New Medic weapon looks awesome, but...

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DirtySpartan

FNG / Fresh Meat
Aug 15, 2012
924
4
0
Netherlands
Got a source on that? I haven't heard that
I think each perk gets a unique knife and grenade, but they start with one of their tiered weapons, not specifically a pistol
e.g. medic - medic pistol, zerker - machete, firebug - fire axe? flare pistol? Should be interesting to see what some perks start with, especially demo

Explosive ammo would be pretty kewl.

I'm pretty sure each perk starts with their weakest weapon tier. This could be things other than pistols.
 

cheesellama

FNG / Fresh Meat
Jul 14, 2014
525
0
0
In hell
Got a source on that? I haven't heard that
I think each perk gets a unique knife and grenade, but they start with one of their tiered weapons, not specifically a pistol
e.g. medic - medic pistol, zerker - machete, firebug - fire axe? flare pistol? Should be interesting to see what some perks start with, especially demo

No, he doesn't have a source for that. He thinks that "each perk starts off with their lowest tier weapon" means that they all have different pistols, which is not the case.

Also, I want to note that (as far as we know) there's no machete. It looks as if the shovel is probably the lowest-tier zerk weapon, if not it's the sledgehammer.
 
Aug 10, 2014
275
21
18
I think it was from an article several months ago. Then again however it could just be that it's only just unique melees and grenades as The Rizzeler said. and everyone all starts with either a basic 9mm or only certain perks get unique starting pistols. really at this point it's just speculation.
 

osmodeus

FNG / Fresh Meat
Jun 15, 2012
495
0
0
i thought they said each perk has it's own starting weapon in the playstation announce event video.

i have 50 mins spare i guess, however keyword was weapon not pistol

they said you start round 1 with perk specific weapons

they also said the old first wave was little more than a weird warmup. so first waves may be much tougher now
 
Last edited:
Aug 10, 2014
275
21
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i thought they said each perk has it's own starting weapon in the playstation announce event video.

i have 50 mins spare i guess, however keyword was weapon not pistol

they said you start round 1 with perk specific weapons

they also said the old first wave was little more than a weird warmup. so first waves may be much tougher now
Well a pistol would all under a definition of a weapon, won't it? :p

but really though, are you suggesting that perks might start with their own weapon as well as a 9mm?
Like the Commando: Bullpup/SA80. Sharpshooter: Lever Action(?). support: pump action shotgun. gunslinger: 44. revolver (4) or the DEeagle?
that would make sense too.
 

osmodeus

FNG / Fresh Meat
Jun 15, 2012
495
0
0
Well a pistol would all under a definition of a weapon, won't it? :p

but really though, are you suggesting that perks might start with their own weapon as well as a 9mm?
Like the Commando: Bullpup/SA80. Sharpshooter: Lever Action(?). support: pump action shotgun. gunslinger: 44. revolver (4) or the DEeagle?
that would make sense too.
no i'm suggesting the 9mm is a gunslinger starting weapon and the rest of us get what we're given.

that the old weapon management system may be irrelevent and we dont have a primary stack, a secondary stack, a special stack, and a melee stack. it might be a maximum of one each. we'll just have to wait and see on that theory.

but i am saying the tier 1 perk weapon may not be droppable. possibly upgradeable but NOT droppable
 

KingJoker

FNG / Fresh Meat
Jun 15, 2009
762
3
0
Far Far Away
no i'm suggesting the 9mm is a gunslinger starting weapon and the rest of us get what we're given.

that the old weapon management system may be irrelevent and we dont have a primary stack, a secondary stack, a special stack, and a melee stack. it might be a maximum of one each. we'll just have to wait and see on that theory.

but i am saying the tier 1 perk weapon may not be droppable. possibly upgradeable but NOT droppable

IF your trying to remove the default loadout that was in KF1 i say no... KF2 should have the same loadout concept it worked perfectly fine.