@Man Bites Dog While your enthusiasm for suggestions is good, try adding why each weapon would be a good for each perk and what role it will fill beyond "because it is cool".
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What about the gunslinger? He only got 8... Unless you count the crossperked guns as well? Actually, if we count unique guns, the Commando only has 7 !SR3-MP: I both love how the gun looks (looks very much like the AS VAL) and SWAT is in DESPERATE need for some new toys (SWAT only has 9 guns, the lowest of all classes, followed by Firebug at 10). Sure, it's probably not gonna be all too unique, but SWAT is toy-starved, so I'm happy with anything really.
MK23: I love this pistol! And having some cheaper, lighter, mag-based self-defence on Sharpshooter is sorely needed, imo. I know it has some anti-teamwork potential, but the game is WAY past having that KF1-design these days.
Also, I feel mad at myself for not checking these forums earlier, as I am about to post a BIG HRG-suggestion thread on reddit, which would (I guess?) fit in here perfectly. I will link to that one over here as well, once I'm done
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Yes I did count all Crossperk weapons. Sure, some basicly don't count (like Spitfire on Gunslinger/Sharpshooter), but it still stands: All weapons considered, the SWAT has the least of them all, in total. Sure, as you say, the SR3-MP probably won't feel all too unique, but it's still SOMETHINGWhat about the gunslinger? He only got 8... Unless you count the crossperked guns as well? Actually, if we count unique guns, the Commando only has 7 !
But I guess the Firebug is quite limited because obviously his weapons all needs to inflict fire damage, so they're almost all tied to the perk alone. Anyway. I believe both the SWAT and GS should get something new that really spices up their game. Although I doubt the SR3-MP would be the one...
That's actually a good point about the sharp regarding the MK23. I only focused on the GS where I thought that indeed, it would act pretty much as a better 1911 (even if it just has more ammo per mags). But it could be greatly helpful to the SS (although I already keep a handy .500 at all times, making the needs for a pistol fairly moot)
Always dug your takes on balancing, additions and new ideas for the game though. So eager to see your suggestions relating to the HRG formula !
As I promised, my big list of HRG suggestions:
Killing Floor 2 - HRG
Gunslinger Sort of added (HRG Blast Brawlers, for Support),Added, more or less (HRG Disrupter) HRG Static Slingers,HRG Raffica(s),HRG Dawnbreaker,HRG Nova Pistol "When you can't decide wether you want to feel like Zeus and hurl some powerful,"The brrrt is strong in this / these gun(s)!","A certa...docs.google.com
Some notes on the suggestions:
1) I "only" added enough HRG weapons so that there is a total of 5 for each perk, if counting the ones that already exist in the game. This means 2 HRG weapons for Medic, 3 for Firebug, 5 for Commando, and 4 for the rest.
2) I tried really hard to come up with unique effects, playstyles and/or damagetypes for every class. Some might even feel a tiny tad role-breaking, but I hope not too much. I have some "Roles"-explanation beneath their descriptions too, which might help explain their purpose a bit further.
3) While I tried to put as much balancing into them, the numbers are more concepts than "set in stone". The fire rates is something I put quite some effort into to get the "right feel" though (by listening to metronome/BPM videos on Youtube for reference, hehe).
4) If you wonder why I suggested this on a google doc, it's because I'd like to be able to change the ideas in values and effects later on. Sidenote to that: Massive respect to those who post these kind of suggestions in pure image-form - I tried that at first, but MAN does it take effort (Especially with MS Paint, I have NO idea ho to use Photoshop! xD)
EDIT: I also posted this on Reddit, if you prefer to discuss these ideas over there.
But...Gunslinger's already one of the best classes to deal with Fleshpounds on their own. Like, that's their main thing--magdumping with the Deags/500s/2011s and killing them through sheer headshot burst damage.I did have an idea recently, though I'm not sure how it'd balance. The gist of it is to give the gunslinger a bit of higher-tier explosive weaponry.
