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Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
Besides, suicide bombing is really fun! With offperk bonuses you could be an explosive berserker, maybe even with a pulveriser damage boost!

And maybe when the level 10 resistance stacks with passive resistance it opens a "shoot him point blank with an rpg, throw grenades at your feet" playstyle?
 

JoelFig

FNG / Fresh Meat
Apr 25, 2015
571
0
0
But demo doesn't get supplier does it. A skill that is good for one perk might be OP on another. Arguing that skill X for perk A is useless because skill Y for perk B is better isn't really valid. Skills are balanced for their perk, in the context of everything else that perk can do.

They could always remove the grenade from supplier and make it ammo only when this goes live. The devs have said they balance perks off of each other, so his concerns ARE valid.
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,966
331
83
Belgium
Okay Tripwire,you redeemed yourselves with his skilltree . I can't wait to play as an explosion-addict maniac!
 

Kothre

FNG / Fresh Meat
Apr 24, 2015
339
14
0
As excited as I am to get demo and firebug, I really have to be honest and say that this skill tree is very underwhelming. The firebug skill tree looks much more thought out in comparison to this one. There's not a single skill in any of these tiers that I'd be dying to get.

Tier 1 - Technique
Grenade Supplier: Team can receive an extra grenade from you once per wave
OR
On Contact: Your dynamite blows up on contact with a zed
I don't understand why anyone would pick grenade supplier. The support perk already gives ammo and a grenade, so this is just a straight downgrade. Maybe if it fully restored grenades, I'd consider it. But the more important issue is the supplier perk in general's functionality. Oftentimes people don't ever pick up ammo from me because there's no visual indicator, so it goes completely unused. We don't need an even weaker version of that. I'm really hoping I'm misunderstanding what this perk actually does.

On contact looks alright I guess. I'd just pick it because the alternative is so useless.

Tier 2 - Resistance
Resistance: Reduce damage taken from explosives (for you and your team if they are close enough)
OR
Sacrifice: When you die, you trigger an explosion, hopefully getting your revenge
This is another case of one perk being completely superior. Sacrifice just seems like a gimmick that will be fun for a match or two then never get used again. I'd never gamble on dying being a good strategy. I'd maybe use it if I had a chance to explode every time I was hit with a melee attack, not just up and dying. With the way it is, just give me the resistance.

Tier 3 - Advanced Techniques
Door Traps: Weld slower, but doors you weld will explode when broken
OR
Siren Resistance: Grenades have a chance of not being destroyed by Siren screams
Door traps seems alright. I doubt I'd ever use it unless the siren resistance percentage was low enough where it didn't make much of a difference. Speaking of which, would just making grenades always ignore sirens be overpowered or something? Because personally I find RNG distasteful.

Tier 4 - Weapon Techniques
Off Perk: Do extra damage with off perk weapons
OR
On Perk: Increase reaction, stumble and knock down power for demo weapons
Well, these are actually useful. Do you want to go pure demo, or have some flexibility to defend yourself when enemies close in? Seems like a reasonable trade-off.

Tier 5 - Advanced Explosives
Zed Time Nuke: Explosives dish out massive radiation damage in zed time, poisoning zeds
OR
Zed Time Concussive Force: Explosions have a massive knockdown force in zed time
Well...ZED time perks are ZED time perks. I don't particularly care about them no matter what they do.

On a side note, I think there should be a tier that lets you choose between explosion radius and direct-impact damage. Or skills that let you reload faster, get more maximum ammo, chance to ignite ZEDs, etc.
 
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Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
They could always remove the grenade from supplier and make it ammo only when this goes live. The devs have said they balance perks off of each other, so his concerns ARE valid.

That's what I thought really, that support wouldn't be able to supply grenades anymore. I'd like that outcome. Support players would hate me for saying that, but let demo have the grenades! They are explosives after all.

I have a question about booby trapping doors also. Say a support welded a door 50-80%, if a trapdoor demo finished the weld would it take effect? Or does the demo have to do the weld entirely himself?
 

