Random Ideas of Self-Indulgence.

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

EonSeig

FNG / Fresh Meat
Oct 13, 2010
260
93
0
Florida
This thread is basically what the title says. I made it as a place to throw every random idea I've got and to satisfy my own whimsy. Not everything will be serious, some of it extremely serious. How much I care about any one idea is probably directly proportional to how long I write about it.

This thread is basically going to progress and get more detailed as time goes on and new changes to the game happen. At first I'm just going to organize it by topic, and for now it's going to be rather sloppy.

Commando.

In terms of weapons that he currently has, Commando is completely fine. Internally, he is balanced.

To me, the Commando has a fairly well-defined role; clear out the smalls with sustained fire. The problem with the second part seems to be that as the Commando's weapons rise in tier, they get further away from that idea. They go from high mag size to low mag size as you go further, and gain higher damage instead. Many people complain that every Commando weapon is the same, and in a sense this is true. However, in many ways they are not alike at all. They have enough differences that they don't play the same, and as such there's actually nothing consistent between them besides selective fire.

The Bullpup, being a tier 1 weapon, does everything Commando is supposed to do; spray a lot of low damage bullets.

The AK47, being a tier 2, is different from that. The AK is surprisingly accurate when burst fired from the hip, and at lvl 6 it's very easy to hip fire for bursts of 2 rounds every one-third second at mid range. It deals more damage per hit, but fires much more slowly. It has a smaller, yet still large, mag capacity. Its reload time is much longer. It is also visually different in that it doesn't have a holo or red dot sight.

The SCAR is different from and similar to both of the previous weapons, and as such it does not constitute a normal tier 3 weapon. It is like the Bullpup in that it has a very high rate of fire. It is like the AK in that it deals higher damage per hit. It has a red dot, but it's also passable for hip firing in bursts. However, it is completely unlike both of them in that it has a low mag size.

This creates something of a problem in that the Commando does not have a tier 3 weapon that progresses from his tier 1. What he has is a hybrid weapon that progresses from his tier 2 and takes a couple elements from the tier 1, but is otherwise completely different. To me, this actually makes the Commando interestingly unique and presents an opportunity for a companion tier 3 weapon to the SCAR.

HK21E
Light Machine Gun
80 rounds
30 damage
0.075 rate of fire (800 rpm)
Weight: 10
3 reserve mags.
6 second reload time.
Costs 2500 pounds.

Even with a much higher rate of fire, the SCAR has nearly double the 21E's dps. It only catches up after the SCAR has to reload, and then the SCAR only falls behind by a little over 100 dps.

Again, in terms of what he currently has, there is nothing wrong with the Commando. There's just the odd way in which his weapons progress.

Firebug

Firebug is fairly underrated, and it always has been. True, it has always had major shortcomings that made it impractical. Spewing flames all over the place causes a lot of FPS lag for everyone in front of you and it's often very blinding, but this is easily handled by being very conservative in your flaming. You'll also run out of ammo easily if you aren't careful, and your only purpose in helping kill the large ZEDs is to crisp them until they start running around in a panic. The MAC10 really only fixed the Firebug's one problem of being virtually incapable of killing Husks, and this is okay to me. The Firebug only lacks one thing as of now; a tier 1 weapon.

Blowtorch
Melee range butane torch.
Same damage and fire rate as the Flamethrower.
25 Ammo.
5 reserve bottles.
4 second reload time.
4 weight.
Will not ignite you when used point blank.
Takes up your slot 2.
Gains the same bonuses as the Flamethrower, except for the range benefits and the discounts.
Costs 250 pounds.
Would prefer if lvl 6 Firebug spawned with this and not a MAC10.

Sharpshooter

Sharpshooter has a fairly confused progression line for his weapons, much like the Commando's tier 3 does not progress directly from tither of his other weapons. The lines for Sharp go something like this.


