KF Which weapon would you like to see in KF?

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DMN666

Active member
Jun 14, 2012
2,570
12
38
Brooklyn, NY
Even better: "DOSH!!!!!1111111!!!!!!1"
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I like how this guy thinks!
 

Jpz38 Hetzer

FNG / Fresh Meat
Feb 21, 2013
1,715
4
0
I think the game could use a couple more tommy guns. Can never have to many of those

Just Kidding Just Kidding Just Kidding
 

naksiloth

Member
Dec 29, 2010
432
14
18
Sharpshooter:
- PSG-1
Commando:
- M60

Nice choice

Berserker:
- Fighting Gloves :)

Adorable, but ain't... You know Brass Knuckles sound better than puffy boxing gloves? They won't be much useful thou.

Firebug:
- Molotov Cocktails (not as a replacement for Incendiary Grenades. Unlike them, they do not get disarmed by Sirens but are still vurnerable during traveltime by Husks)

It's like the pre-detonation from a Husk would hurt your 100% fire immunity after all. Also by the means of logic Molotov Cocktail is a glass bottle how come a Siren scream cannot disarm it?

Demoman:
- Handcannonball-launcher (not explosive)
- Rocket Launcher (like from UT2004) (Not Seeker6)

Nice but... needs more thought. As for cannonball we have Orca Propellor DLC weapon, it's explosive but we're talking about demolition expert not a TF2 caricature. Also fear not, I heard RPG-7 is coming from IJC as a DLC weapon.

Seeker6 is only useful for utility; ie. you dart pipe on the path of the Felshpound and juggle it on the point until it arms with single shots. Alternatively, you push everyone away with S6; dart the pipe on their path then prematurely trigger it with M4/M203 bursts to unleash a hellish blast for much more damage. (a small exploit, when you trigger the pipe with a rapidfire weapon it dishes out more damage dunno why)
You may need to finish the Fleshpound with a grenade then a M79 or M203 shot to the upper torso as he enrages thou.
 
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JD0x0

FNG / Fresh Meat
Sep 2, 2013
299
0
0
It's like the pre-detonation from a Husk would hurt your 100% fire immunity after all. Also by the means of logic Molotov Cocktail is a glass bottle how come a Siren scream cannot disarm it?

Well, using 'video game logic' the siren's scream is likely to break a glass bottle. That wouldn't 'disarm' a Molotov cocktail, if anything it'd (pre)detonate it.

The only way to 'disarm' a Molotov cocktail would be to put the flaming cloth out, with water or something. If the bottle breaks, with the cloth lit, the mixture inside, will ignite, which is likely to happen when a siren screams.
 

SHM

FNG / Fresh Meat
Jan 22, 2013
482
0
0
Italy
Well, using 'video game logic' the siren's scream is likely to break a glass bottle. That wouldn't 'disarm' a Molotov cocktail, if anything it'd (pre)detonate it.

The only way to 'disarm' a Molotov cocktail would be to put the flaming cloth out, with water or something. If the bottle breaks, with the cloth lit, the mixture inside, will ignite, which is likely to happen when a siren screams.

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You, sir, have a point.
 

naksiloth

Member
Dec 29, 2010
432
14
18
Well, using 'video game logic' the siren's scream is likely to break a glass bottle. That wouldn't 'disarm' a Molotov cocktail, if anything it'd (pre)detonate it.

The only way to 'disarm' a Molotov cocktail would be to put the flaming cloth out, with water or something. If the bottle breaks, with the cloth lit, the mixture inside, will ignite, which is likely to happen when a siren screams.

Fact:
Siren scream terminates a L.A.W rocket and hand grenades or incendiary grenades mid-air. It also nullifies the gas emitting medic grenades on the ground, stasis shock ball from ZED Mk.2.0, charged Husk fireball shots (either from Husk or a Firebug, doesn't matter) and Flare Revolver shots.
You can see that medic grenade still emitting that healing gas and stasis ball, Husk projectile, rapid Flares still moving to their target but they won't deal damage. What made you think it can't disarm a simple molotov?

Theory:
Even when it's not disarmed, it won't get spread to a large area, because when laws of gravity calls; bottle will blown to tidbits and fluid most likely either ignite a foot large area or just spill all the gasoline to the ground and it won't ignite at all.
 
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DMN666

Active member
Jun 14, 2012
2,570
12
38
Brooklyn, NY
Talking about realism in a failed British experamental zombie steampunk filled world.
If the Molotov is a grenade, then the Siren can kill it. Simple as that.

@naksiloth: Yes, we all know these.
 

Reallifeh8er

FNG / Fresh Meat
Jan 5, 2014
1,111
9
0
Equestria
Nice choice
I know, thanks :)
Adorable, but ain't... You know Brass Knuckles sound better than puffy boxing gloves? They won't be much useful thou.
Yes. My point was: Something to put on your fists and then go nuts. Played BO2 SP? Electrical shocking device to put on to your 4 fingers and then shock your enemies away.

It's like the pre-detonation from a Husk would hurt your 100% fire immunity after all. Also by the means of logic Molotov Cocktail is a glass bottle how come a Siren scream cannot disarm it?
Well, you answered as I was going to think similar to your respond I quoted below:
naksiloth said:
What made you think it can't disarm a simple molotov?

