Hello guys n girls! New forumite here, just recently registered But I have been reading on these forums for a long while though. While reading here I have seen many great suggestions and I have been writing up several ideas myself here that I would like to share with you all. Some of the things I suggest here have already been suggested by others, so if you see something here that already has been said, think of it as support
I have tried to categorize my ideas as neatly as possible. Please be gentle with me, english is not my main language, and this is my first (and probably gonna be my biggest, I promise ) thread.
--- GENERAL ADJUSTMENTS ---
* Ammo should get cheaper for the correspending weapons and perk, to promote filling up ammo rather than the "sell and rebuy weapon" strategy.
* A compass and/or a map and/or a minimap for navigation and teamwork purposes (thread credit: http://forums.tripwireinteractive.com/showthread.php?t=41531)
* More money from healing (Especially for Field Medics)
--- "PERK SPECIAL MOVE" IDEA ---
To give all the perks some more "class" flavour, I had an idea about giving each perk a certain manually activated power. This is still a work in progress, and i would like you to help me out too with REASONABLE ideas.
These powers are available when you become level 1 on the perk. It would require a new key-button to happen though.
These powers should have limited uses and could be refilled at the trader for a small fee.
Here are my current ideas and thoughts:
-Field Medic:
Idea 1 - Resurrection Kit.
This is the one I (and many others) have most troubles with, but I'm sharing the idea anyhow. The Medic gets 1 single Rez Kit (from all the levels of 1-6) which you can use on a fallen team-member during combat and everything. You can only resurrect a player ONCE per wave.
I'm not entirely sure if this power should be in this game, but this is the only reasonable idea I have this far.
What it does for each level (Level 1-6):
*Resurrects the target with 15/20/25/30/35/40% of maximum health.
*Takes 4.0 /3.5 /3.0 /2.5 /2.0 /1.5 seconds to resurrect a target.
*The resurrected player can only be healed up to a max of 65% health for the remainder of the wave (limit goes away when all specimen are dead and it's time to run for the trader). Counts on all levels, or maybe the maximum could be increased for every level? Like, 60/65/70/75/80/85%?
This penalty is to penalize the fallen player because, well, he/she died
NOTE: The player revives with all the weapons except the weapon that was dropped from your hands. The problem I see with this though would be the Knife/9mm/Syringe/Welder...
Idea 2 (CandleJack's idea) - Emergency Heal needle/dart/drug (don't know the specific item).
Quick use, instant heal items that can only be used to heal on others (?).
What it does for each level (Level 1-6):
*Heals 25/30/30/35/35/40 health.
*You have up to 1/1/2/2/3/3 of these items.
NOTE: Has a bit longer cooldown on this ability than most other perk powers as it is rather powerful.
-Support Specialist:
Extra Ammo Boxes.
Drops an ammo box (just like the ones you can find in the map) in front of you, just like dropping money. Can be used selfishly too.
What it does for each level (Level 1-6):
*Can throw 1/1/2/2/3/3 boxes
-Commando:
Idea 1 - Scout.
Toggle some "sight", dunno what it would be, but some kind of powerful "vision" or something, and able to see health bars and stealthers from unlimited range all for a limited amount of time.
... see enemies behind walls?
Idea 2 - Night Vision Goggles.
Toggle Battery-limited NV. Seems useless perhaps, but it could have extra powers (like the above Scout powers).
Anyway, really need help with a good power for this one.
-Berserker:
Berserking/Combat Drug or just "Berserk!".
Inject yourself with some form of drug that gives you a nice temporary boost.
What it does for each level (Level 1-6):
*First, hurts yourself for 10/9/8/7/6/5 health (yes,negative power, but for balance). Cannot kill yourself with this
*Runs at max speed regardless of health for the duration (all levels)
*Each kill heals 1 health on you (all levels)
*Melee damage increased by 50% (all levels)
*Damage taken reduced by 25% (all levels)
*Lasts for 5/6/7/8/9/10 seconds
*Have 2/2/2/3/3/3 charges of these Drugs
-Firebug:
Fire Grenades. (Or Molotovs with a new distinct skin)
Instead of changing your regular grenades into Fire Grenades at level 3, you get these Fire Grenade ON TOP of the regular grenades
These Fire Grenades should deal alot of damage (like they do currently), but maybe scale a little with the levels too?
What it does for each level (Level 1-6):
*You start with 1/1/2/2/3/3 Fire Grenades.
*You can HAVE (buying at trader) 1/2/3/4/5/6 Fire Grenades
(^ done like that for balance, since it's weapons)
NOTE: You can NOT get more of these Fire Grenades from Ammo boxes.
-Demolitions:
Proximity Pipe Bombs?
Instead of having everyone running around with Pipe Bombs, why not limit them to the Demolitions dude only?
Well, as I guess this idea will probably be very hated, ignore this idea *shrugs*
But if it WOULD be limited to the Demo guy only:
What it does for each level (Level 1-6):
*You start with 1/1/2/2/3/3 Pipebombs
*You can HAVE (buying at trader) 2/3/4/5/6/8 Pipe Bombs
(^ done like that for balance, since it's weapons)
NOTE: You can NOT get more of these Pipe Bombs from Ammo boxes.
-Sharpshooter:
Laser Sight.
... ahem... (Battery-driven, and thus timelimited) Laser Sight? AAAH OK Don't throw stuff at me!!! Just tossing out the idea! Yeesh, don't kill the messenger...
The idea was to remove the Laser sight from the M14 and give it to Sharpshooters in general, but limited time instead.
For example:
What it does for each level (Level 1-6):
*Can toogle a laser sight to aid with aiming for 20/25/30/35/40/45 seconds. (Quick toggling always removes a whole second, even if you just use it 0,05 seconds to remove abuse)
I can't think of any other idea than this. Please help me :S
-Gunslinger:
Zed Time "Coin" (or any item for that matter).
Yeah that's right, GUNSLINGER! I am 100% supporting the Gunslinger dude!
(thread: http://forums.tripwireinteractive.com/showthread.php?t=39844)
So, as his power, he could have a manually triggered Zed Time. Maybe toss up a coin in the air? xD Dunno, just some "item" which triggers the coolness of Zed Time
What it does for each level (Level 1-6):
*You have 1/1/2/2/3/3 Coins.
*This Zed Time lasts 100%/150%/150%/200%/200%/250% in time of a regular one. (And yes, it can be extended by Zerkers and Commandos!)
--- NEW SPECIMEN IDEAS ---
BLOB
The Blob is a hideous "failed" creation. More or less a bubbling "fleshball", which has cutoff legs.
It, however, has 6 arms which it crawls around with. It always walk on at least 2 arms. The 2 most
frontal arms can grab you (Just like a clot) and the 2 remaining arms is used for slashing. If
some other specimen holds a player, it uses its 2 grabbing arms and the 2 slashing arms all together
for more damage.
The Blob has no head either, but instead has several eyes on its surface and several mouths (which
it bites with if it grabs you). This means, no headshots on this abomination
The blob also shoots a small swarm of icky mucusballs at medium range (about 3 to 5-ish). These
mucusballs are destroyable and travel rather slow (for a projectile), but cling on to the target
and deal damage over time. The blob can NOT shoot these mucusballs at melee range while slashing
and grabbing a target.
It is also generally quite resistant to bullets, but rather weak against melee and VERY weak against
fire. The Berserker is thus a good killer of this icky Blob, but the FIREBUG is THE best anti-Blob.
