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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
If i'm to add a few HRG suggestions

HRG Frost Lance
Type of weapon: Assault rifle with two firing modes: Full auto and Micro Missile (uses same ammo pool as bullets)
Exact Weapon: HRG Variant of the Killawatt
Perk: Commando
Role: High Tier assault rifle, serviceable for both trash and mediums in full auto mode, while giving some utility in freezing scrakes and non-enraged fleshpounds in Micro Missiles mode

HRG Shredder Revolver
Type of weapon: Dual pistols that essentially fire the Hemogoblin's blood bores, but without the healing functionality
Exact weapon: HRG Variant of the 1858 Revolvers
Perk: Berserker
Role: Dual-wieldable Tier 3 ranged weapon ($600+600 cost, maybe?) with high penetration, bullets inflict bleeding damage. Pretty much something that can let the Berserker deal ranged damage during waves 2-3 without having to switch to Survivalist.

HRG Bolt Thrower
Type of weapon: High caliber pistol designed to fire explosive rounds. Could possibly do with a small explosion radius but rewards headshots with a bigger boom (Maybe the "On Headshot" explosion radius can be slightly smaller than the RPG-7's?)
Exact weapon: HRG Variant of the Desert Eagle. Cannot be dual-wielded
Perk: Demolitionist
Role: A higher tier sidearm for the RPG-7. Could be an upgrade from the M79 in that it'd obviously weighs less than one, but is more punishing on bodyshots due to the small explosion radius.
 
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Me again, with a few more ideas...

Weapon: HRG Rioter Tool
Perk: Medic
Function: More of a tool than a gun, this option has the same effect on teammates as Rioters have on zeds. It can be a re-skin of the Hemoclobber or the Syringe. Primary "fire" will target one teammate, but secondary fire overcharges the tool and creates an AOE centered on the medic and affecting all teammates nearby. Alt-fire can either fire healing darts or make you target yourself instead. For extra complication, it can also poison nearby zeds or give them the same Rioter rage effect.
Reasoning: I don't really think the medic needs another option, but hey, if that encourages people to play medics then I'm all for it. While not as powerful as the medic's buff perks and limited by ammo, this gives the medic more freedom to choose damage perks or make them especially potent when used in conjunction with the team-buffing perks.

Weapon: Laser-Guided Sling and Rocks
Perk: Sharpshooter
Function: Old school rocks meets modern-day lasers. Fling rocks at your enemies with deadly accuracy. Not powerful, no penetration, a relatively slow reload speed (for the average perk, but fast reloads for the Sharpshooter), and pointless upgradability. But the ammo is lying all around you and tends to stun your enemies so you can stun 'em and stab 'em. Alt-fire to switch between slinging one rock and slinging multiple smaller rocks, with a HX25-like pattern minus the explosions. Extremely cheap and lightweight with no ammo needed (there's rubble everywhere, just pick it up), it is economical and a step up from just a knife if you run out of ammo for your other weapons.
Reasoning: Like my previous gripes, I don't think the Sharpshooter scores high on survivability, especially during solo and unorganized team play. The alt-fire option provides some limited mob control without taking the focus off of what makes the Sharpshooter great.

Weapon: Pepper-Box Revolvers
Perk: Gunslinger
Function: Alt-fire switches between single barrel shots and firing through all of the barrels in a rapid, minigun-like succession (or in a tight, shotgun-like single shot). Can handle small mobs or decapitate large zeds. You'll have to reload after each mob or big baddie, but you'll be alive. Add something pointy to the ends of them for bash bonuses if the mobs get close. These were made back when guns were made out of iron and sights were afterthoughts, so they're difficult to aim and nose heavy, leading to high weights and low range but also low vertical recoil.
Reasoning: Half 1858s and half HRG Buckshots and half minigun, it is 150% helpful. A well-placed alt-fire can take out two (maybe even three) low-tier zeds or shear the leg off a rioter with one pull of the trigger. The gunslinger is good at taking out big zeds, and now it can boast specializing in Rioters while also boosting their ability to help with mobs.

Weapon: HRG Kaboomshots
Perk: Demolitionist
Function: Take the Kaboomstick, reduce the number of shot in each shell to 410 capacity, and shrink it down into HRG Buckshot form and you have the HRG Kamboomshots. Uninspired, but effective.
Reasoning: The Demo's tier 2 guns have a big gap. They're effective (and it is satisfying to lay a C4 trap to take out an entire mob with one blamo), but nobody needs that much explosive power in early rounds, and in later rounds I prefer the higher-tiered weapons. I typically run/shoot/run/shoot/run/shoot with the pistols and HX25 until I can afford the Kaboomstick or Seal Squeal, which makes for some tedious gameplay early on, especially since HX25 ammo is so expensive. When you're mobbed early on, your pistol is about the only option unless you want to blow yourself up. I'll even keep any MP7 I find, or buy it, to better round out the demo's early-game tactics. Let's change that. 5-10 chambered rounds of 410 explosive buckshot would fill the gap.
Bonus: Copy and paste the code from the weapons and ammo that already exist and re-skin the Buckshots and you're done.

