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New Support weapon concept: Rivet Cannon

E(rik)

Grizzled Veteran
Nov 12, 2010
160
103
27
New York
So, this is my concept for a new SS weapon. I wanted to make a creative weapon idea, not another "HAY WHRES OUR M16S AND SNOIPOR RIFLES" topic.

This would resemble a large modified rivet gun minus the cord and a canister of rivets underneath. The nossle would be sawed off and altered, and a there would be a handle on top of it and on the back. Or, just a more modernized version of the Rosie's rivet gun for any bioshock fans out there. =P

This weapon would fire a single rivet, straight down the invisible crosshairs that would deal about as much as a compressed pump shotgun blast (would be directly in sync with pump shotgun damage). Now, to make sure this doesn't become a new sharpshooter weapon, this cannon would have a weight of 10. It would also have only a 1.0X headshot multiplyer. I'd imagine the iron sights being similar to the AK47s, but of course would be different somehow.

Now, you may be thinking what this is doing for the SS, a class that specializes in shotgunning, but many people forget another important part of playing support: Welding.

Using the alt fire of this weapon fires a rivet that deals no damage and on contact with a weldable door seals it 20%. You can only do this while playing as SS while wielding one, kind of like how you can only have fire ammo for mac10 when firebug. This percentage is just an example, as it would increase as your level progresses.

Now, just to clear things up:

Not SS: clips size 4/36, cannot weld shot, deals as much damage as spread-free shotgun blast. 3000 Pounds.
As SS: Clip size and clips carried grows by 1 for each level, weld shot welds 10% as level 0, grow 10% with each level up (eventually putting you at 70% weld per hit.), damage dealt is exactly the same as shotgun damage. 3000 pounds as level 0, going down 250 pounds for each level, making it 1500 pounds at level 6.

Of course, most numbers here can be tweaked.

Any opinions on this crazy idea of mine?
 
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This is certainly the most original weapon idea of late. +1 for that. :)

It's also a bit confusing with your phrase "compressed". Are you perhaps referring to the alt-fire; most commonly found on the middle mouse button?

And only now, after reading it twice, did i find another mistake. SS isn't Support Specialist, SS is in fact SharpShooter. Support Specialist is usually abbreviated to Support, or Supp; maybe even Sup. Spec.

But these were simple errors that now that i see them, the idea sounds cool :)

Though the rivet passing through players and specs poses a problem on FF servers :eek:

And having no iron sight and headshot multiplier seems a bit odd. Having an iron sight would actually be quite beneficial and may even be a game-saver in specific circumstances.

And the only weapon that has no headshot multiplier is the FlameThrower, and the Rivet Cannon doesn't work anywhere near like the FT, so i'm going to ask simply for a 1.0x headshot multiplier; so it has one, but one that is not overpowered.

And you don't need to worry about SS using this :p
The bonuses of SS only apply to SS weapons getting headshots.
 
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Candlejack, I was thinking for this. . . Ever play FEAR?

There happens to be a gun on there that sounds like this. The name escapes me, looking it up now.

EDIT: Heres the link, go to 2:19 for the weapon I am thinking of.

YouTube - F.E.A.R. Weapons Loadout

I've actually never played F.E.A.R. before, though i want to now :D

And that gun looks awesome. Though the one after looks even better. Do Want.
 
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Quite like the weapon but a few things:
Support can already carry a ton of weapons and has a large arsenal of perk weapons anyway, so why does support need this weapon?

Welding is done by points of door health. I would suggest making the rivet add an amount of health rather than a percent because of two reasons, leveling and balance. A high health door (say the max possible that KF can support which, unless artificially capped, is at least 2^32 or 4,294,967,296) could max you welding requirement and be basically invincible for the rest of the game.

Having the rivet pass through actors might make it work, but it would probably be better if it functioned like the med dart meshed with welding code.

The cost is too high since it will cost more than AA12, even at level 6. Also reducing the spread to none is not necessarily a good thing. It would deal ~30*7 or 210 directly, up to 336 at lv6 which is slightly more than a crossbow body shot (300) with a clip size of 4 and total ammo of slightly more than a crossbow. So bust damage and DPS aren't great so what about longevity: 17,472 total full load Rivet vs 24,000 AA12 (can get headshots) or 28,080 hunting shotgun (can get headshots) or 24,460 pump shotgun (can get headshots). Also, 900 pounds with correct discount but with current stats it should cost much less.

