Rather than creating more melee weapons, it might not be such a terrible idea to simply re-work some of the existing ones that are of debatable usefulness, maybe even add some perk related modifications for them?
The two that stand out most obviously would be the machete and chainsaw, the least obvious would be the combat knife.
For example: Machete for a zerker:
Level 3 or above would become a serrated machete, with nasty looking teeth on the blade's edge that appears as though the user in question simply heated it up, bashed it against something roughly square shape to get some massive, nasty looking teeth on the blade and sharpened it up. Perhaps it would already be gorestained in appearance and get even moreso after striking a zed.
The effect would be damage over time caused by bleeding that could stack with each strike.
Combat Knife for the Medic:
At level 4 the medic coats his blade in a derivative of his medical compound that acts as a neruotoxin, though due to the freakish metabolism of zeds it is not strictly lethal, though it does slow them significantly.
The effect would be, as mentioned, slowing of struck zeds possibly along with slowing their attack speed or frequency as well.
Chainsaw for a firebug?
At level 3: the firebug ever so lovingly modifies his chainsaw, expanding the gas tank capacity and with a little pressure hose and a taped on zippo, the firebug can spray some gasoline on the blades to hack through zeds while lighting them ablaze. It also works as a extremely inefficient torch to light the area around him.
This would light zeds on fire as he slashes them as well as light the area around him while the weapon is out. The appearance would be that the gas tank is a bit larger, the mcgyvered gas shooter, and the saw chain being constantly ablaze.
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These are simply concepts of what modding the weapons to have perk specific effects could do, not specific suggestions on what they should add.
Alternatively they could simply re-work the stats or ability on said weapons instead, knife excluded, to make them a bit more useful.
The two that stand out most obviously would be the machete and chainsaw, the least obvious would be the combat knife.
For example: Machete for a zerker:
Level 3 or above would become a serrated machete, with nasty looking teeth on the blade's edge that appears as though the user in question simply heated it up, bashed it against something roughly square shape to get some massive, nasty looking teeth on the blade and sharpened it up. Perhaps it would already be gorestained in appearance and get even moreso after striking a zed.
The effect would be damage over time caused by bleeding that could stack with each strike.
Combat Knife for the Medic:
At level 4 the medic coats his blade in a derivative of his medical compound that acts as a neruotoxin, though due to the freakish metabolism of zeds it is not strictly lethal, though it does slow them significantly.
The effect would be, as mentioned, slowing of struck zeds possibly along with slowing their attack speed or frequency as well.
Chainsaw for a firebug?
At level 3: the firebug ever so lovingly modifies his chainsaw, expanding the gas tank capacity and with a little pressure hose and a taped on zippo, the firebug can spray some gasoline on the blades to hack through zeds while lighting them ablaze. It also works as a extremely inefficient torch to light the area around him.
This would light zeds on fire as he slashes them as well as light the area around him while the weapon is out. The appearance would be that the gas tank is a bit larger, the mcgyvered gas shooter, and the saw chain being constantly ablaze.
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These are simply concepts of what modding the weapons to have perk specific effects could do, not specific suggestions on what they should add.
Alternatively they could simply re-work the stats or ability on said weapons instead, knife excluded, to make them a bit more useful.
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