9mm
|
Handcannon->Xbow
|.......|
LAR<->M14
|
Xbow

This highlights the point that Sharpshooter actually has several different weapon lines, all of which are fairly confused. It starts at 9mm and goes to handcannon, which ends the "handguns" line. From there you can take a hard left and go to the Xbow, since HC and Xbow share a piercing effect. After HC you can go for the LAR which starts the "high base damage semi-auto" weapons. That line progresses to the M14 and ends there. Last you can go from LAR to the Xbow (though they can't be carried together) and get to the end of the "sight-focused big hitters", or weapons which rely heavily on sights or scopes and deal the highest damage per hit on headshots. You can also have the Handcannon progress directly to the M14, as they have the same base damage and rate of fire (as of the current beta patch). You can also just keep using a LAR, as in many cases it is actually better than the M14.

Even this line I just made is not entirely correct. 9mm obviously does not progress to the Xbow, as they are completely different. This is mostly due to the fact that 9mm was originally not a Sharpshooter weapon, and therefore doesn't function like one at all.

Since the beta, the Sharpshooter has all but been perfectly balanced. The "Sharpmando" no longer exists to the same degree that it used to, at least on HoE. The Sharpshooter now functions for his intended job and nothing else unless he can rapidly headshot with M14. This means he is now actually limited at crowd control compared to the Commando. At this point I had intended to put forth some stats for a sniper rifle, simply to finish up. However, I don't think it's necessary. If TWI wants to make a bolt action rifle, I say wait for them to decide so. I will merely suggest some guns that would be appropriate. My personal favorites are the M40A3 or the L42A1 (which is a modified Lee-Enfield). I highly discourage the L96. It's in too many games already.

Support

I honestly don't know what to say about the Support. It's the poster boy for basic class balance. His role is clearly defined, his weaknesses apparent and consistent, and his strengths always useful. His weapons have a clear and understandable progression, essentially being the only perk that has a perfect textbook tier line. Shotgun is standard, Hunting Shotgun is powerful but functions very differently from the Shotgun, and the AA12 is essentially a direct upgrade from the Shotgun. The only instances where the Support is somewhat overpowered would be the Patriarch fight, and that's only because of the Patriarch's bad AI. Welding the big man in side the room with you basically auto-wins you the game.

In terms of new things I want to add, I have one particularly intresting shotgun I've been throwing around for a little while.

http://en.wikipedia.org/wiki/MTs-255
Revolver Shotgun
Same number of pellets and damage as the Shotgun.
Same spread as the Shotgun.
5 round cylinder.
9 moon clips reserve.
3 second reload.
0.3 rate of fire.
8 weight.
1000 pounds.
Ammo costs 15 per clip.

I see this as something of a direct sidegrade to the Shotgun. It acts as a bit of a tier 1 hybrid. It reloads in a single unit like the AA12 (and sort of like the HS, as it always reloads a set number of 2 shells) and does the same damage as the regular shotgun. It also has a smaller amount of loaded ammo, meaning it will burn through its cylinder very quickly. While the regular Shotgun has a long total reload time, its reload can be interrupted and it can be fired as-is, while with the Revolver Shotgun you must finish reloading before you can fire. This helps to counter the MTs-255's higher total ammo and shorter overall reload time. Personally, I would find the two weapons to be a good toss-up, and maybe if it existed in-game I would carry both during the later waves if my team wanted me to mule some extra weapon.
 
Last edited:

timur

FNG / Fresh Meat
I don't know..... the commando seems fine to me.

As for the blowtorch, I like the whole "tier 1 firebug" idea, but I am not so keen on using a blowtorch (not to mention the fact that a blowtorch is basically a smaller welder). I can't come u with a better idea at the moment, but someone probably should.
 

Salad Snake

FNG / Fresh Meat
Aug 2, 2010
875
148
0
33
Honolulu, Hawaii
I don't know..... the commando seems fine to me.

As for the blowtorch, I like the whole "tier 1 firebug" idea, but I am not so keen on using a blowtorch (not to mention the fact that a blowtorch is basically a smaller welder). I can't come u with a better idea at the moment, but someone probably should.

