Gaming Zone > Killing Floor Mod
KF 2.53 Or 3.0
[MiA]Alucard:
Ohh ya ... forgot about them :D
Snipe34:
Medic revive players, fantastic! And poison zombies, yep, Medic is a little underpowered.
Other specialist perks, yeah flamethrower doesn't have a perk... More powerful berserker, probably. But a sniper is a sniper - could get too complicated - 'head shot sniper,' etc?
The fp with chaingun, I didn't notice about his arm, damn xd. Chainsaw is in the KF files, just a matter of turning it around so it can be seen. 1 mine per person, I think probably 5 would be good.
I made the molotov but I can't get the code working :/ Have to wait for Afx0r and Strel0k to arrive...
Thanks for great suggestions, what we can do we will! KF is your game as much as anyones! Again, thx Alex Quick for the original idea and hard, hard work!
[MiA]Alucard:
Hey what about assassin perk :D
Snipe34:
Hmmm but the D.R.F. or, KF soldiers are all assassins so I'm not sure what you mean.
[MiA]Slim_Cognito:
i think 2-3 expansions on every perk would be a great thing, making them harder to achieve than other perks(as by now, achieving new perks happens almost automaticly. and everyone has all new perks unless u just started)
instead of getting berserker with about 50-100 melee kills(idk exactly) you would get the mob zerker effect(with or without a good name XD) at 500-1000 kills(probably made while under the effect of the normal berserker perk)
how about that?(if you think you can't come up with 15 perks, i think i and other forum members will love to help you ;))
(also talking about this made me remember that getting perks at this time is server specific, not player specific... it would be great if u could change that?)
EDIT: for reintroduction of chainsaw, it probably has to become a melee weapon, so u get run boost?
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version