Theory:
Even when it's not disarmed, it won't get spread to a large area, because when laws of gravity calls; bottle will blown to tidbits and fluid most likely either ignite a foot large area or just spill all the gasoline to the ground and it won't ignite at all.
This is it.

Nice but... needs more thought. As for cannonball we have Orca Propellor DLC weapon, it's explosive but we're talking about demolition expert not a TF2 caricature. Also fear not, I heard RPG-7 is coming from IJC as a DLC weapon.
Orca ain't the same. I was talking about a Handcannonball-launcher, that will not detonate and will not hurt the user in any way. Designed to get rid of single or a pair of zeds closing up to you, where a 9mm cannot help you anymore (but the M4 does but it's still weak for me).
Demoman is shorter and I already got used to call it like that. Wait... Is "Demoman" copyrighted o_O? You already know, which perk we are talking about and that's all what count's and is supposed to tell.
Meh. RPG-7. Not the exact thing, that I wanted. We have a LAW already for that. The Rocket Launcher from UT2004 would be the weapon with 3 Mag-size. Ofcourse with a different modern design. I don't know, what special should be for the Rocket Launcher (except to lock on to a group of zeds), as every Weapon in KF - in fact - HAS some individual important role.
 

mrsirr

FNG / Fresh Meat
Apr 12, 2013
4,077
0
0
Over here, no not there, here.

ansgardemon

FNG / Fresh Meat
Apr 21, 2014
11
0
0
what would be really badass for the berseker would be a Katar
for medic a dual uzi(because medic is gasgsta biatch)
for commando a rpk or a ar-70
for sharpsooter a m25 or a awp
for support a spas-12(why they havent added it yet?!!)
for firebug a air flamethrower(the one in the game is liquid based i think)
demo a shotgun with a grenade launcher,because why not?
 

masteriamamind

Active member
Oct 12, 2010
497
113
43
Evil Lair
WARNING WALL OF TEXT. TL;DR Revamped classes and weapons.
(edited for clarification: Unless stated. Assume this is addition to what is already in KF).
For Berserker:
Hand to hand combat.
ability to block and dodge instead of static toughness bonus
Damage over time bleeding damage.
Throwing knives and shuriken . Greater throwing distance on throwables.

For Support:
Ditch shotgun theme in favor of heavy weapons and carrying capacity. Need AOE? Armored moving wall? Heavy suppressive fire? Supports your man. Heavy machine guns, Rocket luanchers , additional armor. You can load him up but he gets slower the more he carries. Actually bring a load out to supplement the team.

Medic/Tactician
Remove the god armor. More gadgets. A medic with a Zed gun can be useful. Expand on the utility aspect of the medics high tech arsenal. Target painters, cloaking device, deployable 9mm turret. In addition to current load out. Weak damage output keeps the tactician close the the team.

Sharpshooter:
Focus on high caliber weaponry and improved sighting. Damage is in the gun itself instead of class. Class abilities focus on making the weapons controllable and adding optics to them. Bullets would be cheap but limited in quantity.
1911 as standard side arm.

Demo:
More explosives! A mad bomber! Sticky bombs. RC bombs. land mines. Claymores. Wrist mounter launchers! Explosive's would cause light-moderate damage to zeds but the real benefit would be the knock back from the explosion scattering enemies.


Firebug/replaced by "civilian"
With a trusty tool box and a whole bunch of duct tape. This class gets all those weird makeshift weapons. Super soaker flame thrower? Yes. Molotov? yup. Bloat bile throwers! Pipe bombs, Nail guns,Crossbows, and Bricks! Class cant use anything beyond a simple hand gun but has the ability to create weaponry from "junk" lying around. Class skill is scavenge. Special resources on the map are highlighted for the Civilian only. Leveling up adds more types of weaponry and junk capacity.
 
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FluX

Grizzled Veteran
Oct 26, 2010
5,395
234
63
www.fluxiserver.co.uk
Berserker I like apart from the bleeding effect, that should be gun related.
Support was half decent, no rocket launchers at all though.
Medic I loved. Zed though? Utility based yes but not alienated.
Sharpshooter I can definitely go with that.
Demolition I kinda like but it still needs them launchers as that is it's general job and role.
Flamethrower/Civilian, no. Just pure fail lol - This is Killing Floor, not Dead Island.
 

Dafe

FNG / Fresh Meat
Mar 22, 2012
427
4
0
01. Screw Bomb Launcher (DEMO)

02. Bren Gun (COMMANDO)

03. Jousting Lance (BERSERKER)

04. Quadruple Barreled Shotgun (SUPPORT)

05. Triple Shot Crossbow (SHARPSHOOTER)

06. Incendiary Bullets For ANY Weapon Used (FIREBUG)

07. Immortal Injection - 3 Seconds Take NO Damage When Healing (MEDIC)

08. Sirenator (NEUTRAL PERK)
 

JD0x0

FNG / Fresh Meat
Sep 2, 2013
299
0
0
Kills a FP in 1 hit if you hit him in the eye. Does 1hp dmg in any other situation.

Kills a FP in 1 hit if you hit him in the eye. Does 1hp dmg in any other situation.

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