Weapon: Anti-Gravity Exploder or "The Galileo Figaro Magnifico!"
Perk: Demolitionist
Function: Combine the Gravity Imploder with the HRG Arc Generator. It fires like the HRG Arc Gen, but if you shoot the slow-moving orb with the primary fire, it explodes with a big bang, sending mobs flying and damaging them with both sonic and electrical damage. Maybe it causes zeds to hover in the air for a short time so that they can be picked off.
Reasoning: I'm not sure if there is a good reason for this weapon. The Demo doesn't need any more mid-to high-tier weapons. But on the other hand... Thunderbolt and lightning, very, very frightening me! And if it could be dumbed down into a Tier 2 weapon, I'd be all for that!

I'm beginning to be disappointed by the options that are up for votes.
  • The SWAT doesn't need to shred armor when it shreds kneecaps with ease.
  • The medic doesn't need another SMG, but I wouldn't mind seeing cheaper ammo for the current Medic SMG.
  • Many of the real-world examples that people are suggesting are minor tweaks of weapons that are already in the game.
  • In real life the Stoner can saw a person in half before the body hits the ground, but the devs dumbed it down to retain balance. Stop asking for another LMG and instead ask the devs to increase stumble or stagger power of the Stoner when aiming at certain body parts. We don't need a new gun for that.
  • The Sharpshooter already has the scoped SPX 464 at Tier 2, which is a damn fine gun with a faster and more versatile reload than a WW2 bolty. If you want it to have a stronger punch, upgrade it. It and the Winchester 1894 are both really good rifles, and I don't see much of a gap at the Tier 2 area. I'd hate to see the current guns get nerfed to make room for a new rifle, and while your mileage may vary, I'm better with the SPX's scope than the FAL's and M99's. Hell, I'm better with the 1894's iron sights than the FAL's and M99's scopes. I think players will lament a high-powered scope in such a fast game, especially at higher difficulties. In my experience, the precision scopes only work when your team works, and a filthy casual like myself gets paired with other filthy casuals. We don't get much use from precision scopes.
Maybe I'm lacking some imagination with what have been proposed, and I'll admit that a lot of the guns that are proposed are classics and/or really sexy, but I'd much prefer to see something that changes the way you play, gives the game a fresh feel, or improves the survivability of a specialist at the cost of their specialization to give players options without making the perk OP.

Someone else mentioned an Icicle Sniper Rifle for Sharpshooters. I'd be on board with that if the alt-fire can quickly (the same speed that the Demo can create door traps) create an ice wall in open or damaged doorways, giving players the time needed to regroup and reload. Ice walls would cause ice damage to zeds who attack it, and potentially slow/freeze the zeds when the wall is broken. This would especially help the solo Sharpshooter be less overwhelmed by trash, allowing one to practice when their friends aren't online.

My favorite option from the choices that are up for votes so far is the C4-like WP Grenade, although I'd prefer it in the form of a WP Seal Squeal, but I still like my Pickle Rick Laser, VooDoo Dolls, and Blowgun ideas more. The WPs are a great idea, but I don't think the Firebug is lacking.
 
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Type of weapon: Non-Projectile Gas-Powered Melee

Potential Exact weapon: Skrake-Saw

Perk: Berserker

Role/function: While the Evicerator does have a chainsaw sub I think a lot of people would really love just having a fully weaponized chainsaw they can swing around that can potentially gain either the benefits of Smash and Massacre at level 20. In this case, I suggest a "donated" Skrake chainsaw weaponized by HRG for mecenary use. Left click thrusts the baby forwards into a Skrake-Gut-Ripper move that constantly drains fuel to use, clicking right-click will perform large AoE slashes that consume a solid chunk of fuel to use, and holding down right-click will cause the player to perform a large spin that clears everything around the player at a massive gas cost.