I would suggest reducing the price and weight of the rivet gun to 500 pounds and 5 weight. It could be carried in additions to pump shotgun and AA12/HS but would also be a viable weapon for other perks.
 
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I like the base idea actually of a rivet gun however there are a few things I would like to challenge: -

- Weight of 11? Doesn't that seem a tad high for a piddly rivet gun? At a stretch I could believe 5 but 11? Unless the thing is shoulder mounted I find it a tad curious. (btw 4 or 5 would work nicely as it prevents players from using HS and AA12, and also uses up any remaining kit space)

- Just as much damage as a Shotgun? It is just firing a nail after all, and even if it were modded to fire nailz with such high velocities I doubt a single nail could out perform a close range pump action shotgun shell. I personally prefer it to be rather close range oe even melee distance if anything. Think Lethal Weapon 2 :)

- Alt fire travels through allies and foes? I don't really see a reason it should, if you try to fire it through a person or a zed then clearly you have made a mistake and shouldn't be able to weld. Plus I doubt the nail fired in this way could penetrate through metal and bolt a door shut. Usually they are gas operated if I'm not mistaken and although you get alot of power when it is first fired, it loses momentum very quickly. While the game is rather unrealsitic it's thought lines tend to make sense, but long range welding? It is a tad "huh?".

I'd prefer the bolt gun to give big jumps in health for a door, if people want something unique make it so the door can be overhealed by 25% or whatever, but still require the pplayer to actually BE at the door. The bolt gun should serve as an enhanced welder, giving the players more options when it comes to welding doors shut, and giving players a close range weak weapon to help the player if they get surprised.

Its weaknesses would be it can't unweld (obviously creating that quick panic swapping to the welder when trying to run ;)) and has a limited ammunition supply, so holding a door against a fleshpound is merely a matter of time before you lose :)

However tbh the Support is already a pretty damned powerful perk, and I'm not sure he needs it.

EDIT: Beaten by Akame, I shouldn't skim threads as much as I do :D
 
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I approve of this idea, however I have a lot of questions What would the gun look like when fired, is it meant to obscure vision? How much recoil? Would it be hitscan or projectile? Does the regular fire have penetration? And how does this affect Support's balance and killing power? Discounting the door-welding special ability, how would this perform just as a weapon? What tier do you envision it being?


I think the door-welding ability is great, but I'm curious to how this would perform as an actual weapon.
 
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@ Salad Snake: I guess it would be a projectile, just like the other Shotgun pellets. Maybe a tad bigger?

Regarding it's "snipeability", how about having a reduced damage over long ranges? Like, it deals full damage over a certain range (like, 10 metres or so), but for every metre beyond that range, it loses 10% damage dealt, reduced to a minimum cap of only 25% of the initial damage?

The signification of when it starts losing damage could be done by having the nail being "glowing" at the start, and when it reaches that range where it starts to lose damage, it could stop glowing. Is that a good idea (or even programmable)?
 
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A very original idea, actually. But I don't quite enjoy the xbow-esque feel to it (as in it's a single solid shot that penetrates).

How about some post-modern experimental horzine weapon (like the Mp7) instead? A semi-auto shotgun with the rivets as described? :IS2:
Hmmmmm....

Semi-auto shotgun with underslung rivet/nail gun? :eek::D:cool:

EDIT: Or the other way around! Nail/Rivet Cannon with underslung shotgun.... *drools*
 
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Candlejack, I was thinking for this. . . Ever play FEAR?

There happens to be a gun on there that sounds like this. The name escapes me, looking it up now.

EDIT: Heres the link, go to 2:19 for the weapon I am thinking of.

YouTube - F.E.A.R. Weapons Loadout
I already made this for Destroyer, the new Specimen I am working on since like a year.
 
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Ok, I updated the original post with slightly different stats. Most notably it would now have ironsights and weight would now be 10.
Still too much weight to be used by any other perk not that you would anyway since without the perk bonus, the rivet would only deal 210 damage and cost 3000.

Again, I would suggest:
-500 pounds
-weight 5
-weld roughly 1000 points plus 10% bonus points per level (Based on heavy door on West London church having roughly 10,000 door health points?)
-Rivets collide with players and specs
-Iron sights and normal headshot bonus
-Normal shotgun penetration
-1.1 sec cycle time on shots (higher than everything except crossbow) with 2 sec reload (so, overall higher burst fire rate than crossbow but average shots per second about the same)
 
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