Sorry, by saying Mouse 2, I mean Mouse 1. Mouse 2 still works as the aim button.-Weapon: Lee Enfield No.4 with No.5 projector
-Function: Accurate when firing, simply holding mouse 2 can trigger mad minute, allowing exchange accurate for the rate of fire. Mouse 3 can load a rocket-type Energa grenade. The grenade will be attached to the projector on the muzzle, (if need to be accurate, animation can be added, the player will open the bolt, and put in a blank cartridge, which will be used to discharge the Energa grenade; however, it may be unnecessary). When the rifle grenade is loaded, clicking mouse 2 will shoot the grenade out, the rifle grenade will be launched in a curve. If the grenade is not launched, player can press Mouse 3 again to take it off, so changing back to rifle mode. Every grenade needs to be loaded by clicking Mouse 3 manually instead of auto reload. The reload can also be interesting by making the two clips of 5 rounds. When the gun is out of ammo, players can load two clips, when the gun is only below 5 rounds, the player will load one clip and the rest without the clip, and when the gun is beyond 5, loading with no clips. Click Mouse 2 can stop the reloading, so when the gun is not empty, players may prefer to reload just one clip to keep the rifle fed, while not wasting their time to reload round by round to full the whole magazine.
Several skins can be arranged, including (suggestion): the original; Mikey Mouse (a camo pattern used on many British vehicles during WW2); Normandy Phantom (traditional ww2 sniper skin with camo nets or even grass on it); Norway Commando (traditional ww2 winter rifle camo with white strip); Their Finest (Redwood body, fancy patterns and sliver replacing metal parts); Royal Canadian Mounted Police (Red skin and Canadian flag on the stock); Her Majesty (Blue skin with crown pattern and British Flag on the stock); Trench Foot (a muddy version); Red Devil (Smock Camo pattern skin, same as the British Denison para smock, and the Pegasus or Para Beret badge on it).
-Reasoning: Manual semi-auto rifle, the British finest, No.4 is easy and cheap to produce, but still accurate which some of them served as the No.4 (T) sniper version. The rifle served many countries over decades, it is well known, classic, and legendary. 10 rounds, and loaded with two clips. The weapon differs from the M79 Grenade Launcher, which can only shoot grenades, and there is no safe distance, so the grenade will explode at any range; it is also different from the M16 M203, because the magazine is much smaller, bullets can cause more damage, despite the mad minute mode still low fire rate and losing accuracy, and the grenade and the bullets cannot be used at the same time, making it a harder weapon than the M16. Players need to decide when to have the grenade because there is an animation where players attach the grenades. When the grenade is attached, again, players still need to be cautious, because the grenade can explode at any range, shooting it at zeds in front may be a bad idea, or a wise idea to break through a wall of zeds. Players can also make the combination of shooting rifle grenades and following with accurate firing or mad minutes because the rifle grenades are not auto-loaded. It also can work as a marksman weapon, which provides marksmen access to explosive weapons while still getting the perk bonus.
In conclusion, this can be an interesting weapon, because it is a bolt action rifle, but works as a slow rate automatic rifle, or a single shot marksman, and a grenade launcher, players can simply choose between different strength, but can no have the rate of fire, accuracy, and explosion at the same time. Plus, it is ww2 grenades, so there is no safe distance, making it different from all the modern grenade launchers.
In conclusion, personally, it is a perfect idea for a cross perk weapon, the weapon itself is full of mechanics, where players can investigate and make the best out of the weapon. KF2 is already full of useful weapons, and most real-world weapons are not different from current ones, but this combination is different. It may be a bad weapon, but I believe it is at least fun to see and play with.
Pictures attached are no4 Lee Enfield with no 5 projectors and Energa grenades.
Mouse 3 can toggle and toggle off the melee mode, change this weapon into two daggers in the hand, quickly stab and cut, Mouse 2 in the Melee mode will stab the enemy and shoot at the same time, delivery a large amount of damage and shock zeds.
Um, mate... I already gave them that idea. But difference between you and me is that you forgot why the SPAS has dual firing mode in the first place, and that my submission actually has a gimmick in the form of explosive slugs, hence why it's not only cross-perking with Demo and provide fresh gameplay loop.
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- Type of weapon
- Dual Function Semi-Auto/Pump-Action Shotgun
- Potential Exact weapon
- "Franchi SPAS-12"
- Support Specialist
- A gun you often see in games in both it's pump action and semi-auto forms but you almost never see it able to do both despite the fact it has that very ability in real life. This is a good opportunity to bring a really unique gameplay aspect to the table. Any KF1 vets might be able to remember the HSG-1's unique ability to have both a "Wide Spread" and "Tight Spread" firing modes. I think this would be the perfect way to bring such a niche back for support by having that mechanic return for the SPAS. Where as the Semi-Auto could have a wider pellet spread great for spamming out hordes of trash zeds in a large area, then swap to pump action mode and tighten your spread significantly to bust through tough target's weak spots in big bursts. For added visual flair you could even unfold the stock when switching between the modes, Semi-Auto has the stock unfolded and pump-action has it in its iconic folded form.
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And like 5 people have suggested the same AMR idea, I don’t see why similar ideas aren’t allowed, besides, Support and Demo already share the blunderbuss and I don’t think ppl are too enthusiastic about the explosive ammo gimmick after the rhinos, unless you make it crazy op.Um, mate... I already gave them that idea. But difference between you and me is that you forgot why the SPAS has dual firing mode in the first place, and that my submission actually has a gimmick in the form of explosive slugs, hence why it's not only cross-perking with Demo and provide fresh gameplay loop.