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Perk Idea - Hunk

SkylerK314

FNG / Fresh Meat
Apr 26, 2022
4
2
Killing Floor 2 New Perk

these ideas are off the top of my head with minor thought about balancing, would need tweaks.
Hunk
An LMG based perk best for Hunkering down and holding zones. Offers great armor upgrades and skills for continuous firing.
XP Objectives
• Dealing Hunk weapon damage
• Killing Ranged Attack Zeds (Sirens, DARs, Husks)
Weapons
DP27 - Tier 2 - 750 Dosh
Dual DP27 - Tier 2 - 750 Dosh
RPK - Tier 2 - 900 Dosh
Scar-H Drum - Tier 3 - 1200 Dosh
M247 SAW - Tier 3 - 1100 Dosh
Stoner 67 - Tier 3 + Commando - 1200 Dosh
Rafika Drum - Tier 3 + Gunslinger - 1300 Dosh
PDM Hurricane - Tier 4 - 1500 Dosh
(M247 using the Side Mag Well with an underbarrel proximity mine that stuns zeds)
Bren LMG - Tier 4 - 1500 Dosh
MG42 - Tier 5 - 2000 Dosh

Bonuses
Perk Weapon Damage
( 1% / level )
Reload Speed
( 5% / 5 level )
Ammo Capacity
( 1% / level )
Armor Supply
(Supplies Teammates with 25 Armor once per round)
Starting Loadout
STG-447 Drum
9MM Pistol
Trench Knife
Energy Grenade (explodes on impact, dealing high damage and knocks down zeds in a small radius; deals no self damage)
Perk Skills
Level 5
Reload Specialist - Reload 10% faster and increase stun chance by 10% using Perk Weapons
OR
Tactical Movement - Slightly increase movement speed while ADS and Reduce recoil 30% using Perk Weapons
Level 10
Tech Savy - Increases Equipment by 1. Choose to Equip a grenade that places a shield with 50 health and blocks zeds in a 5 foot radius
OR
Anti Projectile - ignore Sirens anti-projectile field. Choose to Equip a grenade that temporarily negates incoming Enemy Projectiles
Level 15
Premium Armor - Increases Armor by 100%
OR
Studded Leather - Damage received while wearing armor returns 10% damage to melee attacks
Level 20
Bullet Combo - Increases Rate of Fire 1% for each bullet hit while using Perk Weapons. Resets on reload
OR
Lead Returns - getting hit with a melee attack refills your mag by 2% using Perk Weapons
Level 25
ZED TIME Fully Stocked - Entering Zed Time refils your mag. While in Zed Time shooting Perk Weapons takes ammo from reserves.
OR
ZED TIME Ferocious Presence - Entering Zed Time Knocks down and stuns any nearby Zeds. While in Zed Time shooting Perk Weapons takes ammo from reserves.
 
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So, yet another Machine Gunner suggestion? I'm still convinced that the idea can't work from the get-go, because there's no way you could make the perk interesting enough, mostly due to a very "static" arsenal. And considering the main appeal is to have large mags and generous RoF... Would it be that different from a SWAT in the end?

But still, I'll study your proposition as I always do !

-Interesting to earn XP by killing ranged zeds ! I dig the idea, although it would have fitted the sharpshooter better I guess.

-The passives are by-the-books, but they should work nicely enough.

-I find it weird to start up with a beefed-up STG44... The gun (or more accurately : it's prototype) is a T3 weapon in the hands of the Commando. And suddenly it's merely a T1 for the Hunk, despite having a bigger mag? I know that game design should always prevail in face of realism, but it does puzzle me. It's the main gripe I had with every "machinegunner" suggestions : how do you come up with a convincing T1? I'm not very knowledgeable in weaponry, so maybe there are some low-caliber LMGs out there. But from the get-go, it just feels like a perk whose arsenal would already start at T3.

-Energy grenades feels a bit out-of-place, and I kinda believe the perk should have more "supportive" form of grenades instead (considering it's about tanking and suppressive fire).

