight might even further justify the price on them :)

You could add such a modification to an existing weapon, if I remember rightly, WebAdmin still has the old auto-9mm mut. entry lying around (seemingly not working though); it's not a totally absurd idea, don't throw it under the bus yet.
No it's not absurd but: What about the Flashlight then?

EDIT:
Also, sorry Aze, but a bayonet for the LAR would basically require a total remake of the weapon; remodeling, anims, balance. I mean, not only would it require a new model and texture entirely, but it would make it rather OP; 200 pounds for a weapon that can stun scrakes, fire relatively fast, work well at killing anything below a scrake as any class, and has a bayonet to cover for any weaknesses? I'd say a bayonet is a good idea, but it requires its own gun, preferably a bolt-action, which would be more typically fitted with a bayo anyways
I agreed with you, it was just that i had no other idea for the LAR at the moment :/
However, let's ponder the idea of adding a bayo on it (just hypothetically). If that would happen, then the price of the weapon could go up (To 400/500) but it would also get a discount from the Sharpshooter. Cuz, imo, atm the LAR is just a little bit too cheap anyway so...
 

Stephen

FNG / Fresh Meat
Mar 25, 2011
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Definitely no bayonet on the rifle...

Someone mentioned perhaps adding a bolt-action rifle which could have one. I'm all for that. Keeping within the theme of Killing Floor, why not add a Webley and a Lee Enfield as a couple of guns left over from the War that the chav found in a chest of his grandfather's stuff. :D

The Lee Enfield would of course have a bayonet as secondary weapon, but you do have to reload after every shot.
 

Zoridium JackL

FNG / Fresh Meat
Mar 20, 2011
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Russian rifles? Good lord no.
if you think it's not worth trying just because it is a russian gun, i suggest you stop playing KF because a lot of those guns aren't from the UK, it is a nice bolt action gun with a bayonet, while a enfield would be nice, i really can't see that it really matters in this instance.
 

C_Gibby

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Jan 18, 2010
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if you think it's not worth trying just because it is a russian gun, i suggest you stop playing KF because a lot of those guns aren't from the UK, it is a nice bolt action gun with a bayonet, while a enfield would be nice, i really can't see that it really matters in this instance.

I think the russian rifle was great as a "proof of concept" thing, but in all honesty, an Enfield deserves a place in KF far more than the russian rifle does (we already have one!). Hell, in the Red Orchestra mod, Mare Nostrum, there's a few great-quality British weapons that could have been ported over.
 

Stephen

FNG / Fresh Meat
Mar 25, 2011
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if you think it's not worth trying just because it is a russian gun, i suggest you stop playing KF because a lot of those guns aren't from the UK, it is a nice bolt action gun with a bayonet, while a enfield would be nice, i really can't see that it really matters in this instance.

I'm not sure what your reasoning behind this post was; I just happen to think Russian WW2 rifles are ****, and clearly a Lee Enfield would be far more fitting for KF overall (if you're going to add a bolt-action rifle, that is).

I'm with C_Gibby on this one - sure it's nice someone chose one to test out the theory, but I can't say I'd ever choose it in-game.

KF clearly has a British theme, that's all. :IS2:
 
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Sheepy

FNG / Fresh Meat
Oct 15, 2010
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What? :confused:
Then you think toggling semi/auto on assault rifles isn't good enough either? Secondary FIRE in this game (and many other games for that matter) doesn't mean that they always have to be a new shot or something like that, it could be a simple toggle mechanic etc. Having a ZOOM distance toogle would be good enough. And, if i understood you correctly, having a different zoom depending on how many times you press the ironsight-button would be too much of a hassle imo.

What I meant was that the button generally tends to affect the fire mode, as in Hunting double-shot, semi-auto to full-auto etc. I don't see why the zoom toggle can't be added to the scroll wheel when using the scope normally. Alt. fire could be used for a new active mechanic of the weapon.

No it's not absurd but: What about the Flashlight then?
It's already assigned to both Alt. fire and the F key, it could be left on the F key alone.
 

Faneca

FNG / Fresh Meat
Sep 16, 2010
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Ummm, the LAW is the weapon I think can most easily be added a secondary function.

Im not sure if the LAW in KF is the LAW80 and I don't think the LAW80 has a lock-on/heat-seaking mode.
If it the MBT NLAW, this is a whole nother story.

The NLAW is the most powerfull AT rocket launcher ever made (to my knowledge). It can lock-on onto targets, be fired and the warhead will later start the engine and proppel itself. It can circled & top attacks.

If you click the Alt Fire key on the LAW, the LAW will go into Lock-On mode. If you keep a target well centered on your sight, the LAW warhead would be marked with the heat signature of the target and would fire and hit it 97% of the times (for balancing issues).
A downside for this is that Husk fireball would make the warhead follow them and remember that Husk's shoot at you so ... you can get LAW'd by your warhead.
 
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Benjamin

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May 17, 2009
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Considering how much smoke the LAW creates and how quickly the projectile travels, I doubt there'd be any point adding any kind of targeting system.
 

Stephen

FNG / Fresh Meat
Mar 25, 2011
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The most surprising thing about the LAW is how utterly useless it is for the most part.

10 slots, it's weak as hell (for what it is) and has fairly questionable splash damage; you're pretty much always better off with even the basic grenade launcher.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
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Russian rifles? Good lord no.

But we've already got a Mosin in KF...

Spoiler!


Any RO players here would recognise it. ;)