LMGs
LMGs
A Large Machine Gun would be a great addition that promotes a fresh playstyle deviating from just kiting. But then there is always the concern over fun versus balance. You would not want the gun to be too powerful to the point that other perks seem useless, but you also would not want to make it unpleasant to use through some cantankerous stats (highly expensive/scarce ammunition, etc)
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Tripwire could perhaps balance a LMG by doing one of these:
- Shifts the focus (a bit) away from damage, and more on crowd control.
+ This means a special ammunition that do less damage than a SCAR while tazes/slows-down/insert-supportive-ability zeds instead of just mowing them down instantly. They could make this a bit believable by making the LMG an old inferior soviet model or just invent a new LMG altogether.
AND/OR
- Makes the gun stationary, with an elaborated deploying/dismounting animation. Plus limited rotation, about 45 degrees in each directions.
+ Risk - Reward. Dishing out constant damage at the cost of being vulnerable. The deploying/picking up animation forces the player to be strategic at where they set up, and prevent them from just pick up the gun and run the instant he is in danger. Skillful players can anticipate trouble and dismount in advance, leaving the gun behind and fall back.
AND/OR
- Utilize Bloat and bigs zed as bullet-shields
+ Smaller zeds can then walk ups and overwhelm the players if he is not careful. Husk also becomes a priority target for the teams due to the gunner's stationary nature.
AND/OR
- Keeps the magazine large, but introduces interruption periods.
+ Could either be the gun overheating, long reload time, and maybe an elaborated animation for mounting/leaving the gun. This should prevent the player from just holding down the trigger and force him to rely on his teammates for protection.
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All in all, a defensive/support glass-cannon perks would be quite fun to play.