-I don't really get your choice of weapons First of all : do we really need that many? Sure, a new perk should be up to speed with others, considering it releases so late after the latest inclusion (Survivalist). Having merely four guns would be far too little ! But then, if we delve into your choices :
1) Dual DP27? WHAT? Fully loaded, the gun weights a whopping 11,5kg... Imagine dual-wielding that !
2) The Raffica sounds like a weird choice too... It's not an LMG, but a PM. And while it would definitely make for a pretty ludicrous weapon in the gunslinger's hands (hence why the G18 is a T4), it would probably be mad underwhelming for a dedicated LMG perk. At best, it should be a peculiar sidearm, kinda like the buckshot for the support !
3) Do we need TWO M247, for the same perk no less? I'd rather see the "boosted up" version to at least have something a bit different in its arsenal.
4) It sounds very weird to have two WWII-era LMGs as the higher-tiered options... As iconic as these guns are, and again I'm no gun-nut, I'm pretty sure modern examples would perform better. The MG42 was known for overheating profusely for example, due to its massive RoF.

Now let's look into the skills !

Level 5 : Nothing much to say. Both seem helpful without being too much. And I actually don't know for sure which one I'd pick... It would probably depend on my weapon. Which is definitely something we don't see enough of in KF2 !

Level 10 : Both bring forwards some pretty neat gadgets ! But I feel like skills that only caters to grenades are just too... limited. Maybe one of them should be the perk's special grenade? Maybe they could be purchased at the Trader's Pod for a low-price (around 50-60, so just a bit more than a regular grenade?) I like the nades, mostly the shield (considering ranged zeds are less of a nuisance). But having merely one extra weight slot (rarely enough for anything, besides upgrading one of your gun one more time), or being free from the siren's main gimmick is not enough, considering you're playing a "hitscan" perk.

Level 15 : 100% extra armor is a lot ! Sure, you also have to pay more to fully repair it... But that's something that even the Medic and SWAT don't have access to. The Medic needs to slowly level up to increase his armor, while the SWAT requires TWO skills to reach that 100% extra. Again, I get that the Medic has other tools at its disposal (better and faster healing, faster movement), same for the SWAT (lighter weapons !). But I believe you could get a slightly smaller boost... An extra 50-75 would be enough, especially against the other skill "Studded Leather", which sounds fun but underwhelming, especially against a massive increase in your armor. Keep in mind that even if you lose like 80HP in a single hit, that wouldn't amount to much if the opponent only receive 10% of that itself... Maybe they could also be pushed back after they hit you? Or get a bleeding effect for a little while (5 seconds or so?). And even then... Double the armor is just too good to pass up.

Level 20 : Bullet Combo sounds STUPIDLY FUN and I do wonder why the SWAT never had that ! I do believe it would be mad cool, although I believe it should be a tad lower (0.5% maybe ?) because you'd end up either wasting a lot of ammo by mistake or just nuking everything by the time you reach the end of the mag (many LMGs have 50+ rounds after all !). That or maybe the boost could slowly drain out when you're not firing? Or totally reset once you release the trigger? "Lead Returns" is also pretty cool I must say, but on the flipside, I believe it could be a little more generous... Maybe regen 3-4% instead? Sure, if you get crowded by clots you could pretty much fully reload your gun... But at the cost of being on the brink of death ! It's tough to measure I suppose, maybe it could be tied to the damage received more than the amount of hits? Like a Fleshpound could replenish 10% of your mag, but a mere clot would only give you one extra bullet? I'd say it would be fairer.

Level 25 : What's the point of refilling my mag if I get everything from my reserve ammo anyway? :p I believe it should do a little extra than a mere "skip reload", especially considering you can't control when the Zed-Time drop, so you might only reload like two bullets ! "Ferocious Presence" is a bit better, although quite similar to SWAT's own skill.
 
