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Killing Floor 2 - Potential Weapons For The Future (Your Input Requested)!

What are your top 3 choices for new KF 2 weapons in the future

  • Scopped bolt action rifle (k98?) - Sharpshooter Lower in tier to give that option earlier on in game

    Votes: 80 26.7%
  • Incendiary Launcher (M202 Flash?) - Firebug/Demo - Bringing new gameplay oporunities to the firebug

    Votes: 96 32.0%
  • HRG HM Tech SMG (Vector) - Medic - Alternative medic SMG with different fire rate/pattern

    Votes: 69 23.0%
  • Slow Firing LMG (BREN) - Commando - Providing a more heavy hitter/stagger LMG

    Votes: 116 38.7%
  • Pistol (MK 23) - Sharp - Sharp backup sidearm for railgun loadout with a lower weight

    Votes: 128 42.7%
  • AP SMG (SR3-MP) - Swat - Giving SWAT something with AP rounds to help shred armor

    Votes: 130 43.3%
  • Mine/Deployable - Demo - Giving players a way to directly or indirectly control a choke beyond C4

    Votes: 37 12.3%
  • throwable for FB (WP Grenade) - Firebug - Giving Firebug a dedicated choke point weapon

    Votes: 16 5.3%
  • HRG Sonic Discombobulator - Disables Zed Specials/projectile and slows with small to moderate damage

    Votes: 10 3.3%
  • HRG Rioter Tool - Medic - A tool to buff singular or multiple teammates in an area

    Votes: 23 7.7%

  • Total voters
    300

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    Important notice: Any item included in this thread/poll are not guaranteed to ever make it into the game. The goal here is to help the design team better match player want/expectation with their design goals for future weapons. The better posts are what role/function a weapon will fill (with the added bonus of what weapon could provide that and how).

    Poll options are full:

    Please continue to vote away and talk about weapon roles here in this thread or in ideas and suggestions to better help the team better meet player expectations as we look at adding new weapons in!




    Hey everyone!

    As the team continues to work on some great new content for Killing Floor 2 for 2021, we wanted to reach out and get a better handle and understanding on what types of weapons you want to see and why you think they would be a great fit for Killing Floor 2. This includes DLC and HRG weapons.

    A few things to get out of the way up front:
    • We know many of you want to see more real world weapons
      • With a bit of an emphasis on WW 2
      • And a bolt action with a scope
    • The teams goals here are to find interesting weapons that can help bring new gameplay to KF 2 or shake up the perk a bit with more options/choice that play out differently from what is currently available to them.
      • This is one of the primary goals of the HRG weapons along with helping to balance these weapons where we feel crossperk leaves on perk OP and the other feeling weak
    With those things being said, we've been looking over some of the great suggestions from the community but want some more player input and reasoning on why those choices are the right ones.

    As we start to see trends we are looking to add a poll here to help bubble up some top items.

    A great post here should look something like this:

    Weapon: Weapon Name Here (The weapon itself is less important)
    Perk:
    Perk Here
    Function: Talk about how this weapon works, its abilities and functions, (The function and roll this weapon fill is very important)
    Reasoning:
    Describe why its a great fit that meets the player wants and team goals

    If you like a posters idea, please react to it with a thumbs up. If you would like to add more to it, please quote it and add to it with good information (not just a +1 or "yes please" type post - these will be removed)
     
    Last edited:
    Weapon: M202 FLASH
    Perk: Demolitionist
    Function: The M202 Rocket Launcher is a quad barrel rocket launcher with higher base damage and AOE than the Seeker Six. The carry weight would be either 11 or 12.
    Reasoning: The weapon would be a heavy weapon and does not leave room for an effective secondary weapon, but has a lot of stopping power. The purpose of this weapon is to emphasise the big zed takedown aspect of the Demolitionist over the crowd control aspect. However, the lack of an effective secondary weapon would put more emphasis on crowd control perks like Commando and Firebug.
     
    Upvote 0
    Weapon: Mark 23/MK23
    Perk: Gunslinger. Crossperk with sharpshooter
    Function: more of a standard sidearm coming in at 3 pounds of weight, 550 dosh for one pistol, and damage mating between the 1911 and desert eagle. It holds 11 rounds in each magazine with a total of 132 bullets in reserve. A semi automatic pistol that comes with a laser and/or flashlight on it with a moderate fire rate once again between the 1911 and desert eagle
    Reasoning: A killing floor classic now meant to help bridge the gap between trash clearing and big zed assisting pistols. It’s magazine size is meant to be high to help both the slinger and sharpshooter kill more in a magazine before reloads, while the lesser damage than the desert eagle means it isn’t as great for killing medium-large zeds. The use of this pistol leaves room for the user to select more options as a primary means of damage, without as much concern over magazine sizes or damage given they have a reliable secondary option. It’s also a classic for the fans of the first game, which it’d find a special place in their heart as an old friend
     