Not only does the Flamethrower annihilate the annoying mucusballs with ease, but the Blob itself is
also very fragile to the fire.
This target is hardest to kill for the Sharpshooter (and to a lesser extent Commando & support),
since it has general resistance to bullets and has no head-area.
--- PERK CHANGES/ADDITIONS ---
-Field Medic:
* Could get a minor damage bonus to the Knife, MP7 (and my new idea MP5/10)?
* Get extra money bonus from heals?
-Support Specialist:
Nothing to add here (New weapon though: Slug Shotgun)
-Commando:
Levelling the Commando is quite annoying with the Stalker requirement. So, why not do something like this for that part:
*Make both Stalkers and Crawlers count for the killcount (You kill either of these 2 enemies and you get +1 kill on your perk kill-o-meter)
*Up the required numbers slightly as the Crawlers are more plentiful.
Crawlers would be a nice addition to hunt for, as the Commandos already do that basicly (The health bar sight is really nice in dark areas to find these semi-stealthy creeps, for example)
New weapons: (dual)SMG. Assault Rifle w/ GL, MP5/10
-Berserker:
* Could get as a new bonus, increased maximum health? From level 1-6: 5/10/15/20/25/30. Movement speeds have to be adjusted a little bit then i guess?
* How about a chance of getting 1 hp back on kills? Higher general chance for each level, and higher chance on tougher targets?
* More attacks with weapons (Listed in the weapon section below)
* The new Riot Shield (Oh yeah!) is DRASTICALLY cheaper and also has more "ammo" for Berserkers
-Firebug:
Nothing to add here (New weapons though: Blowtorch, Thermal Lance (http://forums.tripwireinteractive.co...ad.php?t=39982) and Flare Cannon)
-Demolitions:
* Some more bonuses on LAW?
-Sharpshooter:
* All the handgun bonuses are removed (goes to the new Gunslinger instead)
* The perk weapons' bonus reduced by half, so 30%, down from 60%, at level 6.
* Headshot bonus increased slightly, from 50% up to 60-75%.
* New weapon added: Lee Enfield w. Bayonette.
-Gunslinger:
The perk which has been discussed in another thread (thread: http://forums.tripwireinteractive.com/showthread.php?t=39844)
Here is MY take on the perk:
I agreed on GS as a versatility perk. The perk focuses on handguns, "coolheadedness" and Zed Time
The bonuses it gets (at level 6):
* +100% damage with handguns
* 50% less recoil with handguns
* +60% reload speed with handguns
* +30% handgun ammo (Maybe not on 9mm though? It already has tons of ammo)
* +60% draw speed (quicker to change between weapons. One of the "general bonuses" the perk has too, which benefits all weapons)
*Can switch between single/dual wielding handguns with the secondary button (Available at level 0)
* Spawn with Dual HC (level 5 = Dual 9mm)
Now, the following bonuses are debattable, but 1 or 2 of these bonuses have to be added as well.
* 100% Reduced screen shaking (From all things: bloat, siren shout etc)
* 50% reduced damage from Sirens
* 50-80% reduced movement speed penalty during Ironsight
* Higher chance to trigger ZED time
* Higher damage during ZED time
My choices?
EDIT: Higher damage during ZED time, and less damage from Sirens
Considering my 2nd thread, Active Perk Powers, the Gunslinger has a button to activate ZED time manually, making extra damage during ZED time suit very well together.
Levelled by:
*Handgun damage
and/or
*Total kills/damage during ZED time
Weapons used for the perk: (dual) 9mm, (dual) HC and my 2 new ideas: (dual) SMG and Revolver
--- WEAPON CHANGES/ADDITIONS ---
A general idea I had was to have a LITTLE more variety, but with PURPOSES (not just completely random additions)
The thought is basicly: You have a starter tier, tier 1 where you have 1 weapon. Then you have the most powerful tier, tier 3 where you should have 1 (in some cases 2) weapons at your disposal.
Then in tier 2, you have weapons that are in between in power, but all with different stats and uses etc. Some of the new weapon ideas are also meant to be MAINLY for a certain perk, but also has decent benefits to one more perk (Assault Rifle w. GL for Commando+Demolitions, Lee Enfield w. Bayo for Sharpshooter+Berserker for example)
So, let's get started (This is the biggest section after all)
The weapon changes/additions are first generally mentioned in their respective perk, then each one by one, in the lowest part.
--- Weapons sorted by Perk ---
-Field Medic:
This perk should get slight damage benefits on Knife (Surgeon you know ), MP7 and the new MP5/10 (more specific info lower down)
-Support Specialist:
No changes to the old weapons (Well, reloadable Hunting Shotty with one shell left please?)
One new weapon added: Slug Shotgun (more info lower down)
-Commando:
New weapons added: Assault Rifle w. Grenade Launcher (Commando could also benefit from Medic's MP5/10 and Gunslinger's SMG(s) though)
The reason for adding especially the Assault Rifle (which shoots 3-round bursts and has an underslung Grenade Launcher) is because the different tiers for the Commando feels all quite similar, more so than any other perk. Yes, I know that the weapons all have different powers, but they are all auto/semi fire and just different damage/ammo basicly (and worse ironsight on AK47) and that can get a little boring, imo at least. The SMG and MP5/10 are not Commando-specific weapons, so it's not really necessary to give the Commando bonuses to those weapons, but it could be nice for some variety.
-Demolitions:
No changes to the old weapons.
Has benefits on the new Assault Rifle, because of it's underslung Grenade Launcher (but not on the rifle rounds though)
-Sharpshooter:
LAR could weigh 1 less in weight (from 6 down to 5)
M14 could weigh 1 more in weight (from 5 up to 6)
X-bow could weight 1 less in weight (from 10 down to 9)
This enables the Sharpshooter to run with LAR+X-bow or LAR+M14
One new weapon added: Lee Enfield (with Bayonette)
-Berserker:
Lots of changes to the weapons here since you have new attacks etc. Now you will utilize all three attack buttons (Primary, Secondary and Ironsight)
All weapons can decapitate except the knife.
Knife - Can no longer decapitate enemies (But will still get bonus damage on head hits). The powerstrike is changed to a STAB-attack, which can stun lesser specimen on top of some nice damage ofc.
Machete - Upped a little bit in power.
Riot Shield (New item) - Can be wielded together with Knife or Machete, for defensive "tanking" purposes against tougher specimen and to get out of risky situations more easily.
Fire Axe - Can now also do a SWEEP attack to hit mutliple specimen.
Katana - Can now also do a SWEEP attack to hit multiple specimen. (Uses the current powerstrike animation, and the new powerstrike is an overheads strike instead).
Chainsaw - Now has fuel as ammo and thus limited use, but is also WAY more powerful than before. Should also get the run-speed bonuses while the Berserker wields it.
The Bayonette on the Lee Enfield is also stronger for Berserkers.
The list of attacks:
Knife (+ Shield)
Primary: Slash
Secondary: Stab (stuns)
Ironsight: Block with Riot Shield
Machete (+ Shield)
P: Slash
S: Power Strike
I: Block with Riot Shield
Fire Axe
P: Slash
S: Power Strike (Overhead)
I: Sweep Attack (can hit multiple)
Katana
P: Slash
S: Power Strike (Overhead)
I: Sweep Attack (can hit multiple)
Chainsaw
P: Grind
S: Power Chop (Costs more fuel)
I: -
Don't you think all that would make the Berserker even more fun to play?
