i think the best way to present your idea is to crack-on and then let ppl try it, so you can get feedback and move forward with it.
I do too, but it seems that the people that are capable of doing a good job don't browse the ideas forum.
i think the best way to present your idea is to crack-on and then let ppl try it, so you can get feedback and move forward with it.
The gunslinger perk is redundant. It's like the old Sharp Shooter and the commando had a baby.
YouTube - Dr Cox - Wrong Wrong Wrong WrongThe gunslinger perk is a poor solution to a problem that doesn't exist.
And the firebug is like a cross between commando and support. Point?
The gunslinger perk is redundant. It's like the old Sharp Shooter and the commando had a baby. I will play by the OP's rules and post how it could be implemented.
1)recoil reduction and reload bonus for pistols
2)damage and rate of fire increase ONLY during zed time (all weapons)
3)greatly increase ammo capacity for pistols
4)head shots landed have a much greater chance of triggering zed time.
5)discount on ammo only
The numbers would have to be worked out. This class would mainly be for fun as it adds nothing new to whats already available. If gunslinger is too "American" for you, call the class "pistolero" for some spanish flavor.
Honestly I think a perk SPECIALIZING soley in using dual weapons is kinda silly.
I can understand a perk that uses and is better with dualies, but a perk based around seems kind of a waste.
What I was thinking was aclass that can use dual pistols/pistols well but having that as a back up/secondary edition and making a more intel/leader based position.
They 'could' get that tracer dart mentioned in another thread but primarily they'de have another tool in their arsenal (not a heart beat monitor) but something that allows them to detect if something big has popped up globally (in a large area) and to detect locations of bigger things and or crawlers locally.
This way they'de be able to prepare a team for an FP/multiple scrakes/etc before most teams even notice one. On top of that, so HoE teams don't lose a whole ****load of DPS loss having one guy that essentially has low damage and is just for damage, he could be able to some how amplify damage to one thing (and one thing at a time).
Sorry if it seems like i'm derailing but i'm just putting the idea out that dual pistol/pistol specialization in most games tends to be a side benefit and there is a bigger primary role, which is why they are given lesser weapons. You can completely disregard whatever I said but I stress that dual pistols shouldn't be the primary use of a class that they are perked to.
Just wanna say, before anything else, this was a very nice, thorough and constructive response, which makes me really impressed due to this being your FIRST time posting! Big thanks man!First time posting, I've been around and reading post but really never said anything.
The thing I do not talk about are thing I do agree and rather saying I agree I just focus on area that I think that can be debated.
Also, I'm pretty sure everyone knows but, this is just my thoughts.
All good points. These are only example numbers though, keep that in mindAs of what is given about the weapon. This area is hard to say to much about it. I guess it comes down to if weapons were added, what would be there specs. So let me just point out that most handgun are already cheap. 70% seems little over the top. 60% pistol damage, seems big too. Mainly do to the fact that current SS gets 50% headshot damage. HC has a penetration which could become a problem if the damage was to high. Also, assuming that Tier 3 weapon is also going to have penetration.
I understand your concern, but with a low number like 15%, i don't think it's that much of a problem. The Sharpshooter has the 50% general headshot bonus, and do you see lots of people running around as that perk with tons of different offperk weapons? I guess not, and it has to do with the lack of reloadspeed, ammobonuses etc, so it won't be too much to worry about.Personally, I do not think is bad idea. Only thing I personally feel is that it should be perk weapon only. I have the feeling that if its general, it could create another medizerk type thing. We do not want to give noobs the wrong idea do we?Other then that, I think this is one of the good thing about this perk. If someone is getting attack, usually ZED would have his back to you. Making it more of a rescue perk.
Actually, no?I'm okay with this one as long as you cannot make Scrake or FP get stuck between you and the wall. I'm pretty sure everyone knows what I'm talking about here.
