Killing Floor 2 Perk Speculation

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Wycked

FNG / Fresh Meat
Oct 16, 2011
69
5
0
So, I haven't found a thread like this, and it's one of the things I'm most curious about.. What do you think the other three perks will be?

Many people say that one will be the Gunslinger who'll inherit Sharpie's pistol bonuses, I personally think there might be an Engineer class, who'll take over Support's welding, and maybe even be able to place turrets.

What do you lot think? What other things could Tripwire feature as a perk?
 

DMN666

Active member
Jun 14, 2012
2,511
12
38
Brooklyn, NY
NO TURRETS PLZ
Its by far one of the worse things ever already in modded servers.

As far as the other 3 perks are

Support
Medic
Commando
Sharpie
Zerk
Firebug
Demo
Gun Slinger
?Zerk 2?
LMG

A perk design to use LMG seems highly likely. Players have always wanted LMGs, TWI gave us the ZED gun because of it, but was not given a perk.
We could even have a perk that uses acidic weapons, but would probably ended up like the firebug & Medic, with the lease amount of weapons.
Who knows, maybe No-Perk is still in KF2 :p
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,511
130
63
Engineer or something like that is an interesting potential perk. He could be all about indirect attacks and indirect help. There are lots of different potential ways to do this, even without stealing many from the other perks.
I'll throw a lot of ideas out there, even some that I don't personally like.

-Traps. Maybe he shouldn't steal demo's pipes, but he could have similar but appreciably different items. Remote detonations, long time fuzes, directional blasts, etc. There are also nonexplosive traps, but most of those are heavy. Maybe a reusable bear trap, or some transparent specimen-blinding nerve gas?
-Welding could be stolen from support, since he always was more about crowd control than support specialization anyways.
-The name should be stolen from support specialist, too, it'd fit this perk much better. The shotgunner perk can be the "crowd controller" or something like that.
-ZED guns should go to him, if they were to return. Nerf the primary fire and give it no perk bonuses, though, to put the focus on the stasis mechanic.
-Ammo resupply could be a good gameplay mechanic, but it would require some special considerations to make it balanced; law rockets are obviously more valuable than pistol mags. If they balanced out the ammo cans on the levels well enough, he could just buy/dispense those as items. Obviously the cans would need to be as or more expensive than the most valuable ammo you can get out of them, and there would need to be a limit on how many cans you carry, preferably based on weight rather than just a number limit.
-Shield, he could have one to make him the designated damage sponger. Obviously, for balance, it would need limitations; damage reduction instead of total blocking. It could also have degradation.
-Crew served weaponry could be a gameplay mechanic. If an engineer were nearby, someone reloading something as bulky as a LAW or LMG would do so faster. Properly animating this would be very difficult, but they wouldn't necessarily need to animate it at all; they could just make it a passive effect that applies if the engineer wasn't busy doing something else. It could also make the reloader use the weapon's elite reload animation regardless of whether they have that skill.
-He could steal commando's enemy health bar sight, or they could share it.
-Call outs. Use the "look out" voice command, and he'll contextually describe the highest priority information onscreen for everyone. "Scrake, southward, distant." "Four bloody Fleshpounds?!" "He's surrounded, help him!" "Door's falling apart." "Behind you!" "We need a medic over here!" "His gun didn't die, at least." "Take this ammo" "Rocket inbound!" "Keep shooting, he's almost dead!"
-Spotting. If an engineer is nearby you and you have a near miss on a head or long range shot, it gets highlighted. Or he could spot realistically, but in video games with simplistic external ballistics, that's not very useful.
-Repair others' armor. If this were unlimited, it would make armor too similar to health, though. So maybe he could only be able to repair up to the next ~20 percent mark, thus maintaining it from minor damage, but not totally rebuilding it.

-Mounted gun. This might be better for a different "Gunner" perk, but the engineer could have a nice big gun that has to be deployed to a particular position and direction before use. This might put too much focus on camping, though.
-Barricades could be something to consider, but devs would have to be extremely careful in balancing that; it could VERY easily become OP or griefbait. Personally I'd say don't even bother trying.
-Turrets would be up his alley, but I don't like that idea at all. It would "play the game for you" a bit too much, even if you have to be strategic and protective with them.
 
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Vi-Pe

Member
Mar 26, 2011
570
10
18
Finland
killing_floor_2_icons_by_curvedlines-d4qkwqo.jpg

This is fan-made!
New ones: gunslinger, engineer, LMG specialist? Support is probably shotgun specialist or something.