Flaregun. :p


But I think the Mac10 makes a good tier 1, and the flamethrower is more a tier 2.5. Demo doesn't really have a tier 1 though.
 

EonSeig

FNG / Fresh Meat
Oct 13, 2010
260
93
0
Florida
I would not consider a Flare Gun to be an offensive weapon in a semi-realistic survival horror game. This isn't TF2, and though the Pyro is my favorite and second most-played class, I would rather we not try to turn the Firebug into a Pyro clone. I would be fine with a Flare Gun slot 5 item, though.

The Mac10 is much closer to a tier 2 weapon than a tier 1, and it has the firepower to back it up. The unofficial definition of a Tier 2 is a perk weapon that has a markedly different function or mechanical behavior from either the tier 1 or tier 3 which means that the tier 3 cannot directly replace it for its function. This is an unofficial definition because it's simply a very general pattern that perk weapons seem to follow, but not always. The only perks that so far follow the "tier progression pattern" are Berserker and Support. The other perks are either missing tiers (Demo is missing a Tier 2, but we could consider the LAW to be something of a Tier 2 that is equal in power to his tier 3, the m32. Pipe bombs might also be considered a tier 2 weapon, but only vaguely) or have odd hybrid weapons that don't seem to be specifically progressing from one earlier weapon or another, sort of like Commando and Sharpshooter.

True, the FT feels more like a sub-tier 3 weapon, but that's only because for the longest time it was the only weapon the Firebug could use besides molotov grenades. So, it was made appropriately moderate in power and approachable in price so the Firebug could actually be leveled. For a long time Firebug was probably the hardest perk in the game to level. It still sort of is, as I don't think the Mac10 helps perk progression. Honestly that should be fixed.

The point I'm getting at here is I would like to see the Firebug get another slight revamping when the next content pack comes around. The Flamethrower could be bumped up in price a good deal and get a buff to make it more it line with a real tier 3 weapon. The Blowtorch would basically be the Firebug's 9mm. Spawning with it would be pretty appropriate.

On further though I just realized that the blowtorch may have to be weakened a bit from what I currently have the concept as.
 
Last edited:

doom612

FNG / Fresh Meat
Nov 26, 2010
20
1
0
Why dedicated blowtorch? It can be a flamer firing mode, like single/auto switch machine-guns have. "jet" and "spray" modes, for normal flamethrowing and "torching". Purpose of "torch" mode is fuel saving and close combat with flamer without set yourself on fire. Because fuel sprays, it burn completely in the air, providing more heat i.e. more damage, but less effective set zed's on fire and do not creating burning spuddles on the ground.
 
Last edited:

The_Holy_Diver

FNG / Fresh Meat
Nov 26, 2010
249
78
0
Suburbia
Honestly I like both ideas on having two firing modes for the FT and having a blow torch. But theres a question I have to ask, ever been around a blow torch? Even a tiny propane one that looks like a drill? Those things get so hot they can make heat melt. Seriously. They are just a small torch, and the bigger ones get hotter than the smaller ones. <Obvious statement I know lol> With that being said I would like to see the hand held blowtorch more, only for the fact that the FT can only get so high as far as temperature is concerned. I may be wrong but I think a hand held blow torch against a bloat or clot would be nice, melt their faces off lol. Next is the scrake, if I'm thinking right, the blow torch would do considerable amount of damage because it's so concentrated with the heat, more so than the FT. But the drawback would be the Bug getting close enough to light him on fire without dying. Same goes for FP.

Basically good idea, deff could use expanding upon. And ^would love to see a M249 SAW in here for kicks. . only for kicks not for the real game, just to mow stuff down. . .^
 

Pirsq

FNG / Fresh Meat
Jul 20, 2009
4
0
0
a blowtorch is basically a smaller welder

You could just let firebugs attack with the welder. Melee range, 0 direct damage but sets stuff on fire, ammo recharges as usual. Pretty useless practically since things take a while to burn down and they're going to be in melee range to hit you, but totally fun and in-character.
 