Type of weapon: Basically Gears Of War Chainsaw Machinegun

Potential Exact weapon: HRG Mutilation Carbine (Mbk.42 base)

Perks: Berserker/Commando

Role/function: An altered version of the standard Mbk.42 Carbine with a bit less firepower, but the added benefit of having a chainsaw attached to the bottom. Unlike the frostfang however, alt-fire will completely change the way you hold the weapon allowing for a full berzerker moveset while it's out, but it'll use the weapon's standard ammo pool as fuel. Like with the skrake-saw it will probably have a jab-based left click and right will do a full swing, though perhaps remove the full spin. This both gives Commando a close-range option when their fallback-knife isn't enough and gives the berserker a less sci-fi rifle option for those who think it's a little weird for the berserker to have what's basically a laser-gun for late-mid game firearms.



Type of weapon: Shotgun with Land-Mining alt.

Potential Exact weapon: Pancor Jackhammer

Perks: Support/Demo

Role/function: Technically speaking the blunderbuss is already in the game, meaning the slot for support/demo is already filled, but a friend told me about this weird prototyped gun and I think it was unique enough to be recommended. Similar to the AA-12, the Pancor is a drum-loaded shotgun with the strange decision of making the clip double as an anti-personnel devise when removed and triggered, basically making is a shrapnel landmine. The Pancor would probably be sort of a slow and bulky weapon with a heavy hit and large-ish clip, but slow firing and higher speed speed unlike the AA-12's mostly accurate rapid-fire. However, upon hitting alt fire, you place the last of your clip on the ground as a bomb whose power and shrapnel count will depend on how many bullets you had left in the mag. This will let the support fill more a supportive role by covering certain hallways and give the demolitionist another real bullet-weapon for close range or controlled damage such as the M16.


I'm not going to go into detail on this since I've already listed 3 weapons, but a shotgun with a slug alt-fire option would also be really nice for both a support/sharpshooter option as it would both cover the support's general lack of a stable ranged option and the sharpshooter's lack of non-consuming close ranged options. I've seen some people mention it in the votes and I fully support those guys.
 
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Dunno if this has been done yet

Weapon: Incindiary M32 Grenade Launcher
Perk: Firebug
Function: The demolitionist M32 Grenade Launcher with incindiary grenades with an extra carry space.
Reasoning: This is to give the firebug an heavy and effective instant area choke weapon, but not outshadowing the Dragonsbreath, as you do not need to pump the weapon after every shot.
 
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Weapon: SW 460 XVR
Perk: Sharps/Gunslinger cross
Function: Double action 500 Magnum sidegrade, trades some power for more manageable recoil and faster fire rate, similar weight profile
Reasoning: The lack of a single double action revolver in the game for so long has been a bit of a bother, as having an animation to pull back the hammer with every shot can be distracting and lower the fire rate. Additionally, from a bit of a "real world" scenario, it seems kind of odd to take your muzzle off of your target and disrupt your point of aim to cock the hammer for each shot when you're surrounded by a horde of zeds. There's also a lack of diversity in the Gunslinger (and to a lesser extent, Sharps) endgame loadouts, and I think giving Sharps especially a somewhat more flexible endgame weapon would give them some breathing room during the dicier moments of lategame hordes.
 

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  • Type of weapon
    • Double Action Revolver /.44 Magnums
  • Potential Exact weapon
    • "Smith and Wesson Model 29-2 double action revolver"
  • Perk(s)
    • Gunslinger/Sharpshooter
  • Role/function
    • A classic from KF1 and a revolver type missing from the roster, the .44s could be a good alternative to the deagles coming in at tier 3 with higher damage and recoil, but lower reload speed, and ammo capacity. WE need more gunspinning tricks and it is almost criminal that we have several revolvers but not a single one has that sweet cylinder spinning sound and the .44s would be perfect to being back some of that sick gunslinger flair that we all love the perk for.

.44 magnum.jpg
 
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Weapon: M7A3 Medic Gun MK2
Perk: Field Medic/Commando
Function: An advanced Horzine prototype assault rifle. Modified to fire healing darts. Sacrifices some rate of fire in favour of increased damage. Also, it has an increased recoil reduction, thanks to its bullup design and a grip handle. The modified version decreases its weight and enhances its combat capabilities

Reasoning: A weapon from killing floor 1, which provides the Field Medic with a primary offensive weapon with healing capabilities.
 
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  • Type of weapon
    • Double Action Revolver /.44 Magnums
  • Potential Exact weapon
    • "Smith and Wesson Model 29-2 double action revolver"
  • Perk(s)
    • Gunslinger/Sharpshooter
  • Role/function
    • A classic from KF1 and a revolver type missing from the roster, the .44s could be a good alternative to the deagles coming in at tier 3 with higher damage and recoil, but lower reload speed, and ammo capacity. WE need more gunspinning tricks and it is almost criminal that we have several revolvers but not a single one has that sweet cylinder spinning sound and the .44s would be perfect to being back some of that sick gunslinger flair that we all love the perk for.