-Firebug:
Flamethrower could weigh 2 less in weight (from 10 fown to 8), so you can carry it with other Firebug weapons.
Some weapons added: Blowtorch, Thermal Lance (yeah, I approve http://forums.tripwireinteractive.co...ad.php?t=39982 ) and Flare Cannon
-Gunslinger:
This perk uses the (Dual) 9mm, (Dual) Handcannon, and 2 new weapons: Revolver and (Dual) SMG.
Now to the weapons that are added, or changed, one by one (if a weapon is not listed here, it means I have no new ideas/changes for it):
--- Weapons changes/additions one by one ---
-Knife-
Can no longer decapitate.
Instead of a sweeping powerstrike, it STABS your target instead, which can stun lesser specimen (and still ofc deals heavy damage)
Can hold a Riot Shield together with the Knife, which you can use to Block damage
Primary Attack = Quick slash
Secondary Attack = Stab (can stun lesser specimen)
Ironsight = Block, if you have bought Riot Shield
-Machete-
A little bit stronger and faster
Can hold a Riot Shield together with the Knife, which you can use to Block damage
Primary Attack = Quick slash
Secondary Attack = Powerstrike
Ironsight = Block, if you have bought Riot Shield
-Fire Axe-
Can now also do a horizontal sweeping attack (Ironsight button) which can hit multiple specimens at once. This attack is very slow though.
Primary Attack = "Quick" slash
Secondary Attack = Overhead powerstrike
Ironsight = Sweeping strike, capable of hitting multiple specimen
-Katana-
Can now also do a horizontal sweeping attack (Ironsight button) which can hit multiple specimens at once. This attack is very slow though. Uses the current powerstrike animation
Can also do a ("new") overhead powerstrike, similar to the Fire Axe for massive single target damage.
Primary Attack = Quick slash
Secondary Attack = Overhead powerstrike
Ironsight = Sweeping strike, capable of hitting multiple specimen
As you can see, it's basicly a pure upgrade of the Fire Axe. Maybe the price needs to go up too for balancing?
-Chainsaw-
Now has fuel as ammo (How much i don't know). Has no "mags" though, it just runs on one tank. Ammo boxes can restore some fuel (?) Should be increased in cost as well for balance.
Power signicantly increased
Primary Attack = Grind, grind, grind
Secondary Attack = Chop (costs more fuel)
Ironsight = -
-Riot Shield-
Description: A defensive addition (especially for Berserkers). Can only be wielded together with the Knife or Machete. Need to block manually, and that is done with the Ironsight button.
Ammo: 100. (Has 100-(ish) durability or "ammo" if you will When you block damage, the "ammo" lost is relative to the damage taken obviously.)
Weight: 6 (Note, if wielded with the Machete the Machete weighs nothing. Or, if you will, then the shield only weighs 3)
-Lever Action Rifle-
Weight: 5, down from 6
It's the tier 1 rifle, and it even LOOKS lighter than M14
-M14EBR-
Weight: 6, up from 5
More powerful weapon than LAR... it also looks heavier. I think these weight changes on M14 and LAR makes sense, right?
-Crossbow-
Weight: 9, down from 10
Down to 9 so you can pair it with the LAR
-Flamethrower-
Weight: 8, down from 10
Down to 8 so you can pair it with the new Firebug weapon(s) >:]
-9mm-
Only one change: The secondary button now switches between single- and dualwielding instead of Flashlight toggle. You have to press F as usual instead. If not for all perks, then at least for the Gunslinger.
-HC-
Just like the 9mm, the Secondary button toggles between single- and dualwielding, at least for the Gunslinger.
-Revolver-
Description: A generic revolver, but a powerful one. (Like the Taurus Raging Bull kind of Revolver.)
Ammo: 6 rounds
Weight: 2-3
Primary attack = Semi-automatic shooting (Can't be fired as quickly as 9mm or Hc's though)
Secondary attack = Toogle speedshooter/normal mode (move the offhand back to the "cock" -.- and enable yourself to fire really fast (like the 9mm/HC), but less accuracy and can't ironsight. Ironsight also toggles the speedshooting off)
Ironsight = Ironsight
Stored in weaponkey slot 4
Counts as tier 3 for Gunslinger
^ Gets all bonuses as normal, plus some extra speedshooterbonus i guess *shrugs*
Should be a very powerful weapon in the hands of the Gunslinger. The secondary attack, the speedshooting, is just there to spice up the flavour of the weapon a little. Although, the speedshooting could be scrapped too (Just a suggestion which i don't care for much myself, but maybe others would fancy for such a thing? )
Just like the HC, the Revolver could penetrate and hit 2 targets if they are close enough.
-SMG- (can be dualwielded)
Description: Some cool lightweight SMG or Machine Pistol, like the Mac 10 or Glock 18 (I'm not being specific on the name of this weapon, as there is no need to be). Light enough to be held in a single hand, it should be able to be dual-wielded, which should be really nice at close quarters to spray looots of bullets. Can only fire at full auto.
Ammo: 30 rounds (60 rounds) (12-ish mags, 6 while dualwielding)
Weight: 3 (+3 more)
Primary attack = Full automatic shooting
Secondary attack = - (Toogle Dual/Single wield, at least as Gunslinger.)
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Gunslinger (Different tier 2 style, less raw power and less accuracy than HCs, but more total damage, more ammo and even higher firespeed!)
^ Gets all bonuses as normal
Counts as tier 2 for Commando
^ Gets all bonuses as normal
Has a very high rate of fire (Similar to MP7) but does not have the best accuracy. Power should be around the 9mm mark or so.
-MP5/10-
Description: MP5, but the /10 version (which shoots 10mm bullets, more powerful than 9mm). Thought to be the next tier for Medics, but this time a more offensive weapon. Also has a flashlight.
Ammo: 30 rounds (8-ish clips)
Weight: 4
Primary attack = Full automatic shooting (still very accurate)
Secondary attack = Flashlight toogle
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Medic
^ Added damage bonus
Counts as tier 1 for Commando (Different tier 1 style, more accurate and powerful than Bullpup but not as much ammo)
^ Gets all bonuses as normal
Very accurate automatic weapon, and with 10mm bullets it's also decently powerful (especially compared to MP7)
The accuracy still stays high when you spray with it, making it very nice where you need to sweep targets quickly.
(This is the only weapon i feel a little "meh" towards, but I think the Medic needs a bit better weapon as well)
-Assault Rifle (with underslung Grenade Launcher)-
Description: Some generic Assault Rifle (give a suggestion of what you think suits) which only has a burst fire mode (to add a new element of gameplay for Commando in particular) and has a Grenade Launcher under it for further variable gameplay. Meant to be slightly weaker than the AK47 bullet-wise, but more versatile due to the GL.
Ammo: 30 rounds + 1 grenade (8-ish mags and maybe 10-ish extra grenades)
Weight: 6
Primary attack = Burst shot (3 shots)
Secondary attack = Grenade shot
Ironsight = Ironsight
Stored in weaponkey slot 3 or 4
Counts as tier 2 for Commando (Different tier 2 style, burst fire and grenade instead of auto/semi of AK47)
^ Gets all bonuses to the rifle rounds, but only the reloading for the GL
Counts as tier 2 for Demolitions
^ Gets all bonuses to the GL, nothing to the rifle rounds though
The only problem I can see with this weapons is how it should reload with the GL?
