Rumour of having 10 perks? Oh god no.

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Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
879
5
0

Banning someone for posting stuff from available files would be pretty scummy...
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This comes up from just googling Killing Floor 2 perks if anyone needs it again, btw.
 
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city1002

FNG / Fresh Meat
Apr 7, 2015
70
0
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The reason I think it is going to work pretty well is because they are splitting up the Perks, not the roles.

The Gunslinger is a split off of the Sharpshooter, by your logic, you can count them toward the same count when looking over a Server.

The Dragon APPEARS to be a split off of Berzerker, perhaps with some different soft range options, you can count them toward the same thing.

The Soldier APPEARS to be a split off of the Commando, perhaps with some skills that go in a different direction, but probably a similar loadout or some sort of Hybrid loadout like a Commando with Demo, whatever it is, when you see it, you can count it toward the same as whatever other perk it shares a role with.

Those Roles you are identifying are still there and still encourage Party balance, you as an individual just have more options with how to express that Role.

You probably haven't seen this yet, but every Perk had it's Role essentially doubled this time around because of the skills. Originally, if you had two Medics, you had two people who were kind of crossing into each other's usefulness. Now, you can specifically plan with your group so that one, for example, takes some team puff skills, and other goes more combat medic-y and it WORKS better than just having a different loadout.

So, not only do you have more options for how to play Role, each team can also benefit from about twice as many people in a Role as you did originally, as long as there is some coordination from everybody.

And yes, you are right, with skills KF2 has definitely taken an RPG-direction step.

I don't want to be an attention grabber, but can anybody else comment on my view, I was wondering if anybody else had noticed how skills will probably increase how many people can play the same Perk/Role without bringing the team down.

Edit: Read the leak on the other page, holy moley. My basic ideas still apply thought.
 
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DeadAbyssus

FNG / Fresh Meat
Apr 9, 2015
14
0
0
Dubai
Nope. I just had a very uncommon outlook on this and I've realised that my outlook was very wrong. With all the people giving their views on the '10 perk' thing I now know that having 10 perks is a real good idea :)
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
I personally don't know what the 3 extra perks will really bring to the table aside from being fun to play.

I main Commando and I bet I'm gonna have lots of fun with Gunslinger, but I have the feeling that Gunslinger is going to be similar to Commando in its role.

But I'm very happy there's more.
 

Nova!

Member
Feb 23, 2013
435
7
18
I don't really think the Perks will have set roles that are fairly clear, but then again, they weren't very clear in KF, especially Support. Really, the only big differences he had from other Perks where the ability to carry more guns (which in hindsight is actually a good idea for a support perk, if they actually share said guns with teammates that need them), welding doors faster, and shotguns. Commando covered the firing support, helping put damage into the tougher specimens like Scrakes, the Medic, which was obvious, the Bezerker, which could both clean up giant groups of Specimens as well as kite a group to give their team more time to do whatever they needed, the Sharpshooter who could take out key targets like FPs, and then you have Firebug, Demolitions, and Support, which have key weapons (fire, explosives, and shotguns respectively), but they didn't really have key roles that couldn't be filled with the other perks. They were more of a different way to play the game, and that's not a bad thing. If this is what the new 3 perks are like, I doubt anybody will oppose the idea.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,833
234
0
There is a difference between diversity and 'we gotta come up with more ideas, no matter how bad they might be!'

How will the new perks turn up? No idea. But there is a danger here.
 

mrsirr

FNG / Fresh Meat
Apr 12, 2013
4,077
0
0
Over here, no not there, here.
I personally don't know what the 3 extra perks will really bring to the table aside from being fun to play.
Well if they're fun to play then mission accomplished. I'm all for not screwing around and getting teammates killed and whatnot, but really having fun is the end goal.
Some people act like KF is some kind of sport or religious ceremony, if the new perks are fun, then that's their niche.
 

Jovial

FNG / Fresh Meat
Jul 10, 2012
519
2
0
Sweden
I could see the SWAT perk serving a purpose, I don't know what it will be exactly, but I'm thinking maybe riot shields and SMG's, a more defensive variation of Commando?

The Dragon perk I don't really get though. I don't see the need to split melee into two perks.