View attachment 2336095
I think the 1858s were supposed to replace the .44 Magnums. In-game description implies that Horzine Biotech modified the ones you use to accept modern .44 Magnum ammunition.
 
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  • Type of weapon
    • Dual Function Semi-Auto/Pump-Action Shotgun
  • Potential Exact weapon
    • "Franchi SPAS-12"
  • Perk(s)
    • Support Specialist
  • Role/function
    • 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.
SPAS12.jpg
spas 12 unfolded.jpg
 
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I think the 1858s were supposed to replace the .44 Magnums. In-game description implies that Horzine Biotech modified the ones you use to accept modern .44 Magnum ammunition.
I think they'd be different enough to warrant being their own guns again, since the 1858's are only starting guns and we don't have a double action revolvers yet. Though I would be willing to settle for any other .44s if not the S&W ones, like Taurus, Ruger, or something wild like the M29 Satan Revolvers.
 
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Hey I know I already made a submission for a full-auto assault rifle for Commando with a bayonet for blocking/parrying, so this isn't exactly a submission, but don't Hans' guns have bayonets? I always wondered why the MKb42H we got didn't have a bayonet on it like that. It would have been the perfect way to differentiate it and give it a use, since right now people seem to pick AK-12 over it unless they are into historical weaponry.
 
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Just a quick note, for those of you who are not in the Killing Floor 2 Discord, there was a good discussion about what types of weapons should be in Killing Floor 2 in the future.

When coming up with a weapon idea for submission, the weapon should be different enough to warrant its inclusion in the game (especially if the said weapon is not an HRG weapon and will be paid DLC to the game). The ultimate goal of this thread is to help the game devs get baseline ideas for weapons in which many types of specific weapon models will fit the bill (a weapon doesn't have to wholely unique such as the hemoglobin, but it should have a stat spread that at least do not place it in direct competition with another weapon already in the game where they are similar enough to be redundant).

It is advised to give more details about the weapon and where it would fit in the game. Also, keep in mind how the weapon would affect the balance of the game. If a weapon is good at both trash clear and large zed takedowns, it could be balanced with limited ammo to prevent spammable firing for example. Also, keep in mind the weight of the weapon and how pairing it with other weapons could create more powercreep than intended.

Perhaps a classic AKM would be an awesome addition to the game for commando, but it ought to have some uniqueness to it. Perhaps a bayonet to parry with, or an under barrel grenade launcher with stun rounds. Or even suggest giving it the highest damage and recoil of all the AR's to make it stand out (I'm aware that wouldn't really make sense).

There are weapons in the game (and grenades) that could use tweaks due to being underpowered, clumsy to utilize, or simply powercrept through the years. Try not to include something that could be more easily fixed by altering some weapon statistics (Personal opinion, the Stoner should be 8 weight).

Lastly, remember that not everyone plays the game at the same skill or perk level. Try to come up with an idea that appeals to a varying audience.

(Feel free to add more to this post. I can only post what I took away from the discussion)

P.S. Remember these weapons can be balanced by special modifiers versus specific enemies (Ex: The RPG would be trash against Scrakes if not for the 4x face impact multiplier).
 
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Weapon: Pancor Jackhammer
Perk: Support
Function: AA12 alternative, Tier 3\4
Reasoning: Currently, there is only one full auto shotgun - AA12. Players have no choice. Jackhammer will be a nice alteration. While drum size is only 10 shells it will provide slightly faster shooting speed, less recoil, more damage and slightly faster reload speed. Also, special function: you can throw entire drum as grenade! (yes, thats a real thing),
I've wanted this weapon in the game for ages. I agree with your ideas too. Each shot needs to be more powerful than those of the AA-12 and the rate of fire should be faster, so if the trigger is held down rounds are rattled off almost as fast as a rifle. Secondary fire should be the throwing down of a magazine landmine. I'd make the reload somewhat slower to balance out its higher destructive power.
 
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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)

We have currently set up the poll with a few stubs to be replaced as player suggestions roll in. Please do not vote for them yet.

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.
I definitely support a return toward more realistic weapons rather than fantasy weapons. The fantasy ones kind of break immersion. You guys have done such an excellent job of creating a realistic looking world and characters and many guns, It's a shame to break that immersion with fantasy. I appreciate the return to realism.
 
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I've wanted this weapon in the game for ages. I agree with your ideas too. Each shot needs to be more powerful than those of the AA-12 and the rate of fire should be faster, so if the trigger is held down rounds are rattled off almost as fast as a rifle. Secondary fire should be the throwing down of a magazine landmine. I'd make the reload somewhat slower to balance out its higher destructive power.
another option for a Jackhammer to have a role could be for it to be a 10round Burst Shotgun, hah. very inefficient but still powerful by literally Magdumping 10 Shells ASAP, but then you have to replace the Drum.
 