The Burst shot is there for 2 reasons:
1) Since having the GL under it, you can't toggle firing mode
2) It adds a unique flavour for the automatic weapons
-Lee Enfield (with Bayonette)-
Description: Reading these forums, lots of people have been screaming for a Lee Enfield. Why not add that weapon, with a Bayonette! That way, it's not only "new" with having a Bolt-action reload style, but also has a secondary "defensive" use.
Ammo: 10 rounds (6-ish mags) + Unlimited stabbing
Weight: 5-6
Primary attack = Rifle shot (Bolt-action reload)
Secondary attack = Stab with the bayonette (Can shoot while stabbing for a combo )
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Sharpshooter (Different tier 2 style, Less power than Xbow, but has the bayonette-defense and is faster than Xbow)
^ Gets all bonuses for the rifle part, but no bonus to the bayo
Counts as tier 2 for Berserker (Damage in between machete and axe/katana, slow speed, but very long range, plus has the rifle offense too)
^ Gets all bonuses for the bayo part, but none for the rifle part and no run speed bonus with it
A nice weapon for Berserkers to take out Crawlers at a distance without removing your melee powers entirely.
For the Sharpshooters, think of it something in between the LAR and Crossbow. It's better than LAR on the powerful targets like Scrakes and Fleshpounds,
but worse than X-bow to do so. However, it is a bit better than X-bow on lesser specimen (the Bayonette is handy for that too) but worse than LAR at that.
Can pierce ONE target and hit the one behind (but not more).
-Blowtorch-
Description: A lightweight blowtorch with some slight "homemade modification" to make it better in battle. Has somewhat short range, but should serve as a nice tier 1 weapon for the Firebug. It is also very versatile with it's burn, being able to adjust the intensity of the flame for a bit longer, narrow ranges, or for more close up, spread out flames to hit more specimen.
Ammo: 50-ish "fuel" (about 4 extra "mags")
Weight: 2-3
Primary attack = Full-automatic burn
Secondary attack = Decrease intensity (Higher spread, lesser range)
Ironsight = Increase intensity (Higher range, lesser spread)
Stored in weaponkey slot 3
Counts as tier 1 for Firebug
^ Gets all damage and ammo bonuses as normal
Can adjust the burn with Secondary/Ironsight buttons for different styles (longer, more intense flame, or more spreadout flame with shorter distance. Up to 5-ish steps of burning). Decent versatility weapon for the Firebug
-Thermal Lance
Description: A close ranged superhot weapon. More details on this thread: http://forums.tripwireinteractive.com/showthread.php?t=39982
(Although, I count the Flamethrower as tier 2 as well, making the Thermal Lance another tier 2 weapon for the Firebug)
Ammo: 100-ish "power" (+10 "mags" or so)
Weight: 3-5
Primary attack = Burn (depletes ammo FAST!) (Melee range, but long reach)
Secondary attack = -
Ironsight = -
Stored in weaponkey slot 1 or 4
Counts as tier 2 for Firebug (Different tier 2 style, less spreadout damage, short range and no "aoe" like the Flamethrower, but powerful single target nuking at melee range)
^ Gets both the damage and ammo bonuses
Added as a weapon to burn through the heavier targets
-Flare Cannon-
Description: A heavy handgun (or light rifle? ) which shoots intensely burning flares with tremendous power on its main target, and also causes an Area of Effect burn equal to the Flamethrower. Also able to light up darker areas (?)
Ammo: 1 flare (reloads just like M79) (with max 30-ish extra flares)
Weight: 4
Primary attack = Shoot
Secondary attack = -
Ironsight = Ironsight
Stored in weaponkey slot 2
Counts as tier 3 for Firebug
^ Gets all damage and ammo bonuses as normal
Shoots a flare which starts "falling" after a certain distance, due to its modifications, and hitting for alot of damage on the main target, and also has a medium large AoE burn
with similar damage to the flame thrower
Should be very expensive, though less for the Firebug obviously (since it's a tier 3 with the small weight of 4...)
-Slug Shotgun-
Description: Generic semi-auto shotgun, which uses Slugs (basicly one big bullet inside a shotgun shell) to use at longer ranges and for more accurate shots.
Ammo: 5-6 slug shells (+40-ish extra, reloaded just like the regular Shotty)
Primary attack = Semiautomatic slug-shot
Secondary attack = -
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Support (Different tier 2 style, more accuracy and easier headshots, but not the same potential power as the Hunting Shotgun at close range and no/limited penetration)
^ Gets all bonuses as usual (Except penetration?)
An addition to the support arsenal. Semi-automatic shooting suits as another tier 2, and with slugs, the weapon is "unique" and is such a accurate shotgun with great headshooting potential.
It's the only Shotgun which can use the Ironsight to its full potential too Only question is: How much, or should it at all, penetrate targets?
So, for a better overview, here are the weapons for each perk
BERSERKER
Tier 1: Knife (+ Riot Shield)
Tier 2: Machete (+ Riot Shield) (defensive tier 2)
-------Fire Axe (powerful offensive tier 2)
-------Lee Enfield w. Bayonette (ranged offensive tier 2)
Tier 3: Katana (unlimited tier 3)
-------Chainsaw (limited, but more powerful tier 3)
GUNSLINGER
Tier 1: (dual) 9mm
Tier 2: (dual) Handcannons (powerful shots and more accurate tier 2)
-------(dual) SMG (more ammo and more "crowdclearing" tier 2)
Tier 3: Revolver
SUPPORT
Tier 1: Shotgun
Tier 2: Hunting Shotgun (Close range and powerful tier 2)
-------Slug Shotgun (Long range and accurate tier 2)
Tier 3: AA-12
-------LAW (Does it really belong here?)
COMMANDO
Tier 1: Bullpup (Ammo and ironsight tier 1)
-------MP5/10 (Power, accuracy and flashlight tier 1 (tier 1,5?))
Tier 2: AK47 (powerful tier 2)
-------(dual) SMG (spray tier 2)
-------Assault Rifle w. GL (versatility tier 2)
Tier 3: SCAR
(Maybe too many weapons for Commando now? SMGs and MP5/10 are not Commando-specific weapons though, so one/both could be removed)
SHARPSHOOTER
Tier 1: Lever Action Rifle
Tier 2: Crossbow (Powerful headshot tier 2)
-------Lee Enfield w. Bayonette (Faster and more defensive tier 2)
Tier 3: M14EBR
MEDIC
Tier 1: Knife
Tier 2: MP7 (Healing)
-------MP5/10 (Offense and flashlight)
DEMOLITIONS
Tier 1: Pipebombs (?)
Tier 2: M79
Tier 3: M32
-------LAW (Needs more oomph though )
FIREBUG
Tier 1: Blowtorch
Tier 2: Flamethrower (Range and crowds tier 2)
-------Thermal Lance (Close range nuke tier 2)
Tier 3: Flare Cannon
Also a little extra note
These weapons can currently be found laying around on a map:
Machete, Fire Axe, 9mm (?), HC, Pump, Bullpup and LAR
So i thought that maybe these weapons could spawn too:
SMG and Blowtorch and perhaps MP5/10 too?