You mean that the weapons are equally accurate when hipfiring as when ironsighting? That's intended (as far as i know at least).I think this is a nice idea only if they fix the other weapon. Meaning that even if you have other weapons such as M14 or the xbow are great way to see this. Even if you aim down the sight you can see that your still aiming dead center of the screen. The scoop will aiming the same place, the red dot on M14 will not move. So if the other weapon's gets fixed. I'm all for it.
Interesting PoV. However, i actually only thought that the recoil bonus would be "huge". The others would be lower, like 20%-ish reload speed and movement speed. So you would still only be reloding one weapon during ZED time, it's not meant to be a ridiculous boost xDI personally think you should stick with just recoil bonus. Only because I rather not see people just reloading there weapon during zed time and killing and helping out the team. Given a fast weapon change bonus means that they can reload every single weapon before zed time is up (maybe). Also, coupled with berserker or commando (or both) means that they already can take out most enemy on the screen if the perk is played right.
Hehe, to compress it, i understand, numbers popping up (ESPECIALLY if it's provided by the tracer) is a BAD ideaI've moved up the tracer pistol since it kinda goes hand and hand with what I want to say.
Personally speaking, seeing bunch of number pop up on my screen would discourage me to not play this perk. Mainly it does not really do any help. Since I do not know how much health a enemy has left or even how much damage my teammates are doing. Honestly, I do not care about how much money I get as long as we finish the wave. One last thing before I move on the tracer pistol, I feel this would create more of a competition rather then coop.
Adding that to the Tracer pistol. I can see how it can be helpful but again. If I was a firebug and someone uses a Tracer pistol. I rather not see how much damage I did to a enemy. I would have spamming amount of numbers on my screen that would honestly go crazy. Same with the support using a AA12 and each pellet does damage. Damage bonus can be could but I'm pretty sure everyone would agree, how much? Marking the enemy and able to see it would be nice but how would become the ultimate question.
I'm pretty sure that this weapon should only used for big zed such as scrake and FPs but, we all know that there are people out there that would try to tag every single enemy out there. Now I know you did not say anything about having unlimited shot but you did not say anything about having limited shot so I'm just trowing it out there.
Now lets give a example and combine everything to make it simpler. Say you are playing support. Someone is tagging every Zed they can find. Say the tagging makes a glow. So your screen is pretty much glowing do to the fact every enemy is tagged. At the same time you are shooting them and killing lines of zeds. Every pellet shows you how much damage is done and how much money you got.
Don't know about you but I'll go crazy.
Now that I pretty much killed the idea let me try to fix it a little... Knowing which enemy is priority target is important so I think the tagging would help out in coop side of the game. But the other intel stuff seems not really needed. I rather not see my whole screen flashing so there should be a limit on how much you can shoot. I'm pretty sure I missed something due to my long text.
Once again, it was just an idea. And autopistols, while they DO overlap a bit with the Commando, the Commando is more about assault rifles and big SMG's. The Agent would be more around pistols and autopistols (aka, very small SMG's). So, meh. Still just an idea among others, to make the weapon a bit varied. Besides the perk is supposed to be kinda versatile (but ofc still weaker than the direct perks). You could say that the weapons are like this:... moving on...
Honestly, I'm not really to big on the autopistols because it would overlap the commando's role. But, I will say that depending on the spec of the autopistol I can live with it. (That also includes yay or nay for dualwielding) The revolver, I'm assuming it would hold maybe 6 bullets with penetration?
That could ofc work too. The reason i didn't say dual 9mm is because it's a tier 0 item weapon (like the Syringe, Welder, Handgrenades and Knife), because it's a starting weapon. The spawn "system" is that, generally, at level 5 you start with your tier 1 weapon (which the Mk23 would fill well) and at level 6 you start with your tier 2 weapon (which the HC would fill well). That's why i suggested thatAlso, if dualwielding is something you want to fix (assuming it get fixed) why not spawn with dual 9mm and maybe a dual MK23. Its not something that would break the game.
Hahaha! I actually thought of that at first, but then i was like "nah, i don't think it would be liked" lol xDWhy not make it a bonus like the firebug grenade. At level X you get a laser on your dual pistols. Personally speaking, that would a huge reason to level up this perk.
