TWI why don't you make weapon attachment DLCs such as the scoped M14?

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Utopia-Phoenix

Grizzled Veteran
Mar 25, 2011
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^^Topic

I believe that that will make your DLC really big sale. Something like scoped M14, scoped handcannon, LAMed handcannon. Something like that.

I am a commando player and i am eager to see a LAMed SCAR.
 

Utopia-Phoenix

Grizzled Veteran
Mar 25, 2011
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Qingdao, Shandong, China
Why put a scope on the M14? It just ruins it, besides, the recoil of each shot would make it kind of redundant at range. F2

Preferably a no-zoomed scope, like the SCAR's. But honestly, I perfer a EOtech scope like the bullpup's.

Recoil isn't that high if you use a LV6 SS perk. Besides, it isn't M14's role to take out very far targets. Some sort of slow can be a balance if you wish to make a chain of headshots at far range.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
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[IRONY]
Imagine FP speedkill or SC flinchlock with a scoped M14. That would be soooooo fun.
[/IRONY]
 

Tefaan

Member
Oct 24, 2012
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So make useless content of what is already there? You know, there is reasons why I gave up reading your threads Utopia ;)

Three types of the same low tier weapon was completely necessary I guess. I'm not sure if we still can talk about useless content.
 

TheSpringwoodSlasher

FNG / Fresh Meat
Apr 7, 2011
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only if it's added to weapons where it totally doesn't fit.
m14 is the perfect example for a weapon that would just get too strong with a scope.

need a scoped machete!
 

Spartan1388

FNG / Fresh Meat
Jul 17, 2013
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^^Topic

I believe that that will make your DLC really big sale. Something like scoped M14, scoped handcannon, LAMed handcannon. Something like that.

I am a commando player and i am eager to see a LAMed SCAR.

If TWI set this precedent, soon we will have many types of the same weapons.
This is OK by me, but for many people it will take something from the felling of KF, and TWI should add more important stuff first, and also make some important cosmetic changes.

Types of the same weapon are not necessary, and their addition will only serve to make people who like x-type of a weapon happy. This includes myself too, but i would prefer to see more things like classic British weapons first.

Yes, yes, i know... Alternative skin DLCs...
Apparently people like golden weapon skins. I see such skins around since i first started to use mods for CS 1.6, nearly a decade ago. People like them, so it is an easy and fast way for TWI to gather some money and support the game, so i don't complain.
I do not know about the new Camo skins.

It has been suggested that players should be able to select the skin of their weapon. This will require a menu with sub-types, and maybe this will be the forefather of things like Scoped-M4, classic M14, etc... Maybe we will be able to select weapons and accessories in the future and save these selections as "Favorites". Sounds interesting...
(Keep in mind that adding not some, but truckloads of weapons might break the gaming experience.)
 

rizbiakt09

FNG / Fresh Meat
Nov 6, 2013
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Not so bad!!!!

Not so bad!!!!

Thus make useless written content connected with what exactly is by now presently there? You already know, there is certainly reasons why My partner and i lost the battle reading through your threads Utopia.
 

Benjamin

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May 17, 2009
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I think it's a good idea personally. It'd be nice to have a choice of attachments on weapons. Some of them might be quite easy to implement for all weapons, for example a laser sight which would simply require attaching the sight to the weapon in-game and modifying the base weapon code to support it.
 
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Rosco P. Coltrane

FNG / Fresh Meat
Sep 25, 2013
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Okay, well instead of pooping on the thread.. here's some ideas for attachments

The 'Blink' attachment - this piece looks like a small flashlight. It has a high powered carbon-arc light that when activated 'blinks' three times in rapid succession, like a really fast strobe light. The effect of this light would be to blind the Zed's, within a very close distance, for a very short time.. like one second, or one and a half second; just long enough for you to reload or heal etc. When blinded, the Zed's go into the 'on-fire' animation (arms flailing, you know the one) except of course they aren't on fire but blinded. When the animation stops they are back to normal, their skin isn't burned or anything, and they're back to attacking you having taken no numeric damage themselves. The flashes of light would only be effective on Zed's extremely close to you, this won't work 10 feet away though it does have an area of effect, like 3 zed's wide, one zed deep. It doesn't work on FP's or the Pat. The attachment would only have one charge, for balance, so you don't see it being used all the time; and make it costly. Make it weigh one block too.

