Map-dependant, Fixed Mounted Machine Guns

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_Duke_

FNG / Fresh Meat
Aug 22, 2010
280
151
0
I know machine guns and machine gun perks have been discussed to death, but that is not my idea nor was it ever something I would have wanted.

My idea is for there to be fixed (
unmovable) mounted machine guns that are tied to the map. If the location/use of the gun is overpowered, then Tripwire simply does not Whitelist the map.

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How it'd work

The Mounted Machine Gun starts with a small amount of ammo (dependant on difficulty level) but must be fed additional ammo, in the form of discarded weapons. The value of weapon:ammo would need to set carefully, and not just by ammo cost (since some things like crossbow have ridiculous amounts of ammo cost)

The Mounted Machine Gun can be killed. It has HP, and must be welded if injured. Zeds will only attack it if there's someone manning it. Husk fireballs do hurt it.
>>> If killed, it takes time to respawn
>>>>>Beginner: respawns next round
>>>>>>>Normal/Hard: Skip a round, then it respawns
>>>>>>>>>Suicidal: never respawns

There is no perk related to its use.
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I know a lot of people don't like the idea of machine guns, but I personally love mounted machine guns. They're just fun to me.

Again, I want to stress that since they're tied to the map and immovable, Tripwire simply keeps the map off the whitelist if they don't like how its used (i.e. not exposed enough, or too many free weapons to feed it)
 

Olivier

Grizzled Veteran
Jan 19, 2010
3,651
1,071
113
KF-Road to Perdition already have a machine gun (http://forums.tripwireinteractive.com/showthread.php?t=44902)

And a mounted-machinegun in any map would make everything so easy. Especially on hard and normal :eek:

EDIT: If i'm correct, Road to Perdition is using a mutator for the machine gun. So unless Fel and S281 would like to share this mut (and i dont think it will happen since its a part of their map), this wont happen anytime soon mate.
 
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YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
2,502
0
Canada
KF-Road to Perdition already have a machine gun ([url]http://forums.tripwireinteractive.com/showthread.php?t=44902[/URL])

And a mounted-machinegun in any map would make everything so easy. Especially on hard and normal :eek:

EDIT: If i'm correct, Road to Perdition is using a mutator for the machine gun. So unless Fel and S281 would like to share this mut (and i dont think it will happen since its a part of their map), this wont happen anytime soon mate.

I'm not sure how it's possible to use as a mutator because it requires manual placing in the map.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
Actually, what does it matter if there are miniguns and what not in the map? You cant level up using those, so they wouldnt contribute to the "easy leveling" factor as much. They might make the map itself easy but it doesnt necessarily make leveling up any faster or easier. Depending on situation and map ofc.

And something like this would be very acceptable in mission maps where you use the machine gun only during one or two waves most likely.
 

_Duke_

FNG / Fresh Meat
Aug 22, 2010
280
151
0
Oh great, more campfests.

Pretty much every KF match already turns into a campfest. The idea in my head is that in order to keep the gun alive and working, the whole team would have to pitch in. 1 to man it, 1 to weld its HP, 1 to feed it (throwing spare weapon), all others to protect it. Keeping busy like that doesn't seem like a campfest, it sounds fun and lively.

If Tripwire doesn't like its positioning, they don't whitelist it. If admins don't like it, they don't have to run it. I guarantee the only way machine guns would ever work is as a map feature, not a perk.


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a mounted-machinegun in any map would make everything so easy. Especially on hard and normal :eek:

Pipe and Xbow spamming have already done that.

As HaTeMe pointed out:

Actually, what does it matter if there are miniguns and what not in the map? You cant level up using those, so they wouldnt contribute to the "easy leveling" factor as much. They might make the map itself easy but it doesnt necessarily make leveling up any faster or easier.
 

anthracy

Active member
Jun 17, 2009
693
113
43
I guess they could be put in the absolute worst spots on any give map to solve the balance issue. Plus they could be incredibly weak, and explode resulting in killing everyone when the hp on them is depleted.

So basically make it a LAW that can kill an entire team.
 

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
The miniguns on RoadToPerd are actually balanced. They over heat after a while and while they do shred clots/crawlers up, you can't just spam it. Perhaps you could look at that map and then think again on this idea.
 
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