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View Full Version : My thoughts on an old idea.


Lawnmooer
04-04-2010, 07:14 AM
Intdoduction of the Sidearm Specialist.

It would require at least one new weapon and some changes to the Sharpshooter perk (as handcannon/9mm buffs were given to sharpie so he could defend himself... i look at the firebug for the reason why he doesnt actually need to be good against EVERY single zed.)

Sharpshooter Changes:

Remove 9mm pistol and Handcannon from + damage, recoil and giving xp towards the perk (obviously)

Increase Price of Xbow (also add in to price reduction via sharpie as it will be one of the higher tier weapons for sharpie now)

Lower amount of bullets (per magazine and ammount of magazines) on M14

Add scope to M14

Remove iwin laser from M14 (so people have to aim)

Increase Price of LaR (but add in price reduction from sharpie as it will be their lowest tier weapon)

Handcannon price increased (as it is a 2nd tier weapon for another perk now)

Sidearm Specialist Perk bonuses

New weapon http://douglaslperry.files.wordpress.com/2009/02/capachat_colt_python-357-magnum180362.jpg <- something like that with high damage but low ammo count (only 30 bullets total or something)

9mm/Handcannon/Magnum +damage (up to about 40-50%)

9mm/Handcannon/Magnum +penetration (up to 1,4,8 zeds pierced respectively)

9mm/Handcannon/Magnum +ammo capacity (up to 20 magazines, 15 magazines, and 30 bullets respectively)

Handcannon/Magnum reduced price (down to Ģ300 and Ģ800 respectively)

9mm/Handcannon/Magnum reduced recoil (similar to what it is now Magnum will still need to have a noticable amount of recoil)

9mm/Handcannon/Magnum reduced reload speed (similar to what it is like now)

Level 5 will spawn with a Handcannon (not 2 like sharpie used to ;) )

Level 6 will spawn with a Magnum (12 or 18 bullets)

so what do you guys think? sound interesting? or just a highly caffienated and sugary load of crap?

majloo
04-04-2010, 07:45 AM
Sorry, i donīt like the idea at all. Some changes are even too weird for me.

Lawnmooer
04-04-2010, 07:52 AM
Sorry, i donīt like the idea at all. Some changes are even too weird for me.

care to give an example?

Amander
04-04-2010, 08:01 AM
Sidearm specialist seems quite redundant.

Lawnmooer
04-04-2010, 08:03 AM
Sidearm specialist seems quite redundant.

why does it? is it because the (totaly balanced) Sharpshooter gets most of what i suggested for the sidearm specialist?

Grease
04-04-2010, 08:18 AM
I like the idea and want it to be added, if only for the magnum.

RalphMalph
04-04-2010, 08:27 AM
why does it? is it because the (totaly balanced) Sharpshooter gets most of what i suggested for the sidearm specialist?

SS running around with handguns ISNT a problem. We dont need another class to fix the SS.

Mastrogod
04-04-2010, 09:31 AM
The dual 9mm and the handcannon should be removed. They make the sharpshooter work as a support specialist.

Lawnmooer
04-04-2010, 09:55 AM
SS running around with handguns ISNT a problem. We dont need another class to fix the SS.

I never said SS with handguns was a problem, i also never said that we need another perk to fix the SS

I would just like to have the Sharpshooter to be more about the large single target damage using the rifles and xbow while having a completely different perk (to spend time leveling up) to focus more on the pistols to allow someone who wants to use pistols through an entire map to be able to (without any of the SS hate and difficulties with HC ammo and HC damage vs FP's and the Patriarch)

Zaqq
04-04-2010, 10:46 AM
Sorry, i donīt like the idea at all. Some changes are even too weird for me.
(my thought)

moosecatlol
04-04-2010, 04:19 PM
The lack of side arm fire power balances out the xbow issue.

Anyone who played back then knows that as soon as 9mm was added to Sharpshooter perk, bam suddenly everyone became level 5.

The 9mm in the hands of a level 6 sharpshooter is effectively better than a level 6 commando with either the AK or Bullpup.

Gunslingers need to be able to curve the bullet though...
Just sayin'.

Need less perks that use SS acronym.

willbilly
04-05-2010, 03:26 PM
Sidearm specialise? Clue is in the word "sidearm"

The whole point of sidearms is that they are drawn when out of ammo with everything else or when you don't have time to reload. Making them into a specialist class misses the point of the weapon system. :confused:

IF anything needs doing to the sidearms then it is to remove them from the sharpshooter and edit the stats. Give every class an equal pistol upgrade with each level and reduce the time taken to draw the pistol - that way they actually have a point to them when you need to reload. Problem solved. :)

Please don't turn this into another sharpshooter thread - it needs fixing and that has been discussed in depth on here. Every thread about a class becomes a sharpshooter thread and it is getting boring! :(

Amander
04-06-2010, 01:16 AM
The only perk which really needs the pistol as a sidearm is the firebug. With every other perk, you can just use another weapon as your sidearm when your main weapon runs out of ammo.

Psamathos
04-06-2010, 07:33 AM
Sidearm specialist seems quite redundant.

I agree that the whole point of a sidearm is that it is used in addition to your primary weapon. However, this would make dual-wielding handguns a more interesting option, although I don't know if it really fills a useful niche in the game. So yeah, it does seem pretty redundant.

Also, if anything, the sharpshooter's accuracy should increase regardless of the weapon he is using, so removing the bonuses for the pistol makes little sense.

Lawnmooer
04-06-2010, 07:51 AM
I agree that the whole point of a sidearm is that it is used in addition to your primary weapon. However, this would make dual-wielding handguns a more interesting option, although I don't know if it really fills a useful niche in the game. So yeah, it does seem pretty redundant.

Also, if anything, the sharpshooter's accuracy should increase regardless of the weapon he is using, so removing the bonuses for the pistol makes little sense.

Technically, all perks are redundant since it is possible to not use them, and i beleive the original mod of KF wasnt focused on them, but it would be nice to have a sidearm specialist, because for me personally i am getting pretty bored of the fact that KF, is instad of being a "Co-op Survival Horror" is becoming a "Kill a ♥♥♥♥load of zombies with big guns" action game... but i guess if i want horror ill go back to play the orginal Resident Evil (first 3 were pretty good for horror, the new ones are falling into the give people big guns to kill zombies like all the "Horror" games are now :( )

RalphMalph
04-06-2010, 10:33 AM
Perhaps I am missing the point but why is it necessary to break the pistols out of the SS' weapons again?

Is this to create a Gunslinger perk?

If so, isnt that already a viable play style as a SS?

Lawnmooer
04-06-2010, 10:59 AM
Perhaps I am missing the point but why is it necessary to break the pistols out of the SS' weapons again?

Is this to create a Gunslinger perk?

If so, isnt that already a viable play style as a SS?

It is a viable playstyle for the SS, but i wanted (and heared a few people wanted) an actual perk based around Pistols to improve them to be a really good main weapon have new pistols and also make the SS less ridiculous (the whole being strong against any zed using HC + Xbow when some perks are only good against weaker types of zeds (firebug, berserker))