Circut Judge .410- $650
Sharpshooter / Support
Weight: 4 blocks
Medium damage, very tight choke firing only 4-5 projectiles. 5 round cylinder with reload speed like the 500 magnum.
The purpose of this weapon would be to add an accurate shotgun to the lower price bracket. A head-shotgun if you will. It would have either a red dot/ring sight, or a Acog style low zoom scope. It would add twofold functionality to both Sharpshooter and Support. Sharpshooter would gain access to a gun *just* powerful enough to take out trash zeds with twitch-shooting-chest-shots while on the move. And Support would gain a gun that's reliability capable of getting headshots at the end of a medium length hallway.
Thompson Contender .50 Beowulf HE- $750
Sharpshooter/Demolitionist
Weight: 3 blocks
Firing .50 Beowulf High Explosive rounds with a time delay impact fuse.
This early purchase has a power level just below the desert eagle. Each round explodes 1sec after it makes contact, and does double damage on headshots and weak points. It's recoil is huge, and it's single shot action gives it a slow reload. What it does have, is a fantastic scope for a gun this cheap, and enough damage to rely on it for Skrake removal. Sharpshooter gains a great scope earlier on... At the cost of reload speed, and being forced out of your great scope by the reload animation every shot. Where the Demolitionist gains a gun that's much more capable of getting headshots that anything else in its arsenal, and can finally make use of the 'extra direct damage' perk choice.
Kal-Tec Pmr 30 .22 magnum - $550
SWAT (Single) /Gunslinger (Dual Wield able)
Weight: 2 blocks
Firing the anemic .22 magnum this gun achieves nearly 9mm performance with 30 rounds on tap, this model has been upgraded to fire in full auto with the alternative fire when firing with two hands. When dual wielding it is automatically set to single shot, and alternative fire changes the ADS to use the red dot. In single shot mode, a green Lazer sight is activated.
This extremely low recoil option is a head popping machine against weak zeds and makes for a great early buy for SWAT, and a pair of them puts so much lead downrange that Gunslinger can make use of them in the late game. The Lazer sight makes the PMR the obvious choice for the hipshot headshot marksman. It's single shot would do less damage on a body shot than the 9mm, but it would get a headshot damage bonus. The full auto would have very low spread, and a slight damage increase over single shot, but no critical multiplier. This gun only takes up 2 blocks, because a fully loaded PMR 30 with extra magazine, weights less than a loaded Glock 17 with no extra mags.
Baretta 93r 9mm- $900
Commando (Single)/Gunslinger (Dual Wield)
Weight: 3
This select fire pistol comes with 3 shot burst and auto modes. Firing 9mm full metal jacket ammunition it has very high penetration, but relitavely low damage.
When firing a single 93r recoil is reduced due to the foregrip, and the shoulder brace. The 3 round burst has some 'flip' to it. (like the AK) the full auto however climbs up very quickly. When dual wielding the shoulder stock and foregrip are folded up, and it's automatically set to 3 round burst, alternative fire changes ADS. The relitavely low weight make this a viable backup gun for a commando, especially one packing a mini gun or a stoner. As for gunslinger, this opens a 3 round burst option for them allowing quicker trash clears and deeper ammo reserves with more damage per shot than the PMR or other options. However this would be simply the worst about recoil, possibly even worse than the glock 18 to compensate.
Supressed FAMAS 5.56 w/ Single Shot 10g Shotgun- $1100
Commando/Support
Weight: 7
(note: in the above photo a grenade launcher is pictured. Simply remove the grenade style sight and this photo would look 90% correct.)
This rifle comes in 3 shot burst mode only, and deals damage at a slightly lesser rate than the ak47. The magazine carries 33 rounds of frangible ammunition by default, and has similar characteristics to the Rhino. Underslung is a single shot 10g shotgun, it reloads at the same rate that the m203 does, and has high penetration and wide spread.