The next one looks like a slightly larger flashlight, the Invisi-No. When activated, this light is not visible to the players' eyes. Think, focused modified black light.. when the beam is passed across a cloaked enemy, the light beam illuminates the invisible, but only where the beam touches; it does not illuminate the whole body on contact. The distance this light would travel is about 40-50 feet, not too far, and the width of the beam would be slightly larger than the width of a lightsaber beam. The light does not propagate out sideways, it stays in a tight beam shape, also does no numeric damage. Remember, the light isn't visible to the players, only when it passes across an invisible enemy, it lights up their skin like a black light; when it passes across a normal uncloaked enemy, it does nothing and is otherwise unnoticeable. The duration of the light could be somewhat short, 5-6 seconds before a cooldown is needed. Works on Stalkers and Pat. Now, this may seem like nothing, why have it? Just to see where the cloaked Pat is? Nay, not only the Pat, this comes with another idea I've been kicking around. The advent of this Invisi-No device was predicated on the discovery of a variety of Fleshpound that have been imbued with the ability to cloak! That's right, an FP that goes invisible. Of course for the pro's, invisible or not, the FP will act the same as usual, but he and his new ability adds a bit of difficulty to the game, and it adds a touch of validity for this attachment. Like a stalker, he would uncloak when he tries to hit you; when he does his rage charge he could be invisible and/or flickering for that 'oh shi-!' moment. Otherwise he walks around invisible.

Next attachment idea is a laser 'painter'. It is basically a small laser that can 'paint' targets. It can be used to point at things, or enemies, let's say you want to focus fire somewhere, point the laser at it to let your teammates know where to focus fire. Also, the laser painter can be used to paint targets for the Seeker 6 rocket launcher. A teammate can use this laser painter attachment to target an enemy for you; your Seeker 6 rockets will go right to where the laser is pointed (including headshots) by your teammate. It adds a bit of a teamwork element to using the Seeker 6, and it allows for headshots since right now you can't shoot headshots yourself with the Seeker 6.. if a teammate uses the precision laser pointer on the head of an enemy, the rocket will fly to and hit the head of an enemy.

Anyway.. couple of quick ideas; to go along with the berserker boomerang and alt-fire single/dual pistol switching :p
 

Spartan1388

FNG / Fresh Meat
Jul 17, 2013
466
0
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What about if attachments are unlocked as you level?

When you unlock them, you will be able to purchase them from the trader gal.

Imagine flashlight attachments, laser pointers, holosights, scopes, foregrips that will increase accuracy, grenade launchers, maybe motion sensors too, and why not some improvised attachments, like big bayonets or chainsaw-bayonets?
You will start with a few "basic" attachments (like a relatively weak flashlight for all perks and a weak holosight), and later you will unlock better ones.

Each weapon will have only some available slots, so things like the one in the example below will be avoided.
Spoiler!

Most guns will be equipable with after-marker sights, but some guns like Lever Action and .44 magnum will not.
Guns like the AK will have a foregrip/GL slot and also a sight slot. Guns with lots of rails will have more slots.

Now, about current weapons with attachments.
These weapons will be left the same, and you will have the option to upgrade them if you wish. For example, a non-demo player will be able to get a GL for their AK, but a Demo will be able to buy the M4-203 as it is, in its current price, an they will also have bonuses in damage, accuracy and reload, and also discounts that non-Demo players will not.
Attachments will be general (flashlights, foregrips), or perk-specific (scopes and pointers for SS, holosights for commando, blades/chainsaws for berserker, GLs for demo, mini-flamers for firebug, and something for the medic too.)
 

Tefaan

Member
Oct 24, 2012
621
5
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Spoiler!

That doesn't sound too bad but I/we don't need that eye candy. And I don't like to have the developers working on such things. Maybe somebody could create a mutator for that.