I'm mostly looking forward to Sharpshooter/Demolitions in EA tbh.
 

Jovial

FNG / Fresh Meat
Jul 10, 2012
519
2
0
Sweden
Wait all the perks are going to be in EA? I thought it was still just the 4.

At the start just the 4 we have now, but TWI said they will add the other perks in batches (for focused testing) over the course of EA.
 

nejcooo

FNG / Fresh Meat
May 23, 2012
3,042
0
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25
I could see the SWAT perk serving a purpose, I don't know what it will be exactly, but I'm thinking maybe riot shields and SMG's, a more defensive variation of Commando?

The Dragon perk I don't really get though. I don't see the need to split melee into two perks.

I'm mostly looking forward to Sharpshooter/Demolitions in EA tbh.
MP7, Famas, P90, M60 100% :p.
 
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C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
MP7, Famas, P90, M60 100% :p

Sounds like Commando right there.

A P90 could easily be the "new" iteration of KF1's recoil-free 50-round Bullpup. Famas is all too likely to be a commando weapon as a burstfire assault rifle, M60 could have potential but its too likely an LMG perk would just be a roided-up 'mando, and MP7 may well be another commando weapon unless it belonged to the Gunslinger.

I'd bet money that the helmet guy has something to do with electric weapons.
 

Paronine

FNG / Fresh Meat
Mar 21, 2015
490
1
0
The Dragon perk I don't really get though. I don't see the need to split melee into two perks.

I kind of get it. Judging by the way the katana handles vs. the Berserker weapons, it seems the most natural dichotomy of Martial Artist/Berserk seems to be fast vs. strong. In KF1, the Berserker got to be both fast and strong, which made them OP as all get-out. Most KF1 HoE teams I see now are comprised almost entirely of Berserkers because they're second to none in both speed and strength. Now, in KF2, melee is split between a perk that can deliver strong blows & cut through enemies with powerful attacks and a perk that will - again, mostly judging by the katana & the perk's name - be fast, but not as hard-hitting.
 

naksiloth

Member
Dec 29, 2010
432
14
18
big numbers and variety is scary and confusing!

Also upsetting, don't forget it... uh... btw, aren't you an artist also or I confuse you with some tumblrist?

Anyway, so far with the perks:
Gunslinger and Sharpshooter are alternates of Sharpshooter from KF1. Now Sharpshooter is oriented at rifles where, Gunslinger is about pistols.
Berserker now divided into two like Sharpshooter; Martial Artist (Dragon) who more likely have the blades, and Berserker itself who have the damage mitigation (under certain circumstances) and make-shift blunt weapons.

Some of my assumptions about the perks:
*The most mystical one so far is SWAT (Helmet and Shades); people assumed he's the one to get heavier armor like old Field Medic but I can't imagine a SWAT member squatting infront of a Fleshpound or Scrake. I only can assume that it's the LMG or heavy weapon carrier of the team with the ability for door traps.
*Since Field Medic lost his ability to tank big targets with better armor; not entirely sure or anything, but I guess this sturdier armor ability either will be tossed to the Dragon, or they simply take care of it by giving SWAT a steel riot shield.
*There's a new category in the game "electric weapons". Anything based on EMP or electric shocks will fall into this category. So far, only EMP based weaponry is zerk's hand grenades. Unless they think about only tossing a simple offperk taser there, I guess we might see some Martial Artist or Berserker weapons based on this category.
*Gunslinger will be only about pistols, like Commando being only about Assault Rifles. Since there are different tiers and types of medic weapons, both will be more of an utility class rather than chaos control.
 
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chrisd

FNG / Fresh Meat
Dec 13, 2014
22
0
0
MP7, Famas, P90, M60 100% :p.

The M60 in motioncap session could just be a placeholder for a boss weapon.

I dont think LMGs will come into the game. Why are people still thinking this? Look at the selection menu in the beta, there is no LMG section.

LMGs would outclass every assault-rifle and smg. More DMG, more Ammunition... this would ruin the weapon balancing. Why should i buy a AK12 or Scar, if i can have a 100 Round M60.... thats just stupid.

Let the LMGs be in Games like Call of Duty or Battlefield.... no need in Killing Floor!