Every class/perk has their own passive ablities as you level them up(support has more shotgun damage/penetration or berserker has more melee damage/health) and I thought of adding active ablities to KF2.
I've thought about this for a bit and i have some reasonable ideas.
[Assuming we still had same classes as KF]
[All abilities have cooldowns]
[Text between parenthesis are WIP - please give suggestions for those]
Sharpshooter - Slow down time[like when getting headshots] when he wants for a few seconds
Berserker - Damage/Speed Boost for a few seconds
Medic - Release gas[like the medic grenades healing gas] around him.
Support - Sentry Gun(customizable?) - High damage but runs out of ammo OR Medium damage and goes until it's destroyed - Does not shoot enemies behind players as it has no line of sight(avoiding friendly fire when enabled) - If destroyed, another one can only be deployed next wave
Firebug - Gasoline that can be poured on the ground, making trails if the player wants, that can be set on fire - will not block enemies, they will still go through the flames, taking constant damage - Beware friendly fire
Commando - Dual wield any kind of fast shooting gun[no shotguns, explosive weapons or big weapons] - [Secondary gun can be set before activating ability] - (Can't reload ,obviously, since both hands are holding guns) When both weapon magazines are empty switch back to main weapon
Demolitions - C4 Explosive - Manually triggered - (Can be thrown a short distance?) - (Damage is double of a pipebomb?) - (Can have a maximum of 2? On hand/each wave?)
[Extra Idea] - Incendiary grenades and Healing grenades can be bought(High price?) so other classes can use them? - (Sticky grenades might be a good addition aswell?)
These are just some ideas that can and should be worked on, possibly making it into the game.
Suggestions are welcome, as well as your thoughts on this of course. :)
Thanks to Tripwire for continuing this series, Killing Floor is a new step for Survival games.
I've thought about this for a bit and i have some reasonable ideas.
[Assuming we still had same classes as KF]
[All abilities have cooldowns]
[Text between parenthesis are WIP - please give suggestions for those]
Sharpshooter - Slow down time[like when getting headshots] when he wants for a few seconds
Berserker - Damage/Speed Boost for a few seconds
Medic - Release gas[like the medic grenades healing gas] around him.
Support - Sentry Gun(customizable?) - High damage but runs out of ammo OR Medium damage and goes until it's destroyed - Does not shoot enemies behind players as it has no line of sight(avoiding friendly fire when enabled) - If destroyed, another one can only be deployed next wave
Firebug - Gasoline that can be poured on the ground, making trails if the player wants, that can be set on fire - will not block enemies, they will still go through the flames, taking constant damage - Beware friendly fire
Commando - Dual wield any kind of fast shooting gun[no shotguns, explosive weapons or big weapons] - [Secondary gun can be set before activating ability] - (Can't reload ,obviously, since both hands are holding guns) When both weapon magazines are empty switch back to main weapon
Demolitions - C4 Explosive - Manually triggered - (Can be thrown a short distance?) - (Damage is double of a pipebomb?) - (Can have a maximum of 2? On hand/each wave?)
[Extra Idea] - Incendiary grenades and Healing grenades can be bought(High price?) so other classes can use them? - (Sticky grenades might be a good addition aswell?)
These are just some ideas that can and should be worked on, possibly making it into the game.
Suggestions are welcome, as well as your thoughts on this of course. :)
Thanks to Tripwire for continuing this series, Killing Floor is a new step for Survival games.
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