Weapon: HRG Screaming Eagle (Deagle reskin)
Perk: Gunslinger, Demolitionist
Function: Shoots individual explosive pellets that detonate on contact
Reasoning: Give gunslinger more viability against FPs on their own
OK, but here's a serious question: Leaving aside that Sharpshooter doesn't really need shotguns(?), Does Sharpshooter really need another single-shot, high-damage projectile weapon? I'm honestly trying to figure out where this comes into play.Weapon: Combat Slug Rifle (Combat shotgun with slug rounds) Tier 3 (maybe 4, but then don't implement the suggested nerfs)
Perk: Sharpshooter
Function: Like Combat shotgun (great and fun gun to use) but with a single accurate pellet that does similar damage. Significantly more damage and fire rate than Winchester and SPX. Maybe very slightly reduced damage compared to Supports combat shotgun and some increased ammo price and slightly lower total ammo to make it just as rewarding to shoot but not just a straight up better gun with the improved rifle pinpoint accuracy.
Reasoning: I love the combat shotgun and the sharpshooter perk. The single load rifles (Winchester + SPX) are good but this would work more like a dedicated big game killer in that style of gun. Mosin Nagant doesn't have the firerate and M14 doesn't have the firepower to be used where Railgun or M99 is used.
I love what you said about the other weapons and agree with the vast majority of it. However, you didn't comment on what makes these two weapons unique.
- Sonic whatsit -- Bleh. If it's anything like the Vampire, it's probably worth booting anyone who uses it in HoE. Mostly creates noise for the gore engine, but it's not like we don't have tons of weapons that already blow things up.
- Rioter buffer -- We already have multiple on-demand Medic buffers: Healthrower, 501 grenades, throwing grenades, and I guess technically the Airborne Agent gas. Does this thing even heal? If not, it's pointless.
It's cool, I guess? I've always been a fan of just shooting the things stuff before the shield is needed, but that's me.While the Sonic Discombobulator's sonic blast that was described by the original authors suggested a gib machine, the devs note a "small to moderate damage," so it seems unlikely that it'll manifest as noise for the gore engine. More importantly, what makes it special isn't its ability to create damage, but to prevent damage with the sonic shield effect. What are your thoughts on a sonic shield?
That's fair; I could've phrased that better than my stream-of-consciousness thoughts.I'm not sure I follow the logic with, "the medic already has numerous ways to heal," followed by, "well if it can't heal then screw it." I don't mean to put words into your mouth. That's just how I interpret your quote.
I guess. My main complaint is that there's already a lot of lackluster Medic weapons and I don't really see the point in adding more unless they just blow the competition away, like the Incision (although I don't blame TWI for wanting to add something that powerful again).While I'll agree that having a medic that isn't a dedicated healer might not be useful for well-oiled teams full of minmaxed teammates who all think and play with the same expectations in order to survive the currently-specced HoE gameplay, players unfamiliar with the medic or prestige players that are starting over may appreciate having access to non-healing buffs at low levels. High-level players might enjoy having a more well-rounded medic (or at least something different from grinding out their usual specs), especially in solo play or on small teams where a medic might be called upon to do more damage. And let's not forget that a good defense is a good offense. A medic stacked in offensive buffs will reduce the need for healing.
Haha! Sounds like a damn good strategy to me!It's cool, I guess? I've always been a fan of just shooting the things stuff before the shield is needed, but that's me.
What I meant is that--at least coming from the standpoint of how I understand Rioters work--this weapon seems like it would be just a way to buff players, but faster. I mean, Rioters don't heal, they just give one instant buff and that's it.
So my line of thinking is that this weapon would basically take away a healing option in favor of giving a weapon that can...buff players? Which we wouldn't really need with 3 weapons that can already buff AND heal groups at the same time.
Unless maybe the plan is that there's new kinds of buffs specifically with this Rioter thing, but that's not been mentioned elsewhere.
I get it, the class is popular and it gets a lot of fun toys to incentivize people to play it, but that has the knock-on effect of encouraging a lot of mediocre loadouts. Whereas these days I'm just looking for a Medic willing to throw darts at me and not mainline the Hemoclobber+Hemogoblin loadouts.