    Upvote 0
    SR3-MP

    Swat

    Has armor piercing bullets (because sp-6 9x39), so it could shred rioters and other armored enemies easier (that includes zeds that block their heads with their metal weapon).
    Otherwise its a fairly normal AR in a size of an SMG (also swat because commando has too many toys to play with already)

    Rather tired of wacky futuristic weapons and western stuff, could use some russian weapons in the arsenal

    SR-3MP_Engineering_technologies_international_forum_-_2012_01.jpg
     
    Last edited:
    Upvote 0
    Weapon: HRG Plasma Shield & HMTech 101.1 Pistol [Original being Riot Shield]
    Perk: Field Medic
    Function: Would be a Team Defending Weapon that creates a barrier of sorts when iron sighted at the heavy cost of movement speed. Allies standing on your side of the shield would take less damage from attacks, notably ranged ones such as the EDARs and Husk, though would not be protected from melee on the other side.
    Reasoning:
    Me and my friend group are fond of weapons that really shake up how a perk is played and add special mechanics outside iron sights. I feel like Medic has received some very interesting alternate gameplay options over the years, and this would add to that roster of 'Alternate Field Medic' options.
     
    Upvote 0
    Weapon: M1 Garand
    Perk: Sharpshooter, Survivalist, Commando (possibly?)
    Function: To pack a punch from a distance with 8 high velocity rounds, and to add another historical element
    Reasoning: This Gun would have a very high damage profile and with upgrading could be a possible Large Zed Stopper. The M1 could start at either tier 3 or 4 depending on where the balancing needs it to be.
     
    Upvote 0
    Weapon idea 2:

    Weapon: PPSH Sub Machine Gun
    Perk: Swat, Survivalist
    Function: To provide a high ammo, high RPS competitor to the vector and diversify end game smg options
    Reasoning: The vector has been the dominant swat weapon for late game rounds, (6+) and though it does its job well I feel as if we should give it a run for its money. It could be like how the stoner is to the scar, though having a weakened damage (using a pistol caliber) it will make up for it with a 70-79 round Drum!, this may be the turning point for some people
     
    Upvote 0
    Weapon: M202A1 66mm rocket launcher

    Perk: Firebug

    Function: i am no gun expert, but this weapon works the same as L.A.W from KF1, except it will have incendiary rocket launchers, direct shot will explode with heavy fire damage with an AoE ( which also benefit from ground fire skill, along with residual fire that lasts 5 extra secs )
    also this short clip does show how it works ( yes its old, but gold )

    Reasoning: Many of us miss L.A.W from KF1 (yes it was demo weapon), it would be nice to have big gun for big zeds, but for firebug, a change of play style, and will add more fun, and chaos.
     
    Upvote 0
    Weapon:AK-47
    Perk:
    commando
    Function: a hard hitting high recoil akm without any modifications, the alt-fire could serve as a toggle for single-fire or a foldable stock, folding the stock makes your mobility higher but stability lower
    Reasoning:
    we dont have any tier 5 commando guns, the ak would would allow the commando to take on bigger zeds, at a high cost ,high weight (of 8-9) and high recoil

    Weapon: PKM/PKP/MG3
    Perk:
    commando/firebug
    Function: another lmg for commando, the 5th bullet could be a tracer , that round could inflict fire damage and have the chance to stun zeds, it could also have an ability to stun enemies if they get lots of bullets shot around them , superssion
    Reasoning: giving the commando a better supporting role

    Weapon:
    SKS/zastava m59/66
    Perk: sharpshooter/ maybe berserker
    Function: single fire rifle with iron sights, a 10 round magazine (the sks variant with the clip feeding, not the detachable magazine), could also make it crossperk with berserker and make it block/stab with the bayonet
    Reasoning:
    an iron-sight semi automatic rifle would be nice to have on the sharpshooter,
     
    Upvote 0
    Weapon:AK-47
    Perk:
    commando
    Function: a hard hitting high recoil akm without any modifications, the alt-fire could serve as a toggle for single-fire or a foldable stock, folding the stock makes your mobility higher but stability lower
    Reasoning:
    we dont have any tier 5 commando guns, the ak would would allow the commando to take on bigger zeds, at a high cost ,high weight (of 8-9) and high recoil

    Weapon: PKM/PKP/MG3
    Perk:
    commando/firebug
    Function: another lmg for commando, the 5th bullet could be a tracer , that round could inflict fire damage and have the chance to stun zeds, it could also have an ability to stun enemies if they get lots of bullets shot around them , superssion
    Reasoning: giving the commando a better supporting role

    Weapon:
    SKS/zastava m59/66
    Perk: sharpshooter/ maybe berserker
    Function: single fire rifle with iron sights, a 10 round magazine (the sks variant with the clip feeding, not the detachable magazine), could also make it crossperk with berserker and make it block/stab with the bayonet
    Reasoning:
    an iron-sight semi automatic rifle would be nice to have on the sharpshooter,
    i like these ideas, but i feel like for sharpshooter it may be advised to have a scope, since most SS players like to hand back and pick off things, but if it has a high damage profile, it could be a tradeoff, good ideas!
     