BenioX

FNG / Fresh Meat
Jan 20, 2010
2,013
702
0
29
Poland
www.youtube.com
You could just let firebugs attack with the welder. Melee range, 0 direct damage but sets stuff on fire, ammo recharges as usual. Pretty useless practically since things take a while to burn down and they're going to be in melee range to hit you, but totally fun and in-character.

Who'd use it while u got alot better thing - a knife?
 

Pirsq

FNG / Fresh Meat
Jul 20, 2009
4
0
0
Who'd use it while u got alot better thing - a knife?

I've been knifing the first wave ever since KF came out. It's getting boring. Welding them makes for a nice change, and since it's not as good as the knife, we don't have to worry about balance issues.

Also, firebug is the only perk with no realistic way of gaining XP while using a different perk. This would rectify that to some degree (no reason not to allow everyone to weld zombies).
 

BenioX

FNG / Fresh Meat
Jan 20, 2010
2,013
702
0
29
Poland
www.youtube.com
I've been knifing the first wave ever since KF came out. It's getting boring. Welding them makes for a nice change, and since it's not as good as the knife, we don't have to worry about balance issues.

Also, firebug is the only perk with no realistic way of gaining XP while using a different perk. This would rectify that to some degree (no reason not to allow everyone to weld zombies).

And ammo, speed, reload? Would it even affect the weilder's weilding speed etc? I don't think it's still a good idea. Who'd use weilder when you have a knife? :confused:
 

Pirsq

FNG / Fresh Meat
Jul 20, 2009
4
0
0
And ammo, speed, reload? Would it even affect the weilder's weilding speed etc? I don't think it's still a good idea. Who'd use weilder when you have a knife? :confused:

Some people like setting things on fire, but don't want to play firebug. Maybe they haven't levelled it up (firebug totally sucks until level 3+), maybe they don't want to spend 10 weight on a flamethrower, or maybe they're just looking for something to do in wave 1.

My point is that everyone should be able to set things on fire (a 10 weight flamer that burns yourself isn't a realistic option). Any perk can heal others, shoot a shotgun, headshot with a pistol, shoot an assault rifle, stab stuff with a knife, or throw a grenade. Most of those are things we start with, and the others are cheap, not too heavy, and useful off-perk. It doesn't fit for firebug to be completely exclusive.

As for weapon characteristics, just make it exactly the same as the current welder. So support gets faster ammo regen (but you'd never run out of ammo doing this anyway), while firebug gets a bigger fire.

In summary, this suggestion:
- makes sense logically
- allows non-firebugs to get firebug XP
- obviously wouldn't be overpowered
- would only take a few minutes of coding

I don't see any downside to it. Would anyone's gameplay be adversely affected by this?
 

Benjamin

Grizzled Veteran
May 17, 2009
3,631
635
113
France
I really like the idea of a tier-1 weapon for the firebug, and I think a blowtorch could be pretty cool.

What I'd do is add the blowtorch as a tier-1 weapon, bring the MAC10 down to tier-2 status by requiring several shots to set things alight (since it serves the same purpose as the flamethrower but is better since you can fire in semi-auto mode), and declare the flamethrower a tier-3 weapon.
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,769
211
0
Michigan (USA)
kk - i got directed to this thread from another, and its kinda dried, but imma put my two cents in anyway. The firebug sucks currently - unless you have a team with you, its pretty bad. You are like the medic, you have one job - the medics is to heal and survive, and yours is to crisp zeds to increase team DPS and survive. But i think that while the blowtorch should be implemented (metal clots and the WTF mut :p) i think that firebug needs its own version of the LAW - a laser. Have some bs story about horizone technology, but make a weapon that has full penetration, high damage, and sets sh*t on fire, give it ten shots and make it crazy expensive. Now the firebug can walk around with some firepower on wave 9-11 and do stuff. It would def. be awesome.