In the options there no exist AR so i cannot choise ( the game not need more spam in the pot ) .
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They KINDA will do one of them next (an armorpiercing SMG, just not at all the one we voted for)Still waiting for one of the top-voted weapons to join the game![]()
Isn't the HRG Nailgun already an armor-piercing SMG?They KINDA will do one of them next (an armorpiercing SMG, just not at all the one we voted for)
I guess, but I guess they meant armor-piercing BULLET SMG. The Nailgun is specifically dealing Piercing damage; I could see this gun doing SMG_Piercing, being a hybrid of both damagetypes' strengths and weaknesses. I can see this damagetype being given to P90 too, btw.Isn't the HRG Nailgun already an armor-piercing SMG?
But what are the pros of Piercing Damage anyway? Taking down Sirens and EDARs faster? Or is it the ability to penetrate multiple lined-up zeds?I guess, but I guess they meant armor-piercing BULLET SMG. The Nailgun is specifically dealing Piercing damage; I could see this gun doing SMG_Piercing, being a hybrid of both damagetypes' strengths and weaknesses. I can see this damagetype being given to P90 too, btw.
Piercing damage is specifically better against QPs and Fleshpounds than Ballistic_SMG, which is why the HRG Nailgun is hailed as the best anti-HVT weapon for SWAT since the shotgun mode allows you to multiply your DPS at close range.But what are the pros of Piercing Damage anyway? Taking down Sirens and EDARs faster? Or is it the ability to penetrate multiple lined-up zeds?
It's always the same train of thoughts really : what would it bring that would feel sufficiently new to be included in the arsenal of [insert perk name] ? Especially because ALL OF THEM already have a million guns to choose from.I thought of the zastava ZPAP 92, it would be great to play, it would have a lot of recoil on the other hand, I remember that killing floor 1 had an Ak similar to this one
I notice people want those old rifles from ww 2 era, bunch of them, but you guys gotta understand that we can't add reskins of the rifles that just do pew pew, at least not with dlc's.weapon: M1 garand
perk: sharpshooter
function: semi-auto rifle capable of alternating between using iron sights os scope, allowing more versatility on different ranges![]()
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Okay the bottom line is - it's another debateful decisionI don't know man... As iconic as the Garand is, would it really find its niche? We already got the Mosin (admittedly, it's a DLC) and the M14 EBR. The M1 Garand would probably sit right in the middle... Not a bad idea per se, but "middle ground" weapons usually don't fare too well in KF2. It's often better to pick the first option, skip the middle one and save up for the next big thing. I rarely, if ever, saw people picking the Benelli M4 or the AK12 back in the day (which is quite a shame really)
Also, the main reason I barely ever grab the M14 EBR while it was my favorite Sharp weapon in the first game is precisely (ha ha) because it has a scope. I found it easier to use it with its iron sight, and that's also why I often pick up the Mosin as of late, up until I can get my hands on the Railgun/M99 + .500 combo. But that's obviously a personal complain, I'm just not fond of the EBR sight and possibly wouldn't like the Garand sight either ~~~~
EDIT : I also notice that two of the most requested weapons (Incendiary Launcher and BREN) are still nowhere to be found, even though the Discombobulator (the weapon with the lowest votes) did... Granted, I find some of these ideas redundant, like the scoped rifle for the sharp (would it REALLY be all that different from the Mosin?), or the Incendiary Launcher, which is pretty much the Husk Cannon. But damn, even on their OWN damn poll, Tripwire can't follow the community.
The M4 got skipped in the early days of KF2 because 1) it was legitimately terrible at everything and 2) the point back then was to rush the DBS and econ for the AA-12 because the DBS let you solo most things pretty well, and the AA-12 was indisputably the best shotgun because its design counteracts most of the problems inherent to shotguns in KF2."middle ground" weapons usually don't fare too well in KF2. It's often better to pick the first option, skip the middle one and save up for the next big thing. I rarely, if ever, saw people picking the Benelli M4 or the AK12 back in the day (which is quite a shame really)
Incendiary Launcher already exists to a point in the form of the Husk Cannon and Thermite Bore. One is focused on direct damage (for lack of a better term) and the other is focused on spreading DoT over direct fire.EDIT : I also notice that two of the most requested weapons (Incendiary Launcher and BREN) are still nowhere to be found, even though the Discombobulator (the weapon with the lowest votes) did... Granted, I find some of these ideas redundant, like the scoped rifle for the sharp (would it REALLY be all that different from the Mosin?), or the Incendiary Launcher, which is pretty much the Husk Cannon.
Well... That's still happening, isn't it? I can't recall the last time I saw someone taking the M4, no matter if it has been buffed. The Boomstick is more than capable, while being lightweight and inexpensive. And the AA12 could very well be Support's T5 by now, considering they'll never top it off.The M4 got skipped in the early days of KF2 because 1) it was legitimately terrible at everything and 2) the point back then was to rush the DBS and econ for the AA-12 because the DBS let you solo most things pretty well, and the AA-12 was indisputably the best shotgun because its design counteracts most of the problems inherent to shotguns in KF2.
If anything, though, high-level players rushed the AK back in the day and skipped the L85 because the L85 was just a terrible stopgap to the AK. The AK got skipped because players didn't understand how to use it well.
You know dlc weapons must bring something unique with them right? New way to engage zeds, new mechanics, new combinations.I have a literal PLETHORA of potential DLC weapons or this game. if you don't know of any of these guns, I suggest looking them up
for the Commando
1. The Lewis Gun
2. IMI Negev
3. RM277
4. Huot AR
5. KAC Chainsaw
for the SWAT
1. AUG A2
2. Agram 2000
3. Beretta 93R (also for Commando, but is mainly for SWAT)
4. AB-10
5. PP19 Bizon
for the Support
1. M26 MASS
2. Striker 12
3. MAG-7
4. H&K CAWS
5. Origin 12 SBV
for the Demolitionist
1. China Lake Grenade Launcher
2. GM-94
3. RGSh-30
4. M202 Flash
5. M72 LAW
for the Berserker
1. Qing Dao
2. Dual Tactical Tomahawks
3. War Scythe
4. Fubar
5. E-Tool shovel
Considering its their first post, and an account that doesn't even have a profile picture, they might has well be a simple bot.You know dlc weapons must bring something unique with them right? New way to engage zeds, new mechanics, new combinations.
not a bot, and yeah, I just dumped random weapons. to make up for this, I have some HRG weapon ideas that're much betterConsidering its their first post, and an account that doesn't even have a profile picture, they might has well be a simple bot.
And if they aren't, they still just dumped some random weapons without a thought of game design, or explanations as to why these would be good.
I made some adjustments to a few of the guns I suggested. for the RM277, I added a reflex sight and a Crye Six12 precision underbarrel revolver (look it up if you don't know what that is). for the Negev, I'd have it where it'd have a double-drum mag instead of the usual box mags most LMGs useYou know dlc weapons must bring something unique with them right? New way to engage zeds, new mechanics, new combinations.