--- END NOTES ---
Phew, lots to read huh? Sorry for the massive post :S
Hope you guys n girls at least liked SOME of all this. Please leave thoughts and comments, and if something is unclear, just ask
I have tried to categorize my ideas as neatly as possible. Please be gentle with me, english is not my main language, and this is my first (and probably gonna be my biggest, I promise ) thread.
--- GENERAL ADJUSTMENTS ---
* Ammo should get cheaper for the correspending weapons and perk, to promote filling up ammo rather than the "sell and rebuy weapon" strategy.
* A compass and/or a map and/or a minimap for navigation and teamwork purposes (thread credit: http://forums.tripwireinteractive.com/showthread.php?t=41531)
* More money from healing (Especially for Field Medics)
--- "PERK SPECIAL MOVE" IDEA ---
To give all the perks some more "class" flavour, I had an idea about giving each perk a certain manually activated power. This is still a work in progress, and i would like you to help me out too with REASONABLE ideas.
These powers are available when you become level 1 on the perk. It would require a new key-button to happen though.
These powers should have limited uses and could be refilled at the trader for a small fee.
Here are my current ideas and thoughts:
-Field Medic:
Idea 1 - Resurrection Kit.
This is the one I (and many others) have most troubles with, but I'm sharing the idea anyhow. The Medic gets 1 single Rez Kit (from all the levels of 1-6) which you can use on a fallen team-member during combat and everything. You can only resurrect a player ONCE per wave.
I'm not entirely sure if this power should be in this game, but this is the only reasonable idea I have this far.
What it does for each level (Level 1-6):
*Resurrects the target with 15/20/25/30/35/40% of maximum health.
*Takes 4.0 /3.5 /3.0 /2.5 /2.0 /1.5 seconds to resurrect a target.
*The resurrected player can only be healed up to a max of 65% health for the remainder of the wave (limit goes away when all specimen are dead and it's time to run for the trader). Counts on all levels, or maybe the maximum could be increased for every level? Like, 60/65/70/75/80/85%?
This penalty is to penalize the fallen player because, well, he/she died
NOTE: The player revives with all the weapons except the weapon that was dropped from your hands. The problem I see with this though would be the Knife/9mm/Syringe/Welder...
Idea 2 (CandleJack's idea) - Emergency Heal needle/dart/drug (don't know the specific item).
Quick use, instant heal items that can only be used to heal on others (?).
What it does for each level (Level 1-6):
*Heals 25/30/30/35/35/40 health.
*You have up to 1/1/2/2/3/3 of these items.
NOTE: Has a bit longer cooldown on this ability than most other perk powers as it is rather powerful.
-Support Specialist:
Extra Ammo Boxes.
Drops an ammo box (just like the ones you can find in the map) in front of you, just like dropping money. Can be used selfishly too.
What it does for each level (Level 1-6):
*Can throw 1/1/2/2/3/3 boxes
-Commando:
Idea 1 - Scout.
Toggle some "sight", dunno what it would be, but some kind of powerful "vision" or something, and able to see health bars and stealthers from unlimited range all for a limited amount of time.
... see enemies behind walls?
Idea 2 - Night Vision Goggles.
Toggle Battery-limited NV. Seems useless perhaps, but it could have extra powers (like the above Scout powers).
Anyway, really need help with a good power for this one.
-Berserker:
Berserking/Combat Drug or just "Berserk!".
Inject yourself with some form of drug that gives you a nice temporary boost.
What it does for each level (Level 1-6):
*First, hurts yourself for 10/9/8/7/6/5 health (yes,negative power, but for balance). Cannot kill yourself with this
*Runs at max speed regardless of health for the duration (all levels)
*Each kill heals 1 health on you (all levels)
*Melee damage increased by 50% (all levels)
*Damage taken reduced by 25% (all levels)
*Lasts for 5/6/7/8/9/10 seconds
*Have 2/2/2/3/3/3 charges of these Drugs
-Firebug:
Fire Grenades. (Or Molotovs with a new distinct skin)
Instead of changing your regular grenades into Fire Grenades at level 3, you get these Fire Grenade ON TOP of the regular grenades
These Fire Grenades should deal alot of damage (like they do currently), but maybe scale a little with the levels too?
What it does for each level (Level 1-6):
*You start with 1/1/2/2/3/3 Fire Grenades.
*You can HAVE (buying at trader) 1/2/3/4/5/6 Fire Grenades
(^ done like that for balance, since it's weapons)
NOTE: You can NOT get more of these Fire Grenades from Ammo boxes.
-Demolitions:
Proximity Pipe Bombs?
Instead of having everyone running around with Pipe Bombs, why not limit them to the Demolitions dude only?
Well, as I guess this idea will probably be very hated, ignore this idea *shrugs*
But if it WOULD be limited to the Demo guy only:
What it does for each level (Level 1-6):
*You start with 1/1/2/2/3/3 Pipebombs
*You can HAVE (buying at trader) 2/3/4/5/6/8 Pipe Bombs
(^ done like that for balance, since it's weapons)
NOTE: You can NOT get more of these Pipe Bombs from Ammo boxes.
-Sharpshooter:
Laser Sight.
... ahem... (Battery-driven, and thus timelimited) Laser Sight? AAAH OK Don't throw stuff at me!!! Just tossing out the idea! Yeesh, don't kill the messenger...
The idea was to remove the Laser sight from the M14 and give it to Sharpshooters in general, but limited time instead.
For example:
What it does for each level (Level 1-6):
*Can toogle a laser sight to aid with aiming for 20/25/30/35/40/45 seconds. (Quick toggling always removes a whole second, even if you just use it 0,05 seconds to remove abuse)
I can't think of any other idea than this. Please help me :S
-Gunslinger:
Zed Time "Coin" (or any item for that matter).
Yeah that's right, GUNSLINGER! I am 100% supporting the Gunslinger dude!
(thread: http://forums.tripwireinteractive.com/showthread.php?t=39844)
So, as his power, he could have a manually triggered Zed Time. Maybe toss up a coin in the air? xD Dunno, just some "item" which triggers the coolness of Zed Time
What it does for each level (Level 1-6):
*You have 1/1/2/2/3/3 Coins.
*This Zed Time lasts 100%/150%/150%/200%/200%/250% in time of a regular one. (And yes, it can be extended by Zerkers and Commandos!)
--- NEW SPECIMEN IDEAS ---
BLOB
The Blob is a hideous "failed" creation. More or less a bubbling "fleshball", which has cutoff legs.
It, however, has 6 arms which it crawls around with. It always walk on at least 2 arms. The 2 most
frontal arms can grab you (Just like a clot) and the 2 remaining arms is used for slashing. If
some other specimen holds a player, it uses its 2 grabbing arms and the 2 slashing arms all together
for more damage.
The Blob has no head either, but instead has several eyes on its surface and several mouths (which
it bites with if it grabs you). This means, no headshots on this abomination
The blob also shoots a small swarm of icky mucusballs at medium range (about 3 to 5-ish). These
mucusballs are destroyable and travel rather slow (for a projectile), but cling on to the target
and deal damage over time. The blob can NOT shoot these mucusballs at melee range while slashing
and grabbing a target.
It is also generally quite resistant to bullets, but rather weak against melee and VERY weak against
fire. The Berserker is thus a good killer of this icky Blob, but the FIREBUG is THE best anti-Blob.