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So, yet another Machine Gunner suggestion? I'm still convinced that the idea can't work from the get-go, because there's no way you could make the perk interesting enough, mostly due to a very "static" arsenal. And considering the main appeal is to have large mags and generous RoF... Would it be that different from a SWAT in the end?

But still, I'll study your proposition as I always do !

-Interesting to earn XP by killing ranged zeds ! I dig the idea, although it would have fitted the sharpshooter better I guess.

-The passives are by-the-books, but they should work nicely enough.

-I find it weird to start up with a beefed-up STG44... The gun (or more accurately : it's prototype) is a T3 weapon in the hands of the Commando. And suddenly it's merely a T1 for the Hunk, despite having a bigger mag? I know that game design should always prevail in face of realism, but it does puzzle me. It's the main gripe I had with every "machinegunner" suggestions : how do you come up with a convincing T1? I'm not very knowledgeable in weaponry, so maybe there are some low-caliber LMGs out there. But from the get-go, it just feels like a perk whose arsenal would already start at T3.

-Energy grenades feels a bit out-of-place, and I kinda believe the perk should have more "supportive" form of grenades instead (considering it's about tanking and suppressive fire).

-I don't really get your choice of weapons First of all : do we really need that many? Sure, a new perk should be up to speed with others, considering it releases so late after the latest inclusion (Survivalist). Having merely four guns would be far too little ! But then, if we delve into your choices :
1) Dual DP27? WHAT? Fully loaded, the gun weights a whopping 11,5kg... Imagine dual-wielding that !
2) The Raffica sounds like a weird choice too... It's not an LMG, but a PM. And while it would definitely make for a pretty ludicrous weapon in the gunslinger's hands (hence why the G18 is a T4), it would probably be mad underwhelming for a dedicated LMG perk. At best, it should be a peculiar sidearm, kinda like the buckshot for the support !
3) Do we need TWO M247, for the same perk no less? I'd rather see the "boosted up" version to at least have something a bit different in its arsenal.
4) It sounds very weird to have two WWII-era LMGs as the higher-tiered options... As iconic as these guns are, and again I'm no gun-nut, I'm pretty sure modern examples would perform better. The MG42 was known for overheating profusely for example, due to its massive RoF.

Now let's look into the skills !

Level 5 : Nothing much to say. Both seem helpful without being too much. And I actually don't know for sure which one I'd pick... It would probably depend on my weapon. Which is definitely something we don't see enough of in KF2 !

Level 10 : Both bring forwards some pretty neat gadgets ! But I feel like skills that only caters to grenades are just too... limited. Maybe one of them should be the perk's special grenade? Maybe they could be purchased at the Trader's Pod for a low-price (around 50-60, so just a bit more than a regular grenade?) I like the nades, mostly the shield (considering ranged zeds are less of a nuisance). But having merely one extra weight slot (rarely enough for anything, besides upgrading one of your gun one more time), or being free from the siren's main gimmick is not enough, considering you're playing a "hitscan" perk.

Level 15 : 100% extra armor is a lot ! Sure, you also have to pay more to fully repair it... But that's something that even the Medic and SWAT don't have access to. The Medic needs to slowly level up to increase his armor, while the SWAT requires TWO skills to reach that 100% extra. Again, I get that the Medic has other tools at its disposal (better and faster healing, faster movement), same for the SWAT (lighter weapons !). But I believe you could get a slightly smaller boost... An extra 50-75 would be enough, especially against the other skill "Studded Leather", which sounds fun but underwhelming, especially against a massive increase in your armor. Keep in mind that even if you lose like 80HP in a single hit, that wouldn't amount to much if the opponent only receive 10% of that itself... Maybe they could also be pushed back after they hit you? Or get a bleeding effect for a little while (5 seconds or so?). And even then... Double the armor is just too good to pass up.