Thanks again. This was really constructive adviceWell thats my idea for now. I'll reread my post after and see if I missed something or something was unclear.
Well alot of perks ALREADY overlap a lot, so i don't really see the harm...The gunslinger perk is redundant. It's like the old Sharp Shooter and the commando had a baby. I will play by the OP's rules and post how it could be implemented.
New and interesting ideas. Good thinking!4)head shots landed have a much greater chance of triggering zed time.
5)discount on ammo only
But we are not in Spain are we?The numbers would have to be worked out. This class would mainly be for fun as it adds nothing new to whats already available. If gunslinger is too "American" for you, call the class "pistolero" for some spanish flavor.
I understand your concern, but with a low number like 15%, i don't think it's that much of a problem. The Sharpshooter has the 50% general headshot bonus, and do you see lots of people running around as that perk with tons of different offperk weapons? I guess not, and it has to do with the lack of reloadspeed, ammobonuses etc, so it won't be too much to worry about.
If it DOES prove a problem, it could be changed from general to perkweapons only ofc.
Actually, no?
All this does (or, is intented to do) is that if you and another person are shooting at a target, your shoots are less noticed by the enemy, and the enemy still focuses on your other teammate, allowing you to attack them in the back.
You mean that the weapons are equally accurate when hipfiring as when ironsighting? That's intended (as far as i know at least).
Interesting PoV. However, i actually only thought that the recoil bonus would be "huge". The others would be lower, like 20%-ish reload speed and movement speed. So you would still only be reloding one weapon during ZED time, it's not meant to be a ridiculous boost xD
About the berserker/commando + "agent", you could already do that with those 2 previous perks... Also, the autofire in ZED time doesn't mean that you get a boost in RoF, you just get your MAX RoF by holding down the button, rather than having to click that fast manually.
Hehe, to compress it, i understand, numbers popping up (ESPECIALLY if it's provided by the tracer) is a BAD ideaIt was just an idea of what the Intel-bonus could do *shrugs*
I would definitely say that the Tracer should have limited ammo, as that encourages to save it for bigger enemies. Also, one person can only have one dart active at a time. So, there can max be 6 darts on enemies, and that is only if all 6 players each have a tracer pistol. (Will add these things to the initial post)
EDIT: Hmmm but wait, if only one dart can be active per person (which limits its spammability), it could actually use unlimited ammo in form of recharging... no?
Once again, it was just an idea. And autopistols, while they DO overlap a bit with the Commando, the Commando is more about assault rifles and big SMG's. The Agent would be more around pistols and autopistols (aka, very small SMG's). So, meh. Still just an idea among others, to make the weapon a bit varied. Besides the perk is supposed to be kinda versatile (but ofc still weaker than the direct perks). You could say that the weapons are like this:
Handcannon = Shotgun (cuz of the power + piercing)
Autopistols = Assault Rifle (cuz of the automatic fire)
Revolver = Sniper Rifle / Crossbow (cuz of the power / low ammo / possible scope / piercing)
Tracer pistol = Flamethrower (cuz of its possible electric dot + slowing debuff)
And yes, the Revolver would be something like that (6 shots and very likely with penetration)
EDIT: Also, the Autopistols doesn't need to be fullauto, they could also just be shooting 3-round-bursts?
That could ofc work too. The reason i didn't say dual 9mm is because it's a tier 0 item weapon (like the Syringe, Welder, Handgrenades and Knife), because it's a starting weapon. The spawn "system" is that, generally, at level 5 you start with your tier 1 weapon (which the Mk23 would fill well) and at level 6 you start with your tier 2 weapon (which the HC would fill well). That's why i suggested that![]()
Hahaha! I actually thought of that at first, but then i was like "nah, i don't think it would be liked" lol xD
And that would be level 3![]()
Thanks again. This was really constructive advicePlease feel free to comment more
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I don't feel the Gunslinger is adding new play mechanics. It is like suggesting a M-16 for commando.
Glad you like itI like the idea of the perk.
Agent makes me think of the Matrix, operative sounds more Bond like, to me anyway.