Not only does the Flamethrower annihilate the annoying mucusballs with ease, but the Blob itself is
also very fragile to the fire.
This target is hardest to kill for the Sharpshooter (and to a lesser extent Commando & support),
since it has general resistance to bullets and has no head-area.
--- PERK CHANGES/ADDITIONS ---
-Field Medic:
* Could get a minor damage bonus to the Knife, MP7 (and my new idea MP5/10)?
* Get extra money bonus from heals?
-Support Specialist:
Nothing to add here (New weapon though: Slug Shotgun)
-Commando:
Levelling the Commando is quite annoying with the Stalker requirement. So, why not do something like this for that part:
*Make both Stalkers and Crawlers count for the killcount (You kill either of these 2 enemies and you get +1 kill on your perk kill-o-meter)
*Up the required numbers slightly as the Crawlers are more plentiful.
Crawlers would be a nice addition to hunt for, as the Commandos already do that basicly (The health bar sight is really nice in dark areas to find these semi-stealthy creeps, for example)
New weapons: (dual)SMG. Assault Rifle w/ GL, MP5/10
-Berserker:
* Could get as a new bonus, increased maximum health? From level 1-6: 5/10/15/20/25/30. Movement speeds have to be adjusted a little bit then i guess?
* How about a chance of getting 1 hp back on kills? Higher general chance for each level, and higher chance on tougher targets?
* More attacks with weapons (Listed in the weapon section below)
* The new Riot Shield (Oh yeah!) is DRASTICALLY cheaper and also has more "ammo" for Berserkers
-Firebug:
Nothing to add here (New weapons though: Blowtorch, Thermal Lance (http://forums.tripwireinteractive.co...ad.php?t=39982) and Flare Cannon)
-Demolitions:
* Some more bonuses on LAW?
-Sharpshooter:
* All the handgun bonuses are removed (goes to the new Gunslinger instead)
* The perk weapons' bonus reduced by half, so 30%, down from 60%, at level 6.
* Headshot bonus increased slightly, from 50% up to 60-75%.
* New weapon added: Lee Enfield w. Bayonette.
-Gunslinger:
The perk which has been discussed in another thread (thread: http://forums.tripwireinteractive.com/showthread.php?t=39844)
Here is MY take on the perk:
I agreed on GS as a versatility perk. The perk focuses on handguns, "coolheadedness" and Zed Time
The bonuses it gets (at level 6):
* +100% damage with handguns
* 50% less recoil with handguns
* +60% reload speed with handguns
* +30% handgun ammo (Maybe not on 9mm though? It already has tons of ammo)
* +60% draw speed (quicker to change between weapons. One of the "general bonuses" the perk has too, which benefits all weapons)
*Can switch between single/dual wielding handguns with the secondary button (Available at level 0)
* Spawn with Dual HC (level 5 = Dual 9mm)
Now, the following bonuses are debattable, but 1 or 2 of these bonuses have to be added as well.
* 100% Reduced screen shaking (From all things: bloat, siren shout etc)
* 50% reduced damage from Sirens
* 50-80% reduced movement speed penalty during Ironsight
* Higher chance to trigger ZED time
* Higher damage during ZED time
My choices?
EDIT: Higher damage during ZED time, and less damage from Sirens
Considering my 2nd thread, Active Perk Powers, the Gunslinger has a button to activate ZED time manually, making extra damage during ZED time suit very well together.
Levelled by:
*Handgun damage
and/or
*Total kills/damage during ZED time
Weapons used for the perk: (dual) 9mm, (dual) HC and my 2 new ideas: (dual) SMG and Revolver
--- WEAPON CHANGES/ADDITIONS ---
A general idea I had was to have a LITTLE more variety, but with PURPOSES (not just completely random additions)
The thought is basicly: You have a starter tier, tier 1 where you have 1 weapon. Then you have the most powerful tier, tier 3 where you should have 1 (in some cases 2) weapons at your disposal.
Then in tier 2, you have weapons that are in between in power, but all with different stats and uses etc. Some of the new weapon ideas are also meant to be MAINLY for a certain perk, but also has decent benefits to one more perk (Assault Rifle w. GL for Commando+Demolitions, Lee Enfield w. Bayo for Sharpshooter+Berserker for example)
So, let's get started (This is the biggest section after all)
The weapon changes/additions are first generally mentioned in their respective perk, then each one by one, in the lowest part.
--- Weapons sorted by Perk ---
-Field Medic:
This perk should get slight damage benefits on Knife (Surgeon you know ), MP7 and the new MP5/10 (more specific info lower down)
-Support Specialist:
No changes to the old weapons (Well, reloadable Hunting Shotty with one shell left please?)
One new weapon added: Slug Shotgun (more info lower down)
-Commando:
New weapons added: Assault Rifle w. Grenade Launcher (Commando could also benefit from Medic's MP5/10 and Gunslinger's SMG(s) though)
The reason for adding especially the Assault Rifle (which shoots 3-round bursts and has an underslung Grenade Launcher) is because the different tiers for the Commando feels all quite similar, more so than any other perk. Yes, I know that the weapons all have different powers, but they are all auto/semi fire and just different damage/ammo basicly (and worse ironsight on AK47) and that can get a little boring, imo at least. The SMG and MP5/10 are not Commando-specific weapons, so it's not really necessary to give the Commando bonuses to those weapons, but it could be nice for some variety.
-Demolitions:
No changes to the old weapons.
Has benefits on the new Assault Rifle, because of it's underslung Grenade Launcher (but not on the rifle rounds though)
-Sharpshooter:
LAR could weigh 1 less in weight (from 6 down to 5)
M14 could weigh 1 more in weight (from 5 up to 6)
X-bow could weight 1 less in weight (from 10 down to 9)
This enables the Sharpshooter to run with LAR+X-bow or LAR+M14
One new weapon added: Lee Enfield (with Bayonette)
-Berserker:
Lots of changes to the weapons here since you have new attacks etc. Now you will utilize all three attack buttons (Primary, Secondary and Ironsight)
All weapons can decapitate except the knife.
Knife - Can no longer decapitate enemies (But will still get bonus damage on head hits). The powerstrike is changed to a STAB-attack, which can stun lesser specimen on top of some nice damage ofc.
Machete - Upped a little bit in power.
Riot Shield (New item) - Can be wielded together with Knife or Machete, for defensive "tanking" purposes against tougher specimen and to get out of risky situations more easily.
Fire Axe - Can now also do a SWEEP attack to hit mutliple specimen.
Katana - Can now also do a SWEEP attack to hit multiple specimen. (Uses the current powerstrike animation, and the new powerstrike is an overheads strike instead).
Chainsaw - Now has fuel as ammo and thus limited use, but is also WAY more powerful than before. Should also get the run-speed bonuses while the Berserker wields it.
The Bayonette on the Lee Enfield is also stronger for Berserkers.
The list of attacks:
Knife (+ Shield)
Primary: Slash
Secondary: Stab (stuns)
Ironsight: Block with Riot Shield
Machete (+ Shield)
P: Slash
S: Power Strike
I: Block with Riot Shield
Fire Axe
P: Slash
S: Power Strike (Overhead)
I: Sweep Attack (can hit multiple)
Katana
P: Slash
S: Power Strike (Overhead)
I: Sweep Attack (can hit multiple)
Chainsaw
P: Grind
S: Power Chop (Costs more fuel)
I: -
Don't you think all that would make the Berserker even more fun to play?