Level 20 : Bullet Combo sounds STUPIDLY FUN and I do wonder why the SWAT never had that ! I do believe it would be mad cool, although I believe it should be a tad lower (0.5% maybe ?) because you'd end up either wasting a lot of ammo by mistake or just nuking everything by the time you reach the end of the mag (many LMGs have 50+ rounds after all !). Tad or maybe it could slowly drain out when you're not firing? Or totally reset once you release the trigger? "Lead Returns" is also pretty cool I must say, but on the flipside, I believe it could be a little more generous... Maybe regen 3-4% instead? Sure, if you get crowded by clots you could pretty much fully reload your gun... But at the cost of being on the brink of death ! It's tough to measure I suppose, maybe it could be tied to the damage received more than the amount of hits? Like a Fleshpound could replenish 10% of your mag, but a mere clot would only give you one extra bullet? I'd say it would be fairer.

Level 25 : What's the point of refilling my mag if I get everything from my reserve ammo anyway? :p I believe it should do a little extra than a mere "skip reload", especially considering you can't control when the Zed-Time drop, so you might only reload like two bullets ! "Ferocious Presence" is a bit better, although quite similar to SWAT's own skill.
Glad you liked some of my ideas. I understand some of these are unbalanced and i very much agree when you show me. Thanks for the critics 😁
 
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Killing Floor 2 New Perk

these ideas are off the top of my head with minor thought about balancing, would need tweaks.
Hunk
An LMG based perk best for Hunkering down and holding zones. Offers great armor upgrades and skills for continuous firing.
XP Objectives
• Dealing Hunk weapon damage
• Killing Ranged Attack Zeds (Sirens, DARs, Husks)
Weapons
DP27 - Tier 2 - 750 Dosh
Dual DP27 - Tier 2 - 750 Dosh
RPK - Tier 2 - 900 Dosh
Scar-H Drum - Tier 3 - 1200 Dosh
M247 SAW - Tier 3 - 1100 Dosh
Stoner 67 - Tier 3 + Commando - 1200 Dosh
Rafika Drum - Tier 3 + Gunslinger - 1300 Dosh
PDM Hurricane - Tier 4 - 1500 Dosh
(M247 using the Side Mag Well with an underbarrel proximity mine that stuns zeds)
Bren LMG - Tier 4 - 1500 Dosh
MG42 - Tier 5 - 2000 Dosh

Bonuses
Perk Weapon Damage
( 1% / level )
Reload Speed
( 5% / 5 level )
Ammo Capacity
( 1% / level )
Armor Supply
(Supplies Teammates with 25 Armor once per round)
Starting Loadout
STG-447 Drum
9MM Pistol
Trench Knife
Energy Grenade (explodes on impact, dealing high damage and knocks down zeds in a small radius; deals no self damage)
Perk Skills
Level 5
Reload Specialist - Reload 10% faster and increase stun chance by 10% using Perk Weapons
OR
Tactical Movement - Slightly increase movement speed while ADS and Reduce recoil 30% using Perk Weapons
Level 10
Tech Savy - Increases Equipment by 1. Choose to Equip a grenade that places a shield with 50 health and blocks zeds in a 5 foot radius
OR
Anti Projectile - ignore Sirens anti-projectile field. Choose to Equip a grenade that temporarily negates incoming Enemy Projectiles
Level 15
Premium Armor - Increases Armor by 100%
OR
Studded Leather - Damage received while wearing armor returns 10% damage to melee attacks
Level 20
Bullet Combo - Increases Rate of Fire 1% for each bullet hit while using Perk Weapons. Resets on reload
OR
Lead Returns - getting hit with a melee attack refills your mag by 2% using Perk Weapons
Level 25
ZED TIME Fully Stocked - Entering Zed Time refils your mag. While in Zed Time shooting Perk Weapons takes ammo from reserves.
OR
ZED TIME Ferocious Presence - Entering Zed Time Knocks down and stuns any nearby Zeds. While in Zed Time shooting Perk Weapons takes ammo from reserves.
change the dual dp to a burton 1917 light machine rifle (maybe with a crossperk)
and the starting stg for a BAR
 
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