This allows Support the ability to work at range in the same way that the m16/m203 gives to the Demolitionist. Relitavely few shots (11 trigger pulls per mag) keeps a Commando weapon from becoming must take on Support. The single 10g shell should be roughly as powerful as the alt fire on the boomstick. This also allows the Commando a potent tool to stagger charging Flesh pounds, and a 3 shot burst option with underslung versatility. The frangible ammunition, with its chance to deflect off walls and floors allows for sloppy snap shooting so often favored by support players, while still allowing for ranged shots that don't feel gimped on Commando.
Mk4 L2A3 smg $1300
SWAT/Berserker
Weight: 5
This 34 round smg is a sturdy killstick. With no ADS function, RMB instead being replaced by a hard forward stab that can be performed while shooting, and counts as a hard melee for the purpose of perks. The melee button clubs with the stock, and counts as light melee for the purpose of perks. Alternate Fire however, acts as a parry. Left click fires 9mm full auto only with wide spread but low recoil.
After the addition of the Mosin Nagant I've been dying to get a few more things with bayonets into the game. This opens up SWAT's playstyle while leaning into the brutal nature of the class, all while bringing some much needed ranged capability to Berserker. With lower damage per shot than the nailgun, the Berserker gains little by stacking up guns. They do however, gain a weapon capable of taking care of swarming trash a few layers deep. Not a gun for precision headshots, it's designed to let you fight out from under a pile of zeds while laying down enough fire to save your team.
Kerosene- $350
Firebug
Weight: 2
This variant of C4 is a firebug exclusive. The fuel can does not stick to zeds when thrown. Once the fuel can hits the ground, a pool of fuel begins spreading out around it over the next 5 sec. Once a pool has expanded it will remain as long as mine reconstructor mines do. You may use ADS with Kerosene equipped to ignite the fuel cans from afar, or shoot them with flaming weapons. When a fuel can detonates it causes small explosive damage and creates ground fires whose size is based on how long the pool spread before ignition.
This simply adds some counterplay to an already great class. But the ability to place traps is extremely useful on higher difficulty.
I may come up with some more, but honestly I'd love to hear what everyone has to say about these.
Sharpshooter / Support
Weight: 4 blocks
Medium damage, very tight choke firing only 4-5 projectiles. 5 round cylinder with reload speed like the 500 magnum.
The purpose of this weapon would be to add an accurate shotgun to the lower price bracket. A head-shotgun if you will. It would have either a red dot/ring sight, or a Acog style low zoom scope. It would add twofold functionality to both Sharpshooter and Support. Sharpshooter would gain access to a gun *just* powerful enough to take out trash zeds with twitch-shooting-chest-shots while on the move. And Support would gain a gun that's reliability capable of getting headshots at the end of a medium length hallway.
Thompson Contender .50 Beowulf HE- $750
Sharpshooter/Demolitionist
Weight: 3 blocks
Firing .50 Beowulf High Explosive rounds with a time delay impact fuse.
This early purchase has a power level just below the desert eagle. Each round explodes 1sec after it makes contact, and does double damage on headshots and weak points. It's recoil is huge, and it's single shot action gives it a slow reload. What it does have, is a fantastic scope for a gun this cheap, and enough damage to rely on it for Skrake removal. Sharpshooter gains a great scope earlier on... At the cost of reload speed, and being forced out of your great scope by the reload animation every shot. Where the Demolitionist gains a gun that's much more capable of getting headshots that anything else in its arsenal, and can finally make use of the 'extra direct damage' perk choice.
Kal-Tec Pmr 30 .22 magnum - $550
SWAT (Single) /Gunslinger (Dual Wield able)
Weight: 2 blocks
Firing the anemic .22 magnum this gun achieves nearly 9mm performance with 30 rounds on tap, this model has been upgraded to fire in full auto with the alternative fire when firing with two hands. When dual wielding it is automatically set to single shot, and alternative fire changes the ADS to use the red dot. In single shot mode, a green Lazer sight is activated.
