Okay so I'm posting here because I like killing floor. Been playing it for a year now. Lots of fun. All my perks except medic are level 6. I really like the character pack releases and the maps that come out in the updates.
What I hate, is the constant "balancing" that comes out in patches(for any game. Don't fix it if it isn't broken!) Here is my suggestion to end that for killing floor once and for all. Dev's if you read this ever, I encourage, nay challenge you to this. Make your next couple updates turn killing floor into perfection.
Suggestions on how you can do this :
1.) Make M9 Beretta sellable to the trader. Allow for selection of alternatives as the side arm, but exclude the Hand cannons. For obvious reasons. (See below for alternative weapons.)
2.) Make life just a bit easier for the berserker perk, and put a downwards swing/stab for melee weapons on the right mouse click (usually aim). Takes care of the crawler problem any would be berserker might have, over other classes. Also a bit larger selection of weaponry. (See below)
3.) Remove the LAW as a weapon since no one ever uses it due to weight restrictions. Replace it with a RPG7 launcher. http://en.wikipedia.org/wiki/RPG-7 as seen there. Not a hard replacement. Also... it weighs considerably less than that giant tub does, so a lesser weight restriction is plausible. (15lbs vs 22lbs) Also, it can do a lot of damage so a LOW ammo count is justifiable.
4.) Guns should do damage based on their real world counter parts. A cross bow shouldn't ever do more damage than a gun, unless in the hands of the Sharp Shooter perk. As it is now, its the most unbalanced weapon in the game.
5.) Weapon attachments. Specifically for certain guns : Flashlight for anything that has a mounting rail.
For Perk levels : Laser Aiming Modules
Level 3 SS : LAM for handguns/scope for m14
Level 3 Commando : LAM For the bullpup/Scar.
Level 3 Support, LAM for the AA12.
Level 3 medic : LAM for the Medic gun.
Level 3 Demo : LAM for the RPG.
Level 3 Berserker : Glow Stick on melee weapons. (for fun)
Level 3 Firebug : Doesn't need a freaking LAM.
I understand that might take some revamping of the weapon system, but I think it would be nice. Wouldn't be unbalancing since every class at level 3 gets it. Flashlights are underused and most players just turn the gamma up. Ruins the mood, flashlight adaptability could bring back the creepy mood the game has.
Attachments could be scripted and done through a spreadsheet format. Doing the models for each attachment wouldn't require a lot of changes. "Use x model instead of y model if : Perk = level 3, attachment bought at trader"
6.) The money system doesn't need a revamp at all in my opinion, more so if the attachment system is added to the game. Adds a few extra things for players to buy when they have some scratch to spend. (I.E $150-$200
for an attachment.)
7.) Players joining a new game, instead of being dead, spawn at the next trader, inside, but unable to buy anything until the round is over. Players that die during the round still spawn at the maps start point. (Script to save player status, to avoid exploitation by disconnecting and reconnecting / name changes.) Would make it harder, as new spectators couldn't alarm players to things coming up behind a group.
8.) As far as zombies/specimens go... I think all of them are just fine the way they are. Maybe make fleshpounds on lesser difficulties not as HARD to kill. A few new specimens would be nice to see as well but not necessary. Something that flies maybe? good for open maps. UT2k4 engine supports that feature as well.
9.) All end Tier weapons should do more damage than their previous tier. If damage balancing is a concern, simply up the health/damage resistance for every difficulty level.
10.) HARD-CORE/OUTBREAK Difficulty. Disables Perk bonuses, limits group to picking up ammo boxes over the level, no trader/money. All weapons do 0.35x damage multiplier to make up for the lack of bonuses. Every perk however spawns with their final tier weapons. Specimens do Suicidal DamageX0.20. Final Tier weapons would be subject to perk level. I.E Level 4 wouldn't get level 6 weapon. Point of it is to be Super hard/realistic/impossible.
11.) Option to pick out weapons before starting a game. Limited to Perk Level and appropriate tier restrictions. Never able to select final tier weapons(the best) Prior to a game.
12.) Three or Four Female models would be nice. I'm sure some people from the community wouldn't mind doing some voice acting for it. Could even have a contest?
13.) Sirens, instead of making pipe-bombs/mines disappear, set them off prematurely at half the damage.
NEW ARMORY
Melee:
Sledge Hammer
English Long Sword
Morning star / Medieval Mace
Pistols: (*=non dual)
MK23
FN Five-Seven*(20 round magazine)
P99
Sig 226
Shotguns:
SPAS 12
BENELLI Auto shotgun (7 round magazine)
500 Tactical
SMG's:
Steyr TMP
MP5
Rifles:
M1Garand (Step up from lever action, less ammo than the M14, but higher caliber, no attachments.)
Hunting Rifle (Scoped, Bolt action, Step up from the cross bow, slower than lever action, but same damage range.)
Attachment:M14-Scope w/ 1.2x zoom.
Machine Guns:
ACR-Masada w/ foregrip. (Step up from Scar, 30 round magazine, little higher damage ratio, but not as much ammo.
BREN - Light/heavy Machine gun (Run slow as heck, 30 round mag. Equivalent to RPG in terms of general damage. Low carry ammo, low accuracy, variable to level of perk)
Explosives:
Molotov Cocktails (Firebug)
Poison/Hazardous Gas grenade (Medic, low visibility, dangerous to squad)
Claymore Mine (Demolitions, REMOTE controlled, to offset destructiveness of proximity on pipe bombs, higher tier, a fraction of the damage more than a pipe.)
