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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
Weapon: HRG W-AD
Perk: Berserker
Function: It's a fat stack of dosh, Tier 5 weapon costing 2000, it starts weak but every 100 dosh you have in your account increases the base damage by 2%. Once you get to over 4000 dosh it gains stun power. Horizontal attack is a slap that does 2x stun and stumble power on headshots for both heavy and light attacks.
Reasoning: Haven't you ever gotten to wave 10 with 6000 dosh and you just wanted to take it out and slap the zeds across the face with it?
 
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-Weapon: Lee Enfield No.4 with No.5 projector
-Perk: Demo/Marksman
-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.
 

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-Weapon: Lee Enfield No.4 with No.5 projector
-Perk: Demo/Marksman
-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.
Sorry, by saying Mouse 2, I mean Mouse 1. Mouse 2 still works as the aim button.
 
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the Sjogren Inertial Shotgun would be really cool it see in the game since it isnt seen in Video games much. another suggestion would be the MTs 255. since it is also not seen in many games. could be a support/sharpshooter weapon if you make it fire slugs.
 

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-Weapon: Riot Police Gear
-Perk: Berserk
-Function:
Police baton and shield, give a defensive bonus to the user. The baton will only deal low damage but have a chance to knock zeds into the ground or shock zeds. By holding Mouse 2, the user will start to bite the shield with the baton (stand guard mode), as what the riot police will do. The action will increase the user's maximum health temporarily, making it a primary target for the zeds, unable to sprint, slow movement, giving a temporary damage boost to the teammates nearby, and the user will not be pushed away by heavy zeds and take less damage.
-Reasoning: In almost every zombie fiction, the government will treat the outbreak as a riot at the beginning. It is reasonable to send in the riot police at first, but it is kinda surprising never to see any riot police equipment showed in any fiction. KF took place in London, where Britain was famous for the Ireland Crisis in 1969, both Police and Military dressed in riot equipment. Especially in modern days, riot police are captured frequently, it is interesting to try out their equipment. This weapon allows berserk to sacrifice the damage output, increases its role as a tank, and adding in team bonus for teammates. It is a pure team weapon, totally trash in single-player, but can be a savior in multiplayer. Wisely combine the stand guard mode, Berserk does not need to rush to the frontline all the time, they can simply stand there and attract zeds, even saving teammates when they are surrounded or in trouble.

Here is a clip from "In the name of the father", where the British soldier in Riot Gear bitting their shields
 

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-Weapon: Webley Mk.VI Revolver Trench Raider
-Perk: Gunslinger/Berserk/Marksman
-Function:
A revolver with a bayonet and a stock. Can be dual-held by gunslingers, can be treated as a close combat weapon by berserk, and a medium to short range weapon by Marksman. Either dual or single held, 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.
-Reasoning: A cool weapon, why not martial arts with pistols in hands? This weapon favors three perks, because it fulfills the role of a pistol, a stocked weapon, and a close combat dagger.WEBLEY-MK-VI-455-MATCHING-WITH-STOCK-AND-BAYONET_101405888_69497_B1E5FEA2A98214AF.jpg
 

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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.

Sorry, I forgot the melee button for firearms... There is no need for Mouse 3, and it should be a Gunslinger and Marksman weapon, maybe not for Berserk. However, it is still a Mosin Nagant for the Gunslinger.
 
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-Weapon: Axe Gun
-Perk: Berserk (Maybe Support?)
-Function:
It is simply an axe and a gun combined together, holding the firepower and the axe at the same time.
-Reasoning: Perry this, you m*ther f*cker!
The only is to create a modern version, combining the axe and some shotgun together? Or just use the real thing which was used in history?

s-l1600.jpg5tmodo6ct21z.jpg
 
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-Weapon: Boys Anti Tank Rifle
-Perk: Marksman
-Function:
Iron sight only, bolt action .55 anti-tank rifle, 5 rounds magazine.
-Reasoning: Bring in a new ap weapon for the Marksman. It is a bolt action anti-tank rifle, however, it provides weaker ap strength in M99, and it only has an iron sight. It can be a cheaper weaker ap weapon than M99 but much harder to handle.boysat02_625.jpg
 
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Another redundant weapons that won’t improve an already dead game because it doesn’t develop what players would need.
Read previous messages about good development directions.

 
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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.
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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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Weapon: TASER Stun Gun, Tear gaz laucnher, a dedicated semi-auto pistol
Perk: SWAT
function: focus on the crowd control, have something new and usefull for crowd.
reasoning: Swat need some big love in my opinion. We have so much explosion damage weapon right now in the game and its getting very annoying when u are a class that is focused on single target at the time, u see a big crowd of zeds appearing and 1 sec later everything is in dust, explosive from everywhere and freakin non STOP NUKE! not a fan... it should be very limited... gravity imploder omg :(.....etc....
I feel swat need a way to a different playstyle and fun mechanic rather than just emptying magazines in seconds as like commando for example.
Taser : Aim at a very important target, keep it grounded to control it and deal some damage overtime if u may chooose, or release the hook, switch weapon and shoot while he get back up, Get hit, switch to tazer, stun him again and redo. etc u see the idea.
Tear gaz launcher: very low weight, low damage confuse crowd while u switch weapon and have slow target to shoot at.
Semi-auto pistol, just for more diversity in the first waves.

after all i dont really care what is going to happen but keep in mind please :

Medic has everything.
Firebug is now fine.
Demo is too much.
Berserker have enough love for now.