These maybe?

And there probably will be an engineer perk with sentry (thank god) because there was sentry in calamity. It wasn't OP or anything, it was nice thing to have.
 
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Azukki

Grizzled Veteran
Jul 7, 2009
1,511
130
63
You really should have mentioned that that was speculative fan art before showing it.
It's obvious enough to figure out, but not quite at first glance.
I couldn't recognize the shot shell at first; needs a rim. Maybe even an angle to show it being cylindrical and having a primer. Or you could replace it entirely with a spread pattern of ~twelve bulletholes.

But anyways, that would be a pretty good selection.
 
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Vi-Pe

Member
Mar 26, 2011
570
10
18
Finland
You really should have mentioned that that was speculative fan art before showing it.
I couldn't recognize the shot shell at first; needs a rim.
But anyways, that would be a pretty good selection.

Yea sorry, thought it was obvious. :p
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
It's already been confirmed that one of the three new perks is a Gunslinger that takes handgun specialty away from the Sharpshooter (which now focuses just on rifles and presumably still the crossbow)

The other two are anyone's guess, although I'd be absolutely stunned if there was a turret building engineer. Why would you want to make Zed wave survival that darn easy or have an automated thing hogging all the kills when you've got so many players itching to make something bleed themselves?

I could maybe see a perk built around a riot shield, that uses either melee or small guns alongside it.. all the wading-into-battle of the 'zerker without the dying, but comparatively having a lot less offensive power..

... I'd almost like to say a half-mutated class with Zed abilities, ala Security Officer Thorne, but that may be a little too outrageous.



DMN666, how exactly would an LMG-class differentiate from the commando? Much more powerful weapons, but they have to take time to deploy the gun and get stuck in place with a limited firing arc, or something like that? (having to either take time to pack it back up or abandon it if they need to run off in a hurry?)
 

Vi-Pe

Member
Mar 26, 2011
570
10
18
Finland
You guys are obviously thinking the sentry would be something like in TF2 or something like portal turret in KF1 community servers.

I think it should be just helping/supporting, not too much dmg and it would be hard to keep functional.

The community server sentries are op, they are hard to destroy and their range is ridiculous.

Engineer, if there will be one, could also get placeable .50cal machine gun which the players could use. (Something like stationary machine guns in BF series).
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,511
130
63
CrashFu, if they wanted LMGs to be different but not superior to assault/battle rifles, there are plenty of ways.

-One perked gun. LMGs are considerably heavier, so they would take up most of the inventory, whereas you can carry two rifles.
-Speed. You can run a lot faster while pointing a rifle and carrying another than you can while pointing an LMG.
-Sight stability. Lifting a LMG to your shoulder while standing, you can't keep it steady nearly as easy as a rifle.
-Dissuade headshots. It's safe to assume that KF2 will have superior hit detection than KF1. In KF1, hitting the air to the sides and even above a zed's head wasn't a headshot, but it was a hit. If that won't be the case anymore, then headshots will be much more of a risk/reward choice. LMGs would only have to be moderately inaccurate in order for headshot attempts to much more impractical than for rifles. Alternatively to inaccuracy, you could brute force it by giving the LMGs lesser or even no bonus damage for headshots.
-Minimum burst length. You can't tap out single shots, maybe not even double taps. In Black Mesa they used this mechanic, and although it's obviously unrealistic, it was a fantastic gameplay mechanic to balance it out so that you wouldn't forget about your pistol, which could use the same ammo and efficiently fire one round at a time.
-Penetration preferred over damage. Rifles tend to get loaded with ammo that yaws, fragments, or expands, which tears up flesh better. LMGs tend to get loaded with ammo that will poke straight through instead, for the sake of barrier penetration. So the LMGs could do less damage than a caliber-respective rifle, but they could also hit multiple zeds. Maybe penetrate walls and such too, if the engine would support that kind of thing.

Also, one thing to consider, they said each perk has four distinctly tiered weapons, and maybe some side grades.
What if TWI was pulling a red herring by showing us four rifles? By caliber, we can safely assume the SCAR is a tier above the assault rifles, and the 9mm AR15 is obviously the bottom tier. But the AK12 and SA80 might be on the same tier. That would leave a tier unaccounted for, so maybe LMGs are Commando's tier 4.