Killing floor is great as it is, I think everyone here can generally agree on that. Though some new variety to the game would be welcome.
What I hate, is the constant "balancing" that comes out in patches(for any game. Don't fix it if it isn't broken!) Here is my suggestion to end that for killing floor once and for all. Dev's if you read this ever, I encourage, nay challenge you to this. Make your next couple updates turn killing floor into perfection.
Suggestions on how you can do this :
1.) Make M9 Beretta sellable to the trader. Allow for selection of alternatives as the side arm, but exclude the Hand cannons. For obvious reasons. (See below for alternative weapons.)
2.) Make life just a bit easier for the berserker perk, and put a downwards swing/stab for melee weapons on the right mouse click (usually aim). Takes care of the crawler problem any would be berserker might have, over other classes. Also a bit larger selection of weaponry. (See below)
3.) Remove the LAW as a weapon since no one ever uses it due to weight restrictions. Replace it with a RPG7 launcher. http://en.wikipedia.org/wiki/RPG-7 as seen there. Not a hard replacement. Also... it weighs considerably less than that giant tub does, so a lesser weight restriction is plausible. (15lbs vs 22lbs) Also, it can do a lot of damage so a LOW ammo count is justifiable.
4.) Guns should do damage based on their real world counter parts. A cross bow shouldn't ever do more damage than a gun, unless in the hands of the Sharp Shooter perk. As it is now, its the most unbalanced weapon in the game.
5.) Weapon attachments. Specifically for certain guns : Flashlight for anything that has a mounting rail.
For Perk levels : Laser Aiming Modules
Level 3 SS : LAM for handguns/scope for m14
Level 3 Commando : LAM For the bullpup/Scar.
Level 3 Support, LAM for the AA12.
Level 3 medic : LAM for the Medic gun.
Level 3 Demo : LAM for the RPG.
Level 3 Berserker : Glow Stick on melee weapons. (for fun)
Level 3 Firebug : Doesn't need a freaking LAM.
I understand that might take some revamping of the weapon system, but I think it would be nice. Wouldn't be unbalancing since every class at level 3 gets it. Flashlights are underused and most players just turn the gamma up. Ruins the mood, flashlight adaptability could bring back the creepy mood the game has.
Attachments could be scripted and done through a spreadsheet format. Doing the models for each attachment wouldn't require a lot of changes. "Use x model instead of y model if : Perk = level 3, attachment bought at trader"
6.) The money system doesn't need a revamp at all in my opinion, more so if the attachment system is added to the game. Adds a few extra things for players to buy when they have some scratch to spend. (I.E $150-$200
for an attachment.)
7.) Players joining a new game, instead of being dead, spawn at the next trader, inside, but unable to buy anything until the round is over. Players that die during the round still spawn at the maps start point. (Script to save player status, to avoid exploitation by disconnecting and reconnecting / name changes.) Would make it harder, as new spectators couldn't alarm players to things coming up behind a group.
8.) As far as zombies/specimens go... I think all of them are just fine the way they are. Maybe make fleshpounds on lesser difficulties not as HARD to kill. A few new specimens would be nice to see as well but not necessary. Something that flies maybe? good for open maps. UT2k4 engine supports that feature as well.
9.) All end Tier weapons should do more damage than their previous tier. If damage balancing is a concern, simply up the health/damage resistance for every difficulty level.
10.) HARD-CORE/OUTBREAK Difficulty. Disables Perk bonuses, limits group to picking up ammo boxes over the level, no trader/money. All weapons do 0.35x damage multiplier to make up for the lack of bonuses. Every perk however spawns with their final tier weapons. Specimens do Suicidal DamageX0.20. Final Tier weapons would be subject to perk level. I.E Level 4 wouldn't get level 6 weapon. Point of it is to be Super hard/realistic/impossible.
11.) Option to pick out weapons before starting a game. Limited to Perk Level and appropriate tier restrictions. Never able to select final tier weapons(the best) Prior to a game.
12.) Three or Four Female models would be nice. I'm sure some people from the community wouldn't mind doing some voice acting for it. Could even have a contest?
13.) Sirens, instead of making pipe-bombs/mines disappear, set them off prematurely at half the damage.
NEW ARMORY
Melee:
Sledge Hammer
English Long Sword
Morning star / Medieval Mace
Pistols: (*=non dual)
MK23
FN Five-Seven*(20 round magazine)
P99
Sig 226
Shotguns:
SPAS 12
BENELLI Auto shotgun (7 round magazine)
500 Tactical
SMG's:
Steyr TMP
MP5
Rifles:
M1Garand (Step up from lever action, less ammo than the M14, but higher caliber, no attachments.)
Hunting Rifle (Scoped, Bolt action, Step up from the cross bow, slower than lever action, but same damage range.)
Attachment:M14-Scope w/ 1.2x zoom.
Machine Guns:
ACR-Masada w/ foregrip. (Step up from Scar, 30 round magazine, little higher damage ratio, but not as much ammo.
BREN - Light/heavy Machine gun (Run slow as heck, 30 round mag. Equivalent to RPG in terms of general damage. Low carry ammo, low accuracy, variable to level of perk)
Explosives:
Molotov Cocktails (Firebug)
Poison/Hazardous Gas grenade (Medic, low visibility, dangerous to squad)
Claymore Mine (Demolitions, REMOTE controlled, to offset destructiveness of proximity on pipe bombs, higher tier, a fraction of the damage more than a pipe.)
Killing floor is great as it is, I think everyone here can generally agree on that. Though some new variety to the game would be welcome.
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