Ok, i understandAgreed, I guess I was concern more about the stronger weapon if it can stun scrakes and what not.
Ah you mean that, well I don't think that would really happen. He would just be LESS likely to be attacked, not COMPLETELY removed from the Fleshpound's attackable targets.Basically, when the FP only ran in a straight line to the targeted player. Other players could have jumped in between the FP and the player and creat a wall. I remember using this against the FP and made him stuck between the wall and me so he would get jammed in and pretty much he was helpless. Just do not want to recreate the cheap tactic that was fixed.
Ahaaaa, i see! Well, i guess that is ALSO intended? What it DOES though, is that when you shoot while moving, your RECOIL goes way up the roof, and what does the Agent have as a general bonus?No, during ironsight and walking around, your aim is actually not being infected by moving around. Take a crossbow or M14 and try it. Aim down the sight with the crossbow and walk forward. You will notice that the scoop's image is actually not moving. Even with M14, the red dot will not move. True that this will make it hard to aim but, if it always aim at the center of the screen, whats the point?
For example yeah, but also to make sure that while dualwielding handcannons (for example) and utilizing the fullauto during ZED time, it would basicly just be "point and hold M1" for some easily aimed mayhemOkay, I understand it now. Since the 9mm or HC does not really have a huge recoil (Looking from the old SS HC recoil reduction) this would benefit bigger weapon such as revolver?
Hmm ok. Well there are many ways to go with this:Let me just start off by saying I do like the tracer idea. I did not put that much negative thing so that I can shoot it down, rather to make it better.
I guess we need to keep one idea and trow the other. Ammo and make it stackable, with limited amounts that can be used. Or, recharge unlimited uses and not stackable. When I say stackable, I'm referring back to your original post saying that make it stronger when two are in one enemy. Personally, I would go with limited ammo. Then you will need to choose which one you want to tag. That should stop people from tagging a clot.
On another random note that I thought after my first post. Do you think its a good idea to give this perk bonus for the tracer? For example, medic gets a huge discount on the medigun vs none perked. I rather not see a berserker using it to scrake just to get a bonus damage. None perk gets like 2 sec vs level 6 gets like good 7 sec. (Random number I just thought from my head). Or maybe level 6 gets more damage bonus, etc etc. With those perk bonus, should make the chainsawing the patty even easier.
Okidoki. Personally, i see no problem with the tracer having a minimal electrical dot though3 round bursts I can live with. Its not something new but at least unique in the KF world. Also, I think the tracer should do no damage. Assuming that if it has a damage boost bonus. That is already a extreme strength.
Starting with dual weapons might be too valuable (in terms of starting money), so i guess it's not fair to start with dual pistols? MehI see your point and its a good one. Also, I just remembered something that dual weapon is not a good idea after all. When I was Level 5 SS back when KF (retail) was new. I remember SS got dual HC. (Side note, back then dual HC counted as shotgun damage) I would always give one of my HC to somebody. Now with this perk, is it a good idea? I have no idea, I guess it's one of those thing that needs to be tried out.
On the flip side, how about spawning with tracer and another pistol?
No, no, it's my pleasure to discuss with youNo, thank you for reading my post. I'm rather enjoying this discussion then some of the other discussion I had with another forum.
Finally adding one thing to debate about.
Nice idea!To make coop part stand out more, why not make the tracer a level up requirement. Not just tagging but, how much damage is done to the player after tagging the enemy by ANYBODY in your team. If you want to you can solo it. Sure, it would take forever but then, this is a coop game.
And who says those who discussed there make all the calls? Things can change.In the tracer dart suggestion thread ( http://forums.tripwireinteractive.com/showthread.php?t=50934&highlight=tracer ), it was already desided it would do no damage AND the damage multiplier wouldn't apply to the person who shot it.
Yeah stuff like that seems like the right way to go.Also, giving this perk bonuses for the tracer seems like a very good idea.
I think more ammo (6 non perk, 12 at lvl 6? +1 per level) and discount is enough. It should be like how the MP7 is generally only bought by medics and if some one wants one a medic can buy it for them and not like M79 price.