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another option for a Jackhammer to have a role could be for it to be a 10round Burst Shotgun, hah. very inefficient but still powerful by literally Magdumping 10 Shells ASAP, but then you have to replace the Drum.
I like that idea. The satisfaction of shredding a big zed balanced out by the potential for leaving yourself vulnerable during a slow reload.
 
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I feel like the Pancor Jackhammer would just be a paid cosmetic item for the AA-12 tbh.

I guess to reformat my previous suggestion for a pistol sword as per Yoshiro's guidelines

Belgian Cavalry Sabre
Type of Weapon
: Berserker Primary that can't use iron sights, but can perform heavy swings and stabs in melee combat. Being a six-shooter, I imagine it'd need to have a decent amount of damage and penetration to compensate for low ammo capacity and having to reload individual bullets
Exact weapon: 19th Century Belgian Cavalry Saber
Perk: Berserker
Reasoning: Killing Floor 2 is mainly focused on ranged combat, and the early game seems to best highlight Berserker's inherent weakness of being a melee class in a ranged game. I feel like for this suggestion to work, it'd have to be a Tier 2 weapon so as to get the Berserker to deal ranged damage in the early game, though this may create concerns about pay to win which I know Tripwire/Saber is trying to avoid. Still, an early game mid-range gun seems like something that the Berserker's been missing for the longest time, and I think a historically accurate pistol sword's the best way to implement this.

The original post I made before Yoshiro posted guidelines on how to structure weapon suggestions
 
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Weapon: The Fella
Perk: Gunslinger
Function: Tier V Gunslinger weapon. Heavy, weight around 10. Large, unwieldly, pistol without the ability to dual-wield. It's a punishing weapon with a slow reload but devastating firepower, firing a single round before reloading. The weapon would force the Player to learn to nail large zed headshots from the middle of their reticle, or down sights. Whiffing a shot could mean death at close range, but with the capacity to obliterate whatever it touches. The ultimate gamble, skill or death? The max gunslinger speed will help offset your shooting downtime, with skills that buff both damage and penetration, the two main draws of the weapon. I was thinking a large break action weapon shooting centerfire cartridges, with bare min a wire stock so it makes sense for a human being to hold. Glow irons are a must for a Gunslinger Tier V, as lots of the maps are dark. It is absolutely necessary to have max target acquisition for a weapon designed to be so punishing.
 
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Me again... If you're looking for more realistic, immersive weapons, skip this post! But don't worry, I'm running out of ideas...


Weapon:
Demon Skull​

Perk:
Firebug... maybe 'zerker, too.​

Function:
So those demon skulls we overachievers have been blasting in Hellmark? Well it turns out that we probably shouldn't have been destroying them, because they were gifts from the dark one herself. Carve some fancypants runes into one of those bad boys. Those runes will glow and you gain the power to throw hellish fireballs. Enemies that get caught in the fireball's path will burn. If they panic, then use your iron sights button... you'll snap your fingers and all panicking zeds will burst into pieces.

With superior penetration, the fireballs will burn through all organic material it meets. It also does a good amount of damage. Since even big zeds can panic, a player with this weapon can sometimes kill them very easily, but they'll have to get the timing right. The blessing and curse of the weapon, however, is that it doesn't use ammo. Instead, it feeds off of pain. While it regains a bit of hellish energy with every assist and kill, your kills won't be enough to keep it charged during an entire round. Besides, what it really wants is your submission. Hit alt-fire and the skull will feed off of your life force. Make sure you have enough health to fill it up before trying to re-charge, or let your medic know what you're about to do.​
Perhaps at Tier 3, your finger snaps only kill low-level zeds. Tier 4 kills medium. And fully upgraded can kill large panicking zeds. Since kills are sometimes rare in the boss level, it is best to switch to different weapons during boss fights.​

Reasoning:
Personally I think the Firebug is pretty well rounded and doesn't need a new weapon, but others disagree. If the Firebug does get something new, I'd like for the weapon to add a new flair to the game.​
As an alternative to running around with a skull in your hand and tossing fire about, which require new models and animations, this could be a re-skin of the 'zerker's Bone Crusher, with a club made from a skull and spinal column and a shield made from stretched skin. You can no longer have the god-like finger snapping ability, which is a major selling point in my book, but your melee attacks and well-timed parries can set your enemy on fire. The iron sights button would then re-charge the skull, since the parry ability already uses the alt-fire button.​
 
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