Vi-PE, no, no fifty caliber machine guns, even mounted. You are massively underestimating the weight and power involved.
A deployable mounted gun of a lesser caliber could be great, though.
Probably standard rifle caliber eg 7.62x51, but you could go a little stronger with a 338 magnum or some such.
Or go weak and fast with a 5.56 microgun.
 
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Curunir

FNG / Fresh Meat
Jul 26, 2011
349
38
0
Bulgaria
What if... They took welding bonuses away from Support and put them in a new class that is actually Support and not Shotguns, along with a few other bonuses like resupplying ammo, giving people adrenaline/speedup shots, etc?

Talking out of my butt here but yeah...

[Edit] Amazingly, I managed to skip the long posts above that pretty much speculate about exactly the same thing! Yay me...[/Edit]
 
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poosh

Grizzled Veteran
Jan 6, 2011
3,389
326
83
If every zed can be cut on 19 pieces, then I want a perk to sew those parts together and turn that thing against the other ZEDs.

Just kidding... probably :rolleyes:
 

Outsider

FNG / Fresh Meat
Aug 15, 2009
244
2
0
We could even have a perk that uses acidic weapons, but would probably ended up like the firebug & Medic, with the lease amount of weapons.

Ah, I've always though that the medic could also be a biohazard specialist, thus also using acid weapons or even flamethrower (a new vapour one).
The firebug would have every other flame weapons, but medic could use only this one.
 

mikkou

Member
May 9, 2014
324
4
18
Many people say that one will be the Gunslinger who'll inherit Sharpie's pistol bonuses

This has already been confirmed on another thread by a Dev.

I personally think there might be an Engineer class, who'll take over Support's welding, and maybe even be able to place turrets.

Engineer perk isnt too far fetched, but I doubt theyll add turrets though. But then again a single use turret with very limited ammo capacity wouldnt be too bad, kinda like using greandes.

My guess is that one of the perks will focus on light machine guns like some people already speculated, or even heavy machine guns assuming they managed to balance it. And then theres the possibility of chemical/bio weapons perk, considering they added quite a few weapons like this in the latest KF1 dlc.
 

Althamus

FNG / Fresh Meat
Mar 13, 2012
1,287
21
0
I hope they add another supporting role class. My favourite class to play of late is a supporting demo with an M32, medigun and pistol - he never does much in terms of kills, but I like to think that he can really help out the team if things are going badly. He does nearly nothing when 2 clots are advancing, but when there are 2 Fps, a siren and everyone is half dead he's worth his weight in gold.

I know it'll be shouted down, but fantasy games have really good supporting class roles, I would like to zee someone with that kind of role in KF.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
What I definitely do not want:

-A Turret class. Given the spaces you were often fighting in KF1, having immobile turrets filling up the hall would be irritating. Sure, might be good tactically to block a hallway with them, but I don't play KF so I can watch an AI shoot stuff for me.

-A buffing class. I'm not playing WoW, and passive buffs not given out by perks are stretching the team play mechanics a bit too far IMO. Plus, classes that do things like buff everyone's damage quickly become mandatory beyond a certain point because the game gets balanced with them in mind. Best to avoid that slippery slope altogether.
 

Vi-Pe

Member
Mar 26, 2011
570
10
18
Finland
What I definitely do not want:

-A Turret class. Given the spaces you were often fighting in KF1, having immobile turrets filling up the hall would be irritating. Sure, might be good tactically to block a hallway with them, but I don't play KF so I can watch an AI shoot stuff for me.

-A buffing class. I'm not playing WoW, and passive buffs not given out by perks are stretching the team play mechanics a bit too far IMO. Plus, classes that do things like buff everyone's damage quickly become mandatory beyond a certain point because the game gets balanced with them in mind. Best to avoid that slippery slope altogether.
If there will be a turret, like in calamity, it definitely wont make you just watch the game, like someone said, it would something like grenades, you must rebuy it every round and it would just make some dmg (ofc it could kill small zeds) but you would have to make the "bigger" kills.
 

Rattler

Grizzled Veteran
Dec 20, 2009
2,809
313
83
Omg if there's LMG class, its gonna be my first class to level up to 25 :D
 

propainzealot

FNG / Fresh Meat
Feb 20, 2012
9
1
0
I would like a saboteur class that revolves around traps, that would be beneficial and interesting to play as.
 

TheArcade

FNG / Fresh Meat
Dec 19, 2011
27
0
0
:IS2:They are going to make a Jackie Chan class which is sort of like the berserker class but without the weapons and can double jump/ wall jump with party powers that buff accuracy and damage :IS2: