Some feedback about current SS, as reference i have probably about over 800 hours of SS play in KF1 and about 100+ in KF2, doesn't make me an expert but i know a few things. i put in bold the most important points if you don't feel like reading all.
I don't think this is a bad perk but it could use some work to make up for the beta changes. Pre beta SS was pretty balanced if not a bit OP, still it had a few details which have become more noticeable now, It's been undirectly nerfed in the beta by rack em up change and different zeds mechanics/spawns that swarm you faster, making perks like SS more dependant in trash cleaners, which is not necessarily a bad thing, but also you don't excel at peak DPS all around to make up for it.
Skills look good at first glance but you are TOO dependant on them to do dmg, and they dont apply all that well to weapon combinations or can be counter-intuitive.
WEAPONS:
A brief descriptions and number of shots that takes to kill zeds that can be relevant, tested on 6p HOE, expressed like this: speed skills(right tree) / power skills (left tree).
LAR: decent penetration and power. blocks your view somewhat on reload. balanced weapon but can come up a bit short against a big horde when not aligned. which is only fair. could be just a tad stronger for big zeds and have a bit more ammo, but it's not far away from a perfect weapon.
body shots:
gore 2/1
other trash 1
head shots:
bloat 3/2
siren 2/1
husk 3/2/1(tank)
scrake 11/7
FP 16/9
XBOW: hard to place, very dependant on skills, slow bolts, most noticeable with ping, not that bad but could use a bit more speed in the bolts and base dmg to depend less on skills and be on par with the railgun in terms of performance (taking into acount cost)
1 body shot gores and bellow
head shots:
bloat 1
siren 1
husk 2/1
scrake 5/3
FP 5/3
M14: decent for trash with some skills, just mediocre with others, lacking in performance against big zeds, the desert eagle does a better job at it all around.
body shots:
crawler 1
other trash 2/1
gore 3/2
head shots:
siren 3/2
bloat 3/2
husk 4/3
scrake 16/9
FP 23/13 HUGE difference depending on skills chosen, it is however rather unlikely in a real scenario to be able to consistently kill a FP before he hits you with rage 1 or even twice at worst case, likely to use 25 to 33 shots on avg. on contrast its quite doable with Deagles or magnums to kill them before contact (14 shots for eagle while slowing it).
Railgun: pretty straight forward, gets the job done, can kill about 10 trash in a line, however unlikely. idea just for kicks, stuning trash close to the trail by the supersonic shockwave, to help a bit for the lack of crowd control.
body shots:
husk 2/1
bloat 3/2
head shots:
scrake 2/1
fp 3/2
POOR TEAM COMBOS:
-let's say to kill hans (dummy, no phases) you need roughly the same ammount of RPGs or railgun shots, 31 railgun or 32 RPGs, for argument's sake lets say 30. so you can kill them with 15 of each, that sounds fair to me. On the other hand if you go for an FP or scrake you can't work together with a demo, you both need to do full dmg since you are hiting different zones, seems counterproductive.
SKILLS:
L5:
Sniper: simple straightforward all rounder, having no cooldown time for staying put makes it very easy to use.
Marksman: not a great skill IMO, moderate speed bonus, the shooting speed only applies to LAR and M14, the LAR not being very suitable for rapid shooting because of the long reload, you can pair it with tactical reload BUT at the cost of dmg, the EBR is the only weapon that truly benefits from this if you can spam while mantaining the aim, mostly only somewhat practical on FPs and not by much, most of the time you'd want to take a bit more time to aim.
L10:
Stability: one of the most Damaging skills, it's great downside being that you lose angle to the head on a running FP, that happens to be what you might want this for the most. this affects the M14 the worst. Also losing mobility is a big downside in the more hectic beta, where you might be overrun by trash in the mean time.
Ballistic shock: not a bad skill but the times it comes to be truly useful are not much, also even with its shortcomings its hard to compete with stability.
L15:
rack em up: nerfed badly, it's pretty unreasonable for a slower shooting perk to lose stacks for time, the only weapon that truly benefits from this is the Xbow, making the FP go from 4 shots to 3, even while its possible to do so without losing stacks with a tight timing, its not necessary. on the other hand weapons that are easier to keep the stack with like the M14 and LAR receive a low benefit from it taking 2 shots less for an FP. rougly a 15% benefit.
tactical reload: usefull all around
L20:
dead eye: good sounding skill but not very noticeable in practice except with xbow that seems to need all the power skills to 3 shot an FP.
always prepared: a bit plain sounding but helpful in case you don't make much practical use of dead eye.
L25:
Assasin: triggering zed time with headshots is nice, but the number of headshots to kill a zed hardly ever changes. not bad but not a noticeable advantage. maybe the knockdown was better to gain some time.
Ranger: seems to be bugged, haven't been able to stun with it. the m14 could benefit quite a bit from this one in theory.
TLDR: the SS is just the same as before if not a bit worse and has been left a bit behind by the beta changes, the m14, xbow and some skills seem subpar and i think they could use some work, however before going into suggestions i'd like to share some other perspectives.
Thanks.
I don't think this is a bad perk but it could use some work to make up for the beta changes. Pre beta SS was pretty balanced if not a bit OP, still it had a few details which have become more noticeable now, It's been undirectly nerfed in the beta by rack em up change and different zeds mechanics/spawns that swarm you faster, making perks like SS more dependant in trash cleaners, which is not necessarily a bad thing, but also you don't excel at peak DPS all around to make up for it.
Skills look good at first glance but you are TOO dependant on them to do dmg, and they dont apply all that well to weapon combinations or can be counter-intuitive.
WEAPONS:
A brief descriptions and number of shots that takes to kill zeds that can be relevant, tested on 6p HOE, expressed like this: speed skills(right tree) / power skills (left tree).
LAR: decent penetration and power. blocks your view somewhat on reload. balanced weapon but can come up a bit short against a big horde when not aligned. which is only fair. could be just a tad stronger for big zeds and have a bit more ammo, but it's not far away from a perfect weapon.
body shots:
gore 2/1
other trash 1
head shots:
bloat 3/2
siren 2/1
husk 3/2/1(tank)
scrake 11/7
FP 16/9
XBOW: hard to place, very dependant on skills, slow bolts, most noticeable with ping, not that bad but could use a bit more speed in the bolts and base dmg to depend less on skills and be on par with the railgun in terms of performance (taking into acount cost)
1 body shot gores and bellow
head shots:
bloat 1
siren 1
husk 2/1
scrake 5/3
FP 5/3
M14: decent for trash with some skills, just mediocre with others, lacking in performance against big zeds, the desert eagle does a better job at it all around.
body shots:
crawler 1
other trash 2/1
gore 3/2
head shots:
siren 3/2
bloat 3/2
husk 4/3
scrake 16/9
FP 23/13 HUGE difference depending on skills chosen, it is however rather unlikely in a real scenario to be able to consistently kill a FP before he hits you with rage 1 or even twice at worst case, likely to use 25 to 33 shots on avg. on contrast its quite doable with Deagles or magnums to kill them before contact (14 shots for eagle while slowing it).
Railgun: pretty straight forward, gets the job done, can kill about 10 trash in a line, however unlikely. idea just for kicks, stuning trash close to the trail by the supersonic shockwave, to help a bit for the lack of crowd control.
body shots:
husk 2/1
bloat 3/2
head shots:
scrake 2/1
fp 3/2
POOR TEAM COMBOS:
-let's say to kill hans (dummy, no phases) you need roughly the same ammount of RPGs or railgun shots, 31 railgun or 32 RPGs, for argument's sake lets say 30. so you can kill them with 15 of each, that sounds fair to me. On the other hand if you go for an FP or scrake you can't work together with a demo, you both need to do full dmg since you are hiting different zones, seems counterproductive.
SKILLS:
L5:
Sniper: simple straightforward all rounder, having no cooldown time for staying put makes it very easy to use.
Marksman: not a great skill IMO, moderate speed bonus, the shooting speed only applies to LAR and M14, the LAR not being very suitable for rapid shooting because of the long reload, you can pair it with tactical reload BUT at the cost of dmg, the EBR is the only weapon that truly benefits from this if you can spam while mantaining the aim, mostly only somewhat practical on FPs and not by much, most of the time you'd want to take a bit more time to aim.
L10:
Stability: one of the most Damaging skills, it's great downside being that you lose angle to the head on a running FP, that happens to be what you might want this for the most. this affects the M14 the worst. Also losing mobility is a big downside in the more hectic beta, where you might be overrun by trash in the mean time.
Ballistic shock: not a bad skill but the times it comes to be truly useful are not much, also even with its shortcomings its hard to compete with stability.
L15:
rack em up: nerfed badly, it's pretty unreasonable for a slower shooting perk to lose stacks for time, the only weapon that truly benefits from this is the Xbow, making the FP go from 4 shots to 3, even while its possible to do so without losing stacks with a tight timing, its not necessary. on the other hand weapons that are easier to keep the stack with like the M14 and LAR receive a low benefit from it taking 2 shots less for an FP. rougly a 15% benefit.
tactical reload: usefull all around
L20:
dead eye: good sounding skill but not very noticeable in practice except with xbow that seems to need all the power skills to 3 shot an FP.
always prepared: a bit plain sounding but helpful in case you don't make much practical use of dead eye.
L25:
Assasin: triggering zed time with headshots is nice, but the number of headshots to kill a zed hardly ever changes. not bad but not a noticeable advantage. maybe the knockdown was better to gain some time.
Ranger: seems to be bugged, haven't been able to stun with it. the m14 could benefit quite a bit from this one in theory.
TLDR: the SS is just the same as before if not a bit worse and has been left a bit behind by the beta changes, the m14, xbow and some skills seem subpar and i think they could use some work, however before going into suggestions i'd like to share some other perspectives.
Thanks.