    • Like
    Reactions: catol
    Upvote 0
    Weapon: China Lake

    Perk: Demolitionist

    Function: A pump-action tube fed three round 40mm grenade launcher

    Reasoning: The China Lake would fit in as a good intermediate tier weapon a T3 in line with the M16 M203 and the HRG Kaboomstick
    Due to it being a 40mm grenade launcher with three rounds, it would be a good "inbetween" gun for the M79 Grenade Launcher and the M32 Grenade Launcher.
     
    Upvote 0
    Carl Gustav recoilless rifle

    Perk: Demolitionist

    Function:This weapon will function similar to the rpg-7 in that it’s a high damage single shot weapon. The main difference though is that Carl gustav will feature more damage at the expense of a drastically reduced explosion radius meaning it is more suited for big game hunting.

    Reasoning: I think this weapon will be a very fun addition to the demos Arsenal. It will reward players who are accurate enough to land they’re shots.
     
    Upvote 0
    Weapon: BAR - m1918 Browning Automatic Rifle
    Perk: Commando and sharpshooter
    Function: The weapon definitely should have slow fire (alt fire) and rapid fire modes just like in RS2:Vietnam, it would be very unique since, with high damage and only 20 bullets mag, bullet preservation would be the meta to play with the gun
    Reasoning: Really unique weapon that saw combat in both World Wars, and was used for many years. Also, it would be a high damage weapon that would require skill to play since it has a short magazine. The alt fire mode that the weapon has in real life would make it very unique too since we don't have such a thing in KF2.

    Weapon: M1 Garand/ M1D Garand (scoped version)
    Perk: Commando and Sharpshooter
    Function: An alternative to the EBR, with higher damage, but less bullets in the cartridge (8 bullets I think), perfect to deal with big zeds
    Reasoning: One of the most unique weapons ever made, and really pleasing to shoot in games (Needs to have that ping)

    Weapon: CETME ALMELI Machinegun
    Perk: Commando
    Function: This weapons is very obscure, it is a belt fed MG made in Spain from the 80's, that is much like a modern version of the MG42. It has a really high rate of fire (Max 1.200 rounds per min) and overall is a pretty badass good looking weapon (image anexed)
    Reasoning: We don't have much LMGs in KF2 and this weapon is pretty unique, yet obscure. It would be a perfect fit in KF2 to give us more variety on LMGs.

    8065170_orig.jpg
     
    Upvote 0
    I wouldn't mind seeing the Arctic Warfare as the bolt action scoped rifle given it's legendary status within gaming and real life but you guys seem to have your sights (pun fully intended) set on a WW2 rifle.
    Anyway here are my weapon recommendations

    Weapon: Flame Spitter
    Perk:
    Firebug
    Function: Acts and looks more akin to Killing Floor 1's Flamethrower spitting arcs of liquid based fire at potentially further ranges, while it doesn't get the cone of crowd control of the stock flamethrower it has the longest lasting ground fire and afterburn of any firebug weapon.
    Reasoning:
    Gives firebug an alternative playstyle based more around area denial and longer ranged crowd disposal while not defeating the purpose of the flamethrower or microwave gun's respective niches

    Weapon: SIG MPx 9mm - Breacher
    Perk:
    SWAT
    Function: a mid tier reliable SMG akin to the MP5, the MPx also boasts an underslung shotgun attachment as a tool for quick and easy crowd disposal when overwhelmed additionally it has the chance to stun medium to big zeds on headshot similar to the fireaxe.
    Reasoning: Provides SWAT a panic button to potentially escape bad situations as well as a another stun and burst method to help in disposing of bigger threats.
     
    Upvote 0
    Weapon: M30 Luftwaffe Drilling
    Perk: Support ( + Sharpshooter?)
    Function: Base-game SBS Double Barrel Shotgun with the ability to fire an accurate rifle round on Mouse 3.
    Reasoning: The Support perk is, of course, weak at range as per its design. As such, the option to equip a shotgun that sacrifices magazine capacity to enable a high-damage, ranged capability would be quite interesting for it; if not powerful. Due to the rifle component of the long gun, the M30 could also fit in as an inverse utility to the sharpshooter perk--being able to have a close range option without sacrificing long-range capability.
     
    Upvote 0
    Weapon: Scythe
    Perk: Berserker
    Function: Wider arc swings, good for taking out larger crowds of zeds. Could even give it a bleed DOT (Maybe balance it out with a lower base damage?)
    Reasoning: More AOE for the berserker would be nice. Plus it could synergize really well with life leech builds. Mainly thinking of it as giving the berserker a similar role to the firebug, good crowd control.
     
    Upvote 0