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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
I could go for a hose full of acid. I'd be highly entertained by a squirt gun full of acid. It would take me back to those days when I volunteered at an orphanage and brought a bunch of squirt guns with me. We'd have water wars out in the courtyard. My gun would be the only one with acid, of course. Kids can't be trusted with the stuff. But boy oh boy they would squeal with delight! "It hurts!" they'd say. "That's what fun feels like!" I'd reply. "I can't see!" they'd say, and we'd laugh and laugh, squirting each other and rolling around all afternoon on all the used needles and rusted shopping carts the druggies dumped there, until the winter sun dipped below the horizon and all of the senators showed up using fake names.

Ahhh... good memories. So many bright and hopeful smiles...

So many tetanus boosters.

Also consider adding a slow/disorientation effect due to the goo's stickiness/covering the zed's face. And add a flammable characteristic to promote collaboration with teammates and/or weapon switch to a flame weapon. A nice one, two combo.

Throwin' ideas out there.
Hehehe I actually really like your combination of a slowing effect and the enhancement of fire damage due to the acid coating. Hopefully they'll take this weapon into a reality in the game.
 
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Weapon: Lee Enfield No.4 Mk.1(T)
Perk: Sharpshooter
Function: The marksman workhorse of the British Army from WW2 to the 70s, the No.4 Mk.1(T) is a 10 round magazine fed, charger loading/single loading sniper rifle fitted with a No.32 Scope. Effective range between 500 to 1200 yards.
Reasoning: The No.4 rifles were the WW2 variant of the long line of Lee Enfield rifles, known for their fast fire rate in the hands of a trained rifleman and with a superb cartridge, these rifles proved deadly in the hands of British and Canadian snipers. It fits the game because the No.4 rifle actually entered the previous game, KF1 in the form of the highly stylised "Single Piston Longmusket", plus the fast fire rate, heavy .303 round and excellent scope will most certainly make the Sharpshooter experience all that more fun. A perfect balance between the Lever Action Rifle and the M14.

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I was going to suggest this weapon so the only thing i can do is add some features:
- It could be a tier 3/ 4 weapon.
- With great stun power similar to crossbow/compound bow ( we need an hitscam weapon capable of stunning big zeds as an alternative to
crossbow/compound bow ) ballistic shock is wasted skill due to you can only stun FP/QP with arrows.
- Parry function could de added as well to grant some protection to the squishiest perk in the game.
- Fast rate of fire is a must ( that is exactly what Mosin lacks an makes it a non realible weapon unless they buff its damage).

(i would also like to remind if you don´t mind that sharpshooter needs a rebuilding).
 
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SVD (Sharpshooter)_Because we should have more Soviet weapons
View attachment 2336157



The Soviet SVD should be added as a Tier 4 Sharpshooter weapon. Many of the Russian players think there is too much of a Western bias in terms of weaponry in KF2 and I agree. This would serve as a counter to the M14 EBR since the FN FAL has proven to be more or less a flop.
I´d love to see this weapon on the sharpshooter´s hands, it could be pair with M14.
M14 for trash and medium zeds and SVD for Big zeds. yummy.
 
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Weapon: Snatcher
Perk: Specialist
Function: Deployable mine employing barbed tendrils that seek up to 3 small-mid sized zeds. Once attached the tendrils drag enemies back towards the mine. Enemies ensnared will slowly walk away from the mine taking small ticks of damage until they are far enough away the tendrils snap.
Reasoning: Sounds cool
 
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Weapon: HRG Buccaneer Pistol/Dual HRG Buccaneers
Perk: Gunslinger
Function: Sawed-off M79 Grenade Launcher modified to have a pistol grip and shorter barrel. Fires solid slugs that essentially turn the grenade launcher into a bowling ball gun.
Reasoning: Personally, I don't think that stopgap weapons aren't necessarily a bad thing in Killing Floor 2, and I feel that a dual-wieldable big bore gun could allow the Gunslinger to purchase a Tier 3 big zed killer that's more specialized in its role compared to the likes of the .500 Magnums and upgraded Desert Eagles, which seem to be balanced with versality rather than specialization in mind.

Okay, yeah, a gun that shoots 40mm solid balls would most likely be a good trash cleaner too, though it'd likely be a very inefficient one compared to other weapons. Essentially, you wouldn't care what's standing between you and the large zeds, cuz those things will get rolled over. However, I think it could still work as a Tier 3 weapon since you'd have the downside of having only one shot per pistol. Maybe the Tactical Reload animation could be the discarding of spent pistols and pulling out new ones like how old-fashioned pirates "reload" their guns?
 
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Weapon: HRG Blood Bore
Perk: Berserker
Function: HRG Variant of the 1897 Winchester, designed to fire modified Hemogoblin projectiles.
Reasoning: With the introduction of the Piranha Pistol in the Day of the Zed update, I think it's necessary for the Berserker to have a free alternative. I think the best way to approach what's essentially a stripped down Hemogoblin with slower reloading would be to balance around a $600 price point and a penetration score of 2 or 3. 3 might end up overpenetrating medium zeds, but 2 is the bare minimum required to penetrate at all.