-Firebug:
Flamethrower could weigh 2 less in weight (from 10 fown to 8), so you can carry it with other Firebug weapons.
Some weapons added: Blowtorch, Thermal Lance (yeah, I approve http://forums.tripwireinteractive.co...ad.php?t=39982 ) and Flare Cannon
-Gunslinger:
This perk uses the (Dual) 9mm, (Dual) Handcannon, and 2 new weapons: Revolver and (Dual) SMG.
Now to the weapons that are added, or changed, one by one (if a weapon is not listed here, it means I have no new ideas/changes for it):
--- Weapons changes/additions one by one ---
-Knife-
Can no longer decapitate.
Instead of a sweeping powerstrike, it STABS your target instead, which can stun lesser specimen (and still ofc deals heavy damage)
Can hold a Riot Shield together with the Knife, which you can use to Block damage
Primary Attack = Quick slash
Secondary Attack = Stab (can stun lesser specimen)
Ironsight = Block, if you have bought Riot Shield
-Machete-
A little bit stronger and faster
Can hold a Riot Shield together with the Knife, which you can use to Block damage
Primary Attack = Quick slash
Secondary Attack = Powerstrike
Ironsight = Block, if you have bought Riot Shield
-Fire Axe-
Can now also do a horizontal sweeping attack (Ironsight button) which can hit multiple specimens at once. This attack is very slow though.
Primary Attack = "Quick" slash
Secondary Attack = Overhead powerstrike
Ironsight = Sweeping strike, capable of hitting multiple specimen
-Katana-
Can now also do a horizontal sweeping attack (Ironsight button) which can hit multiple specimens at once. This attack is very slow though. Uses the current powerstrike animation
Can also do a ("new") overhead powerstrike, similar to the Fire Axe for massive single target damage.
Primary Attack = Quick slash
Secondary Attack = Overhead powerstrike
Ironsight = Sweeping strike, capable of hitting multiple specimen
As you can see, it's basicly a pure upgrade of the Fire Axe. Maybe the price needs to go up too for balancing?
-Chainsaw-
Now has fuel as ammo (How much i don't know). Has no "mags" though, it just runs on one tank. Ammo boxes can restore some fuel (?) Should be increased in cost as well for balance.
Power signicantly increased
Primary Attack = Grind, grind, grind
Secondary Attack = Chop (costs more fuel)
Ironsight = -
-Riot Shield-
Description: A defensive addition (especially for Berserkers). Can only be wielded together with the Knife or Machete. Need to block manually, and that is done with the Ironsight button.
Ammo: 100. (Has 100-(ish) durability or "ammo" if you will When you block damage, the "ammo" lost is relative to the damage taken obviously.)
Weight: 6 (Note, if wielded with the Machete the Machete weighs nothing. Or, if you will, then the shield only weighs 3)
-Lever Action Rifle-
Weight: 5, down from 6
It's the tier 1 rifle, and it even LOOKS lighter than M14
-M14EBR-
Weight: 6, up from 5
More powerful weapon than LAR... it also looks heavier. I think these weight changes on M14 and LAR makes sense, right?
-Crossbow-
Weight: 9, down from 10
Down to 9 so you can pair it with the LAR
-Flamethrower-
Weight: 8, down from 10
Down to 8 so you can pair it with the new Firebug weapon(s) >:]
-9mm-
Only one change: The secondary button now switches between single- and dualwielding instead of Flashlight toggle. You have to press F as usual instead. If not for all perks, then at least for the Gunslinger.
-HC-
Just like the 9mm, the Secondary button toggles between single- and dualwielding, at least for the Gunslinger.
-Revolver-
Description: A generic revolver, but a powerful one. (Like the Taurus Raging Bull kind of Revolver.)
Ammo: 6 rounds
Weight: 2-3
Primary attack = Semi-automatic shooting (Can't be fired as quickly as 9mm or Hc's though)
Secondary attack = Toogle speedshooter/normal mode (move the offhand back to the "cock" -.- and enable yourself to fire really fast (like the 9mm/HC), but less accuracy and can't ironsight. Ironsight also toggles the speedshooting off)
Ironsight = Ironsight
Stored in weaponkey slot 4
Counts as tier 3 for Gunslinger
^ Gets all bonuses as normal, plus some extra speedshooterbonus i guess *shrugs*
Should be a very powerful weapon in the hands of the Gunslinger. The secondary attack, the speedshooting, is just there to spice up the flavour of the weapon a little. Although, the speedshooting could be scrapped too (Just a suggestion which i don't care for much myself, but maybe others would fancy for such a thing? )
Just like the HC, the Revolver could penetrate and hit 2 targets if they are close enough.
-SMG- (can be dualwielded)
Description: Some cool lightweight SMG or Machine Pistol, like the Mac 10 or Glock 18 (I'm not being specific on the name of this weapon, as there is no need to be). Light enough to be held in a single hand, it should be able to be dual-wielded, which should be really nice at close quarters to spray looots of bullets. Can only fire at full auto.
Ammo: 30 rounds (60 rounds) (12-ish mags, 6 while dualwielding)
Weight: 3 (+3 more)
Primary attack = Full automatic shooting
Secondary attack = - (Toogle Dual/Single wield, at least as Gunslinger.)
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Gunslinger (Different tier 2 style, less raw power and less accuracy than HCs, but more total damage, more ammo and even higher firespeed!)
^ Gets all bonuses as normal
Counts as tier 2 for Commando
^ Gets all bonuses as normal
Has a very high rate of fire (Similar to MP7) but does not have the best accuracy. Power should be around the 9mm mark or so.
-MP5/10-
Description: MP5, but the /10 version (which shoots 10mm bullets, more powerful than 9mm). Thought to be the next tier for Medics, but this time a more offensive weapon. Also has a flashlight.
Ammo: 30 rounds (8-ish clips)
Weight: 4
Primary attack = Full automatic shooting (still very accurate)
Secondary attack = Flashlight toogle
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Medic
^ Added damage bonus
Counts as tier 1 for Commando (Different tier 1 style, more accurate and powerful than Bullpup but not as much ammo)
^ Gets all bonuses as normal
Very accurate automatic weapon, and with 10mm bullets it's also decently powerful (especially compared to MP7)
The accuracy still stays high when you spray with it, making it very nice where you need to sweep targets quickly.
(This is the only weapon i feel a little "meh" towards, but I think the Medic needs a bit better weapon as well)
-Assault Rifle (with underslung Grenade Launcher)-
Description: Some generic Assault Rifle (give a suggestion of what you think suits) which only has a burst fire mode (to add a new element of gameplay for Commando in particular) and has a Grenade Launcher under it for further variable gameplay. Meant to be slightly weaker than the AK47 bullet-wise, but more versatile due to the GL.
Ammo: 30 rounds + 1 grenade (8-ish mags and maybe 10-ish extra grenades)
Weight: 6
Primary attack = Burst shot (3 shots)
Secondary attack = Grenade shot
Ironsight = Ironsight
Stored in weaponkey slot 3 or 4
Counts as tier 2 for Commando (Different tier 2 style, burst fire and grenade instead of auto/semi of AK47)
^ Gets all bonuses to the rifle rounds, but only the reloading for the GL
Counts as tier 2 for Demolitions
^ Gets all bonuses to the GL, nothing to the rifle rounds though
The only problem I can see with this weapons is how it should reload with the GL?