This extremely low recoil option is a head popping machine against weak zeds and makes for a great early buy for SWAT, and a pair of them puts so much lead downrange that Gunslinger can make use of them in the late game. The Lazer sight makes the PMR the obvious choice for the hipshot headshot marksman. It's single shot would do less damage on a body shot than the 9mm, but it would get a headshot damage bonus. The full auto would have very low spread, and a slight damage increase over single shot, but no critical multiplier. This gun only takes up 2 blocks, because a fully loaded PMR 30 with extra magazine, weights less than a loaded Glock 17 with no extra mags.
Baretta 93r 9mm- $900
Commando (Single)/Gunslinger (Dual Wield)
Weight: 3
This select fire pistol comes with 3 shot burst and auto modes. Firing 9mm full metal jacket ammunition it has very high penetration, but relitavely low damage.
When firing a single 93r recoil is reduced due to the foregrip, and the shoulder brace. The 3 round burst has some 'flip' to it. (like the AK) the full auto however climbs up very quickly. When dual wielding the shoulder stock and foregrip are folded up, and it's automatically set to 3 round burst, alternative fire changes ADS. The relitavely low weight make this a viable backup gun for a commando, especially one packing a mini gun or a stoner. As for gunslinger, this opens a 3 round burst option for them allowing quicker trash clears and deeper ammo reserves with more damage per shot than the PMR or other options. However this would be simply the worst about recoil, possibly even worse than the glock 18 to compensate.
Supressed FAMAS 5.56 w/ Single Shot 10g Shotgun- $1100
Commando/Support
Weight: 7
(note: in the above photo a grenade launcher is pictured. Simply remove the grenade style sight and this photo would look 90% correct.)
This rifle comes in 3 shot burst mode only, and deals damage at a slightly lesser rate than the ak47. The magazine carries 33 rounds of frangible ammunition by default, and has similar characteristics to the Rhino. Underslung is a single shot 10g shotgun, it reloads at the same rate that the m203 does, and has high penetration and wide spread.
This allows Support the ability to work at range in the same way that the m16/m203 gives to the Demolitionist. Relitavely few shots (11 trigger pulls per mag) keeps a Commando weapon from becoming must take on Support. The single 10g shell should be roughly as powerful as the alt fire on the boomstick. This also allows the Commando a potent tool to stagger charging Flesh pounds, and a 3 shot burst option with underslung versatility. The frangible ammunition, with its chance to deflect off walls and floors allows for sloppy snap shooting so often favored by support players, while still allowing for ranged shots that don't feel gimped on Commando.
Mk4 L2A3 smg $1300
SWAT/Berserker
Weight: 5
This 34 round smg is a sturdy killstick. With no ADS function, RMB instead being replaced by a hard forward stab that can be performed while shooting, and counts as a hard melee for the purpose of perks. The melee button clubs with the stock, and counts as light melee for the purpose of perks. Alternate Fire however, acts as a parry. Left click fires 9mm full auto only with wide spread but low recoil.
After the addition of the Mosin Nagant I've been dying to get a few more things with bayonets into the game. This opens up SWAT's playstyle while leaning into the brutal nature of the class, all while bringing some much needed ranged capability to Berserker. With lower damage per shot than the nailgun, the Berserker gains little by stacking up guns. They do however, gain a weapon capable of taking care of swarming trash a few layers deep. Not a gun for precision headshots, it's designed to let you fight out from under a pile of zeds while laying down enough fire to save your team.
Kerosene- $350
Firebug
Weight: 2
This variant of C4 is a firebug exclusive. The fuel can does not stick to zeds when thrown. Once the fuel can hits the ground, a pool of fuel begins spreading out around it over the next 5 sec. Once a pool has expanded it will remain as long as mine reconstructor mines do. You may use ADS with Kerosene equipped to ignite the fuel cans from afar, or shoot them with flaming weapons. When a fuel can detonates it causes small explosive damage and creates ground fires whose size is based on how long the pool spread before ignition.
This simply adds some counterplay to an already great class. But the ability to place traps is extremely useful on higher difficulty.
I may come up with some more, but honestly I'd love to hear what everyone has to say about these.