I would work on Swat and sharpshooter but mostly swat.

Thanks,

La Maraîche
 
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Weapon: SRM M1216
Perk: Support
Function: The unique function of this weapon is its ability to load 4 different types of ammunition in its 16 round revolving magazine. The magazine is segmented into 4 chambers, each holding 4 shells, the magazine will auto-cycle to the next segment when the current segment has been depleted however the secondary fire mode will allow the user to manually switch chamber. Each of these chambers will have a separate type of shell; these shells can include buckshot, slugs, dragonsbreath, explosive or tesla (stuns zombies and deals more damage to robotic enemies).
Reasoning: This weapon will give the support class a large amount of versatility for a variety of different situations, this is however, balanced by only having 4 of a specific shell type in one magazine. This weapon will primarily be used for dispatching smaller zeds and medium zeds at range with its slug and incendiary rounds. The addition of tesla and explosive rounds will give the weapon some good crowd control abilities and give the user a chance to save themselves or teammates with a clutch tesla shot on a flesh pound of tethering D.A.R
 
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Weapon: Chainsaw

Perk: Berserker

Function: I think a good idea for a chainsaw would be a futuristic chainsaw with no fuel system on it, instead maybe a overheat system where prolonged use makes the weapon have to cooldown before it can be used again (maybe about 10 seconds). As for the attacks and how they work I propose the weapon does a heavy attack, a light attack (with a 3 hit combo of course) and instead of a dedicated knock back button like on most weapons instead a continuous attack that can't be buffed by massacre or smash and instead damage increases overtime with successful hits until the unit is killed or disengaged or the chainsaw overheats. For light attack I'm swings with a smaller swing arc and then heavies with a wider swing arc allowing for more hits with side heavies while front heavies are more focused on headshot damage or targeting specific areas of the body, as for the back heavy attack maybe a chainsaw attack with some knockback (smash could increase the knockback). for defence I think the standard block and parry will be suitable. With all that in mind, I think the role of this weapon within the berserkers toolkit will be dps/crowd control.

Reasoning: I honestly believe this will a fun weapon for players new and old to use as your rip and tear your way through zeds in a satisfying gory fashion and it will have a element of resource management being that you have to manage your use to prevent a overheat as it will cool down when not in use. So there will be a small learning curve as well as a new mechanic to give the weapon a distinct identity and hopefully keep the weapon interesting.
 
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Weapon: Slug shot top-down double-barrel shotgun
Perk: Support
Function: Double-barrel shotgun with slug shot to deal massive damage to big zed at long range. The slug shot would have hit scan or twice the velocity but become hit scan with the tight choke skill.
Reason: There're some shotguns with small spread for sniping but its low velocity makes it difficult to hit some moving target. The slug shot would make it easier to deal with large zed at very long range but has limited ammo. The gameplay would be like, start shooting scrake/FP with two slugs and then quickly change to another shotgun to finish the job. Since it supposed to shoot only large zed it would be Tier4 or 5 with powerful but expensive ammo.
 
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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.
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.

Nothing wrong with good old fashioned ballistics and we had two different visions for the gun i dont see why they cant coexist.
 
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i just wanted to second the mortar idea and add my own take on it


While it can be hipfired and it'd be a lot of fun, of course you'd want to be crouching and shooting from a more stable position to get better results, i think in close quarter maps could be troublesome since there's no way to make it shoot efficiently considering that it deals more damage or gets some sort of boost by being shot in an arc trajectory
so maybe it could be made so instead gets whatever boost based on how much distance it travels/how long it stays on the air instead
of course you'd want to try and make it shoot in an arc if you want, and if it's shot from a too close distance it could not detonate on impact but rather deal impact damage and then detonate after a couple of seconds in contrast to the rest of explosives that just deal impact damage
It could have an HRG version that shoots gas canisters like those of hans volter that the longer it travels it spreads more gas on it's trajectory until it impacts, either that or a firebug version that leaves a trail of fire as it travels to finally impact and at the end explode with fire.
 
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Weapon: Sonic Discombobulator (Name credit to Breadsticks_)
Perk: Survivalist
Function: Introducing the Sonic Discombobulator, which is a device that unleashes the deafening music of a Siren upon both Sirens and other Zeds alike. This weapon works off a battery to power a sonic amplifier device commonly found in the Siren's throat. The short ranged, frontal-area blast has a very wide area of effect and deals moderate damage, but it also dishes out a massive amount of hit power while slowing Zeds down. In addition, it can neutralize Husk projectiles, E.D.A.R. Bomber rockets, and even boss rockets and grenades (think Pat or Hans). Alternate fire utilizes the Siren's vortex attack seen in VS mode and actually pulls Zeds toward the weapon, but it also immobilizes them momentarily.
Reasoning: We have the Husk Launcher from the Husk, the Gore Shiv from the Gorefast, the Battleaxe from the Abomination, the Minigun from the Patriarch, and even the Mine Reconstructor from the Bloat. What if we had a sonic weapon taken from a Siren? More importantly, there is nothing in the game for players that neutralizes enemy explosives.

Link to original post: https://forums.tripwireinteractive....-weapon-idea-sonic-siren-screamer-s3.2337027/
 
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