The Burst shot is there for 2 reasons:
1) Since having the GL under it, you can't toggle firing mode
2) It adds a unique flavour for the automatic weapons
-Lee Enfield (with Bayonette)-
Description: Reading these forums, lots of people have been screaming for a Lee Enfield. Why not add that weapon, with a Bayonette! That way, it's not only "new" with having a Bolt-action reload style, but also has a secondary "defensive" use.
Ammo: 10 rounds (6-ish mags) + Unlimited stabbing
Weight: 5-6
Primary attack = Rifle shot (Bolt-action reload)
Secondary attack = Stab with the bayonette (Can shoot while stabbing for a combo )
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Sharpshooter (Different tier 2 style, Less power than Xbow, but has the bayonette-defense and is faster than Xbow)
^ Gets all bonuses for the rifle part, but no bonus to the bayo
Counts as tier 2 for Berserker (Damage in between machete and axe/katana, slow speed, but very long range, plus has the rifle offense too)
^ Gets all bonuses for the bayo part, but none for the rifle part and no run speed bonus with it
A nice weapon for Berserkers to take out Crawlers at a distance without removing your melee powers entirely.
For the Sharpshooters, think of it something in between the LAR and Crossbow. It's better than LAR on the powerful targets like Scrakes and Fleshpounds,
but worse than X-bow to do so. However, it is a bit better than X-bow on lesser specimen (the Bayonette is handy for that too) but worse than LAR at that.
Can pierce ONE target and hit the one behind (but not more).
-Blowtorch-
Description: A lightweight blowtorch with some slight "homemade modification" to make it better in battle. Has somewhat short range, but should serve as a nice tier 1 weapon for the Firebug. It is also very versatile with it's burn, being able to adjust the intensity of the flame for a bit longer, narrow ranges, or for more close up, spread out flames to hit more specimen.
Ammo: 50-ish "fuel" (about 4 extra "mags")
Weight: 2-3
Primary attack = Full-automatic burn
Secondary attack = Decrease intensity (Higher spread, lesser range)
Ironsight = Increase intensity (Higher range, lesser spread)
Stored in weaponkey slot 3
Counts as tier 1 for Firebug
^ Gets all damage and ammo bonuses as normal
Can adjust the burn with Secondary/Ironsight buttons for different styles (longer, more intense flame, or more spreadout flame with shorter distance. Up to 5-ish steps of burning). Decent versatility weapon for the Firebug
-Thermal Lance
Description: A close ranged superhot weapon. More details on this thread: http://forums.tripwireinteractive.com/showthread.php?t=39982
(Although, I count the Flamethrower as tier 2 as well, making the Thermal Lance another tier 2 weapon for the Firebug)
Ammo: 100-ish "power" (+10 "mags" or so)
Weight: 3-5
Primary attack = Burn (depletes ammo FAST!) (Melee range, but long reach)
Secondary attack = -
Ironsight = -
Stored in weaponkey slot 1 or 4
Counts as tier 2 for Firebug (Different tier 2 style, less spreadout damage, short range and no "aoe" like the Flamethrower, but powerful single target nuking at melee range)
^ Gets both the damage and ammo bonuses
Added as a weapon to burn through the heavier targets
-Flare Cannon-
Description: A heavy handgun (or light rifle? ) which shoots intensely burning flares with tremendous power on its main target, and also causes an Area of Effect burn equal to the Flamethrower. Also able to light up darker areas (?)
Ammo: 1 flare (reloads just like M79) (with max 30-ish extra flares)
Weight: 4
Primary attack = Shoot
Secondary attack = -
Ironsight = Ironsight
Stored in weaponkey slot 2
Counts as tier 3 for Firebug
^ Gets all damage and ammo bonuses as normal
Shoots a flare which starts "falling" after a certain distance, due to its modifications, and hitting for alot of damage on the main target, and also has a medium large AoE burn
with similar damage to the flame thrower
Should be very expensive, though less for the Firebug obviously (since it's a tier 3 with the small weight of 4...)
-Slug Shotgun-
Description: Generic semi-auto shotgun, which uses Slugs (basicly one big bullet inside a shotgun shell) to use at longer ranges and for more accurate shots.
Ammo: 5-6 slug shells (+40-ish extra, reloaded just like the regular Shotty)
Primary attack = Semiautomatic slug-shot
Secondary attack = -
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Support (Different tier 2 style, more accuracy and easier headshots, but not the same potential power as the Hunting Shotgun at close range and no/limited penetration)
^ Gets all bonuses as usual (Except penetration?)
An addition to the support arsenal. Semi-automatic shooting suits as another tier 2, and with slugs, the weapon is "unique" and is such a accurate shotgun with great headshooting potential.
It's the only Shotgun which can use the Ironsight to its full potential too Only question is: How much, or should it at all, penetrate targets?
So, for a better overview, here are the weapons for each perk
BERSERKER
Tier 1: Knife (+ Riot Shield)
Tier 2: Machete (+ Riot Shield) (defensive tier 2)
-------Fire Axe (powerful offensive tier 2)
-------Lee Enfield w. Bayonette (ranged offensive tier 2)
Tier 3: Katana (unlimited tier 3)
-------Chainsaw (limited, but more powerful tier 3)
GUNSLINGER
Tier 1: (dual) 9mm
Tier 2: (dual) Handcannons (powerful shots and more accurate tier 2)
-------(dual) SMG (more ammo and more "crowdclearing" tier 2)
Tier 3: Revolver
SUPPORT
Tier 1: Shotgun
Tier 2: Hunting Shotgun (Close range and powerful tier 2)
-------Slug Shotgun (Long range and accurate tier 2)
Tier 3: AA-12
-------LAW (Does it really belong here?)
COMMANDO
Tier 1: Bullpup (Ammo and ironsight tier 1)
-------MP5/10 (Power, accuracy and flashlight tier 1 (tier 1,5?))
Tier 2: AK47 (powerful tier 2)
-------(dual) SMG (spray tier 2)
-------Assault Rifle w. GL (versatility tier 2)
Tier 3: SCAR
(Maybe too many weapons for Commando now? SMGs and MP5/10 are not Commando-specific weapons though, so one/both could be removed)
SHARPSHOOTER
Tier 1: Lever Action Rifle
Tier 2: Crossbow (Powerful headshot tier 2)
-------Lee Enfield w. Bayonette (Faster and more defensive tier 2)
Tier 3: M14EBR
MEDIC
Tier 1: Knife
Tier 2: MP7 (Healing)
-------MP5/10 (Offense and flashlight)
DEMOLITIONS
Tier 1: Pipebombs (?)
Tier 2: M79
Tier 3: M32
-------LAW (Needs more oomph though )
FIREBUG
Tier 1: Blowtorch
Tier 2: Flamethrower (Range and crowds tier 2)
-------Thermal Lance (Close range nuke tier 2)
Tier 3: Flare Cannon
Also a little extra note
These weapons can currently be found laying around on a map:
Machete, Fire Axe, 9mm (?), HC, Pump, Bullpup and LAR
So i thought that maybe these weapons could spawn too:
SMG and Blowtorch and perhaps MP5/10 too?
--- END NOTES ---
Phew, lots to read huh? Sorry for the massive post :S
Hope you guys n girls at least liked SOME of all this. Please leave thoughts and comments, and if something is unclear, just ask
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