Love that Firebug (In other words, bring perks back in line)

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Althamus

FNG / Fresh Meat
Mar 13, 2012
1,311
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The Xbow reload speed needs to be fixed as well. The only reason I'm not hatin' on the M99 atm is that the Xbow is almost better.

KSG IMHO needs to weigh 8 as well, and have a price swap with the CSG. That'll do for now (although I really think the support's weights should be overhauled).

And I think the firebug needs some looking at. Not only does it have very few weapons, but on later difficulties it becomes a lot worse due to the higher movement speed of the zeds making it's DoT a lot worse.
Also reckon the FT could stand to be 1-2 lighter to allow a bit more flexibility. atm, any other firebug weapon needs to be super-light because it needs to be able to be carried with the FT, and the FT weighs approximately the weight of a small car -_-
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
Actually MP5M has +50% syringe recharge rate comparing to MP7M.

I already have implemented most of the ideas you'd listed here in ScrnBalance mutator:
  • Firebug received M79 Incendiary and alternate fire for Husk Gun.
  • FNFAL received 1 bullet penetration and 2-bullet fixed burst mode.
  • Medic heals faster than other perks (actual HP restoring rate, not stacking heals). Drop exploits fixed for all 3 medic guns. KSG (HSG-1) made semi-medic shotgun (Medic receives ammo bonus and discount, but it has no healing darts).
  • Crossbow and M99 fire rate bonuses removed
  • Removed nade damage bonus from Support Spec. Can't skip reload of Hunting Shotgun. Combat Shotgun made more useful.
  • KSGs weight raised to 7. 15% slower fire rate. Can't penetrate big targets. Shotgun penetration mechanics were changed for all shotguns.
  • Demo doesn't spawn with pipes. Sharpie gets discount on xbow. So no more spawn exploiting.
  • Lowered .44 Magnum's base damage. Removed penetration from MK23. So all 3 pistols now are different and don't outshine each other. Oh yeah, and new Gunslinger perk to use dual pistols ;)
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
O rly?

I was sure I read the MP7M and M7A3 has a recharge rate of 500, and the MP5M 650.

Probably some strange code I didn't read somwhere. Hey ho.

If you mean HealAmmoCharge, it is shows current charge amount, not the charge rate. I think TWI wanted to make larger syringe for MP5M (130%, 650/5), but forgot that syringe charge is capped by MaxAmmoCount constant defined in MP7MMedicGun.

Syringe recharge depends on AmmoRegenRate, which is 0.3 for MP7M & M7A3, and 0.2 for MP5M. AmmoRegenRate is a time (in seconds), how often HealAmmoCharge is increased by 10 (i.e. 2%) + Medic heal potency bonus. The smaller the number is, the quicker syringe recharges.
 

Qon

Member
Jan 14, 2012
194
15
18
Realism seems to be an issue for most weapons, but flamethrowers in KF has 1% of their IRL counterpart. I mean a realistic flamethrower would burn down a FP instantly :D
But that would be OP...

So some sane suggestions now, that will make FB very interesting and fun to play! If somethings seems game breaking then comment on how to balance instead of sending hate :) All are made to make FB more interesting by giving him TACTICAL advantages instead of just damage buffs because FB is a tactical class and not a high hitter.
And more flamethrowers.
Why only 1 flamer when we have hundred of bullet weapons? Sharpshooter has such a long list of weapons that you have to scroll to see all of them, FB has 3 and only one of them is really used. Well mac10 is good at EXTREMELY long range and as a pistol replacement.
So I'm giving some suggestions for flamers and some could be at the the same flamer. All of them on the Horzine FT at the same time would be OP though.

Give flamethrower (infinite) penetration! Penetrating flames ONLY set zeds on fire and does no contact fire or it will be the strongest weapon in the game lulz. Due to Flamers DoT firebugs need to reach stuff far back and need make as many zeds burn at one time. Giving them penetration gives them better ability to set more things on fire, which is their job. right now fb set stuff on fire and waits for it to walk towards you, but the burning things behind are unreachable so you cant lighting them until the stuff in front dies. Then the things behind are at your toes when they aren't meatshielded anymore. I really like this idea and would maybe even trade some dps for it ^^
Would make it easier for fb to help the team also. Now you set things on fire and supp kills it instantly after becasue it's already near you. If you could attack stuff behind you would have not just other zeds to focus on than other perks, you would have other zones. Like the sharp that takes out SC from a long distance because their head reaches above the others.
It's realistic also, flames wrap around round objects and aren't stopped. More so if it's burning gas, and horzine flamer is a liquid burner.

Firewall! Hitting ground produces a flame already, but my suggestion is that it stays longer and sets zeds on fire. You qould use this to make a wall of fire. Obvious tactical advantages. Since it isn't permanent it will require semi-constant attention. Less time than a welded door with a qlot hitting it at least, but will only stop the weakest of zeds so it isn't a complete everything-will-qome-from-this-direction-so-I-won't-even-have-to-turn-around-to-look-for-stuff.

Make incendiary grenades last 10 sec~ depending on FB level. About the same as last suggestion but stronger, lasts shorter and obviously the 5 grenade limit is making this suggestion very different. Maybe max 4 of these incendiaries? Or kill the previous suggestion and make these last way longer than 10 sec and make 'em weaker.

M79 Incendiary. Has been made as mod, but it's a lightweight alternative to the mac10. Or primary maybe :D
Maybe the Husk gun should act more like the incediary grenades? Ofc the flames shouldn't last for 10 sec with M79/Huskie.

Short range high spread flamer with pushback! Both for zeds and you, according to newton. With a wall behind you qan qounter your own pushback. High reqoil (on aim). Wouldn't
 
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