I think penetration is imporant for a ranged Berserker weapon since you'll eventually need to engage multiple targets simultaneously when you inevitably engage them in melee, so being able to take down weaker enemies with a few swings while also reducing incoming damage is especially important
 
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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)
If I ever wanted to see HRG weapons or "futuristic" weapons, I would much prefer them being more experimental, almost "Scrapheap" in nature, the main examples I enjoy are Mine Re-constructor and Piranha Pistols. It tells me that the lab coats are slim on resources when trying to create new weapons in an apocalyptic europe. With the HRG weapons themselves, I expected a similar treatment, in that the lab coats are using existing weaponry and just chucking old parts into & onto them to modify the weaponry. An example of weapons that really would have deserved the treatment would have been HRG Buckshot and Tommy Boom.

But if there is any one weapon I would like to see implemented in the future, it would be:
Ratel Tat-Tat - SWAT
An experimental Personal Defense Weapon that uses a cell-charged magazine, the lab-coats saw the work done on the Ion Thruster and chucked it onto an AAC Honey Badger.
"Not to be confused with an actual Honey Badger; this Honey Badger cuts through flesh and won't stop until you drop. Just like a Honey Badger, huh..."

A Tier 5 PDW that slowly fires a high damaging and high penetrating bolt through up to 2 Zeds which causes high stumble power. The alternate fire charges the Ratel Tat-Tat, and then expels all remaining rounds from the magazine into one giant buckshot which can penetrate through up to 4 zeds. The more ammo spent, the longer the charge up. If a set amount of ammo is spent and a target survives the blast, the zed is stunned (excluding bosses).
The main purpose of this weapon is to have a high-tier SWAT weapon that is slow-firing like the UMP-45 and is an alternative option for a good single target shredder like the Vector. The role that this provides is an aggressive SWAT weapon that rewards good zed-prioritising.
 
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Here are 2 weapon Ideas I have in mind

Weapon: MG42 ( or Strasse's Buzzsaw)

Perk: Commando

Function: The MG42 (or Strasse's Buzzsaw) Is a fully automatic rapid firing machine gun with a 75 round drum mag and can only be upgraded once due to it's high damage capabilities. Hip firing would be somewhat controllable but not that effective.

Reasoning:
I think just like the stoner it would another great machine gun to add as an option to the trader and it could also be a great crowd control to the zeds charging upfront on the battlefield! Combined with the stumble perk, it could help not back crowds of zeds as you protect you and your team in a defensive scenario.

WEAPON 2

Weapon: MP40 (or The Schmeisser (creator of such great weapon))

Perk: SWAT, (Commando)?

Function: MP40 (The Schmeisser) Is an automatic or semi-automatic mid tier SMG with exceptional accuracy with great recoil control when firing from the hip, but like any weapon, it's better when fired while aiming down sight. Also

somewhat has a similar reload like the mk42 with it's open bolt system

Reasoning: Stuck in a close quarter combat situation with zeds around every corner? No worries! the MP40 (The Schmeisser) Is a great weapon for CQB! Teams usually want a weapon like a sub machine gun with fast reloading and perfect recoil control for when you're up close and personal. the tommy gun may be great, But nothing beats DUTCH COURAGE!



These weapons would also be great for strasse, I'm sure he misses his old war pals, schmeisser and buzz

hope you like those ideas! and I would also suggest you put it in a remembrance day pack

thank you for taking the time to read!
 
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Weapon: AIA M10A (7.62×39)
Perk:
Sharpshooter
Function: Fast firing, high capacity intermediate (7.62×39mm) low/mid tier bolt-action rifle.
Reasoning: Having a bolt-action rifle that is focused on rate of fire and ammo capacity over damage would fulfill a nice niche of a bolt-action that plays differently to the the bolt-action/s already in-game or are likely to be added, and as a nice looking and fun alternative to other low/mid tier Sharpshooter rifles.
 

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Weapon: Primaris Heavy Bolt Pistol
Perk: Demolitionist/Sharpshooter Cross-perk
Function: Explosive DMR that has a small explosion radius, but rewards headshots with a much bigger boom
Reasoning: Part of this suggestion is over the fact that the company that's contracted for KF2's post-release support is also working on the upcoming sequel to Relic Entertainment's Space Marine. I think this would be a fun little thing to add for people who own both Space Marine 2 and Killing Floor 2, but as far as actual functionality is concerned, I think it would be worth it to give the Demolitionist a late-game precision option that requires him to consistently pop heads if he wants as big of an explosion as humanly possible. This would also be a good opportunity to settle the Demo vs Sharp debacle with a weapon that's shared by both perks.
 
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Weapon: Primaris Heavy Bolt Pistol
Perk: Demolitionist/Sharpshooter Cross-perk
Function: Explosive DMR that has a small explosion radius, but rewards headshots with a much bigger boom
Reasoning: Part of this suggestion is over the fact that the company that's contracted for KF2's post-release support is also working on the upcoming sequel to Relic Entertainment's Space Marine. I think this would be a fun little thing to add for people who own both Space Marine 2 and Killing Floor 2, but as far as actual functionality is concerned, I think it would be worth it to give the Demolitionist a late-game precision option that requires him to consistently pop heads if he wants as big of an explosion as humanly possible. This would also be a good opportunity to settle the Demo vs Sharp debacle with a weapon that's shared by both perks.
Spectrum Pulse laser rifle.
Perk: Commando/Demolitionist
Function: 3 round burst energy weapon, high accuracy, and penetration with a 30 % chance of setting zeds on fire.
Reasoning: we have a sci fi near future setting with no laser weapons. interchangeable ammo with the Helios Rifle.
 
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