This would further encourage people to work together, and prevent some one drom dumping a ****load of money into a tracer unperked and taking away alot of money from the entire team's income.
Ah you mean that, well I don't think that would really happen. He would just be LESS likely to be attacked, not COMPLETELY removed from the Fleshpound's attackable targets.
Ahaaaa, i see! Well, i guess that is ALSO intended? What it DOES though, is that when you shoot while moving, your RECOIL goes way up the roof, and what does the Agent have as a general bonus?
Yup, thus he would still be the best run n' gunner ^^
For example yeah, but also to make sure that while dualwielding handcannons (for example) and utilizing the fullauto during ZED time, it would basicly just be "point and hold M1" for some easily aimed mayhem![]()
Hmm ok. Well there are many ways to go with this:
Limited ammo - Agent gets more ammo
Unlimited ammo - Agent recharges much faster
Bonus damage - Agent provides a higher %
Cost - Agent gets a big discount (HUGE discount + huge baseprice if it has unlimited ammo, imo)
Stackable - Imo, no, would make it too strong. Or at least to a certain cap of bonus damage.
Starting with dual weapons might be too valuable (in terms of starting money), so i guess it's not fair to start with dual pistols? Meh
Oooooh, but i like that last thought a lot! Spawning with the Tracer seems like a great idea
Would you go with
A) Level 5 = Spawn with Tracer, Level 6 = Spawn with Tracer+OtherPistol
or
B) Level 5 = Spawn with OtherPistol, Level 6 = Spawn with OtherPistol+Tracer
Nice idea!
Level requirement 1 = Pistol damage done
Level requirement 2 = Tracer-dart bonusdamage done/provided (Meaning, whatever bonus damage you have provided, wether it's bonusdamage you yourself have done or your teammates has gotten from your darts, it adds to your levelling progress, making it a requirement that can be done solo AND by assisting your teammates!)
However it DOES sound like a little of a hassle to level, but it's still a good idea!
EDIT: The 2nd requirement could just be "Bonus damage done/provided", so you get progress if you
1) Shoot a tracer dart at a target and shoot at it yourself
2) Shoot a tracer dart at a target and someone else shoots it
3) You shoot a target in the back while playing the Agent (Since the perk has a backattack bonus!)
Would lessen the NEED to use the Tracer all the time, but would still be the fastest way![]()
In the tracer dart suggestion thread ( http://forums.tripwireinteractive.com/showthread.php?t=50934&highlight=tracer ), it was already desided it would do no damage AND the damage multiplier wouldn't apply to the person who shot it.
Also, giving this perk bonuses for the tracer seems like a very good idea.
I think more ammo (6 non perk, 12 at lvl 6? +1 per level) and discount is enough. It should be like how the MP7 is generally only bought by medics and if some one wants one a medic can buy it for them and not like M79 price.
This would further encourage people to work together, and prevent some one drom dumping a ****load of money into a tracer unperked and taking away alot of money from the entire team's income.
Please DO post your ideas! I'm rather eclectic (in the positive mannerI rather liked my rework of the Gunslinger (who doesn't like their own brand to be fair?), but I won't repost it because I remember we've already argued the toss about it, and I don't think it would be appreciated dredging it up again
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I don't think there is much to exploit, especially not now when the FP has a better targetting system (bodyblocking is not as awesome as before, as the FP can retarget better now).Okay, I'm just worried that if they get ignored, they can exploit it.
Once again, i understand the concern, but i would at least like to see how useful it would actually be with offperk weapons. After all, it's only in practice we can see wether it's OP or not. But ofc, if it proves to be too powerful, limit it to perkweapons only.I did not know that, understood.
+
Okay, I think I understand. In that case I still vote for perk weapons only. Only because they can be using M14 or Scar, and THAT can be game breaking. But then, thats just in words and do not know what will happen if it was implied.