Modestyiswimpy

FNG / Fresh Meat
May 10, 2015
120
0
0
Just so everyone knows, when I said damage resistance I implied explosive which is a form of damage.

Secondly, what's the difference between dying and exploding vs you and your teammates having higher explosive resistance, throwing your grenades at your feet, exploding and not dying?
 
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alvaro761991

FNG / Fresh Meat
Aug 7, 2015
2
0
0
Great news!! love u tw!

Tier 1 - Technique
Grenade Supplier: Team can receive an extra grenade from you once per wave

i think many of you are not interpreting this correctly, one EXTRA grenade , means instead of 5 grenades you get 6!! (i think its this way)
 

Drassel

Member
Jun 7, 2013
435
3
18
Canada
sacrifice: When you die, you trigger an explosion, hopefully getting your revenge

Aloha Snackbar!

I am also pleased to let the community know that something else will be coming in the update. While the main focus of this update is of course the Demo and the Firebug we have been prototyping how dual pistols will work. When this update goes live players will now be able to purchase dual 9mm pistols from the trader (fill out that extra slot in your build, or go nuts and challenge Hans with dualies only)!
Spoiler!

Looks like you'll be able to aim from one of the pistols? I'm not a big fan of the idea...Well, I'm a KF1 veteran and I've been used to picking up heads at 100 yards with dual MK23s. It's so easy with proper practice.

Could you clarify a bit how it'll work so far?
 
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Centias

FNG / Fresh Meat
Aug 7, 2015
6
0
0
Tier 1 - Technique
Grenade Supplier: Team can receive an extra grenade from you once per wave
OR
On Contact: Your dynamite blows up on contact with a zed

Dynamite? What dynamite? I know C4 is one of your perk weapons, but this is the first I'm hearing about any dynamite.
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
Correct, the demo's grenade is a 1/2 stick of dynamite.
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
Aloha Snackbar!



Looks like you'll be able to aim from one of the pistols? I'm not a big fan of the idea...Well, I'm a KF1 veteran and I've been used to picking up heads at 100 yards with dual MK23s. It's so easy with proper practice.

Could you clarify a bit how it'll work so far?

Not much to expand on that isn't available in the screenshot. Our current prototype of the system has one weapon with the iron sights up and the other offset.
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
I am really intrigued by the dual-pistols screenshot...

Notice that there's a muzzle flash coming off of the pistol he ISN'T aiming straight at the enemy with, firing from an angle? What do you suppose that is about?

Oooh, if they're trying out some sort of asynchronous aiming system I'll be so stoked.

Edit: or, after reading Yoshiro's post, maybe they both just shoot straight ahead like normal and one merely looks like it's at an odd angle. Ohwell.
 
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tijolol

FNG / Fresh Meat
Jun 12, 2014
256
0
0
Not much to expand on that isn't available in the screenshot. Our current prototype of the system has one weapon with the iron sights up and the other offset.

Ideas:
1-Dual gangster
Gangster dual aiming.png

2-Zig-zag aiming/shooting
wiggle wiggle shooting.png

3-Auto zig-zag shooting
"Same" as above, the focus just changes on each weapon between shots so the iron sights goes to the center of the screen. You can't expect to fire as accurately AND fast with two pistols, right?

Edit: Sorry for potato quality images, they are supposed to be demonstration of iron sights aiming.

Edit2: Idea number 4- A middle-ground between 1 and 2, should seem more realistic and... more confortable. 45 degrees as such /\. With the pistols not side by side, but the left one a little bit to the front of the other. Who shoots fully facing the target?
 
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Savage Rodent

Member
Mar 29, 2015
290
1
18
Compared to explosive resistance? Unless demo explosives somehow start hurting the team or a *duh Duh DUHHHHH* new ZED comes to life, it seems like the obvious choice to me. Especially since one of the passive traits for demo is explosive resistance.

Or it would be the counter to Husk shots and suicides. Plus there have been a couple of times where I throw a grenade and it hits a zed that is right in front of me. :/