No selfstacking, no. Let's just hypothetically say the tracer gives 3% (as an agent level 6) damage increase on the target, it perhaps could stack up to 5% max, regardless of how many players shot darts at it?No stack, got it. But any bonus if there was two of this perk and both used the tracer on one target?
I agreed on the second one too.I vote the second one. Only because I just do not see the reason tagging a clot. At the same time when you get to level 6, you get to save little money. Might not be much but, that little can help in HoE.
Exactly what i was thinking!I like that. In that case with the limited amount of ammo on the tracer, you can still increase the perk level.
Imo, this is how i look at the Tracer Dart:I understand but, I think the idea is to encourage using the tracer. I think that it should have some kind of bonus. Only reason is that if the tracer only track the enemy, whats the point of using it? Might as will get on a mic or chat and say theres a big enemy coming. The bonus does not have to be anything big. It could be 1% damage increase. Its not big and ground breaking but enough to encourage team member to take out that enemy. Or it can be something like X% income increase. Again, that increase can be something very low that could or even could not make that much of difference. Also, the tracer can be like the Mac10. No perk means that its just another weapon with no bonus that does not ignite enemy on fire. With perk it does little damage and/or bonus.
Ammo count increase is probably not really necessary, imo, but it could work. And i think the reload fits using a one shot reload.If and only if, the tracer gives bonus to this perk, ammo count could be higher or no? You know, just encase they missed. Oh, that comes up with another question. Reload weapon or something like a crossbow or M79? I guess in simpler term, Magazine or one shot reload?
I don't think there is much to exploit, especially not now when the FP has a better targetting system (bodyblocking is not as awesome as before, as the FP can retarget better now).
Once again, i understand the concern, but i would at least like to see how useful it would actually be with offperk weapons. After all, it's only in practice we can see wether it's OP or not. But ofc, if it proves to be too powerful, limit it to perkweapons only.
No selfstacking, no. Let's just hypothetically say the tracer gives 3% (as an agent level 6) damage increase on the target, it perhaps could stack up to 5% max, regardless of how many players shot darts at it?
Exactly what i was thinking!Because if you 100% needed the tracer all the time to level the perk, i think the perk would get quite boring actually. You can always level the 2nd requirement a little by shooting stuff in the back as an Agent, but it won't increase all too fast. Then, when the big enemies are coming out (Scrake/FP), you (or someone else) use the Tracer and then the levelling will be much easier with all your teammates and/or you shooting at the traced targets.
The good thing about the Tracer is that it doesnt matter TOO much who shoots the dart, because everyone who shoots at the "tracered" target will receive bonus damage (and thus they level the 2nd requirement of the Agent perk!), just that the benefit will be quite a lot better if the dart is provided by an Agent
The biggest benefit of being the tracer-shooter is that you won't only get YOUR bonus when you shoot at it, but you increase the requirement with EVERYONE'S bonus damage on the target!
Example:
Player A shoots a tracer at a Fleshpound. Player A, B and C all shoot on the Fleshpound. Player A does a total of 50 bonus damage, player B does a total of 100 and player C only does a total bonus of 25.
Player B then gets +100 to the 2nd requirement of the Agent perk
Player C gets +25 to the 2nd requirement of the Agent perk
But Player A, who shot the tracer at the fleshpound gets 50+100+25 = +175 to the 2nd requirement of the Agent perk!![]()
Imo, this is how i look at the Tracer Dart:
Offperk:
* Makes the target glow/beep for the duration (easy to spot)
* Lasts 7-ish secs
* Boosts damage by a very small amount (1-2%?)
* Does a small electrical dot
* Slows the target down by 10%
Perked:
* Makes the target glow/beep for the duration (easy to spot)
* Lasts 15-ish secs
* Boosts damage by a medium amount (3-6%?)
* Does a small electrical dot, boosted in damage by the perk's pistol damage bonus (= up to 60% more)
* Slows the target down by 20%
That makes it usable, but still sorta "meh", offperk. As an Agent though, it is very liked to have on the bigger targets.
Ammo count increase is probably not really necessary, imo, but it could work. And i think the reload fits using a one shot reload.