I don't get Survivalist at all. This whole class needs to be redone.
I like the idea of a classless "Jack of all trades, master of none". None of the benefits of specialized classes, but none of the restrictions either. I can pair any weapon with any weapon as best to "fill in the gap" as I see fit...
Until I get to level 5...
I love the idea of being able to use the combination of, say, an M14 and an L85. I have something that can hit hard against big zeds and something with a high ROF for crowd control.
But that's improbable come the first perk where you have to decide between heavy weapons (shotguns, rifles, explosives) or light weapons (carbines, SMGs, pistols).
Sure sure, a shotgun may work just fine along side an M14, and potentially the best crowd control weapon in the arsenal is the M16/M203 which would share that perk, but the point of the Survivaslist should NOT be to specialize! If I WANT to use a crossbow and a Vector I should be able to without hindering myself.
Also, IMHO, as is siding with the light weapons as survivalist is pointless. You get NONE of the advantages of using light weapons that their respective perks earn, which are HUGE bonuses, but you gain ZERO advantages either. You don't get the increased magazine capacity that SWAT does making the SMGs quite limited as fire-hoses for crowd control, you don't get the movement bonus associated with Gunslinger making handguns a viable choice for "clearing the way" and being able to be the one guy in ten places, and you don't get the zed time extension and reload speed bonuses associated with Commando, not to mention the Stalker call-out.
All you get is the ability to use whatever automatic you want and pair it with whatever handgun you want. So you're less effective at being SWAT or Commando than just being SWAT or Commando, and the Gunslinger never has real issues with crowd control once you have a couple pairs of pistols you can rapid-fire, so you fail as a replacement for Gunslinger as well.
So you're just a selfish "I want to use a SCAR and 1911 because 'operator'" class. Simply put, the "light weapon" classes outclass the Survivalist.
Now, this might seem a given, but follow me on this one.
The heavy side. We all know the FP is vulnerable to explosives, but resistant to bullets. We all know the SK is resistant to explosives, but vulnerable to bullets. Having someone run around with an RPG AND a Crossbow can make him effective against ALL heavy zeds. The Double-Barrel can shred Scrakes if you know how to use it, even being able to run a boomstick and an RPG is incredibly effective.
This is what the class should be, a somewhat disadvantaged class that can be molded to fill in the gaps in the existing team. We have two commandos, a medic, a berzerker, and a firebug. Go Survivalist and use explosives and a rifle and compensate. If the team has a lot of sharpshooters/demos and lacks commando/SWAT, just pick commando or SWAT and go to town on the zeds.
If we have medics, berzerkers, firebugs, etc, no Sharps or Demo and no Commando or SWAT, you can't run Survivalist and double-duty as heavy AND crowd control. Not for lack of equipment, at least, but for the very reason you will be FURTHER DISADVANTAGING YOURSELF because these weapons do NOT share the perk!
Level 10 introduces a choice between melee bonuses or healing bonuses. If you play any gun character like I do, the melee weapon is basically a wave 1-2 money saving device so this perk will soon become dead weight. The other choice is increased potency and recharge to healing. That's good on the whole. If you play like me you whip that injector out every lull and stab the guy next to you in the neck, and you spam the hell out of it at the trader. If EVERYONE can play the medic periodically, the whole team benefits. Especially as a class designed to pick up slack, this can be quite useful. Even if all you do is buy a medic pistol at higher levels to help out in emergencies, this WILL help the team and this perk makes you more effective at doing that. So it's a decent perk. Where it falls short what it's up against. These... I guess they kind of balance each other out. Like I said the melee will be useless to me in higher waves while the medic will, I should find myself switching this perk mid-game and they'll both be used decently. However, I think neither choice really shines because they're rather too specific. Being a jack of all trades may have you focused on filling in the weakest spots in combat. We're getting overrun, good thing you have an assault rifle. Oh no, there's a FP, good thing you have an RPG. I think you SHOULD be more focused on the battlefield conditions than with the status of your team, especially because the first two perks have NOTHING to do with medic weapons and apply solely to high-damaging offensive class weapons... So I feel like this perk is kind of out of place. Or at the very least implemented incorrectly.
Now it gets fun. Level 15. Increase my ammo carrying capacity by 15% (YES! More ability to cause damage!) and change my HE grenade to a... healing grenade? So you give me more ammo to increase my lethality, and simultaneously take lethality away from me? Whaaaaaat?
Or I can increase my carrying capacity by 5 (YES! I can carry an M14 AND an AA12! Nothing is safe!) and change my HE grenade to... a... seriously a Molotov?
Once again, increase my potential for lethality and strike it down by changing me out for a incapacitating thrown weapon...
Neither of these make ANY sense. If anything, the medic grenade should be tied into level 10's syringe boost. Let me choose between ammo and bigger guns WITHOUT changing my HE grenade!
Level 20. Firebug esque zed-splosion (which is always a laugh) or 25% more AOE for explosives... Wait, you just took AWAY my explosive grenades in the last perk! So unless I run a demo weapon I get NOTHING from the explosive bonus, and even IF I use a demo weapon the bonus ONLY applies to that weapon while zed-splosion applies to EVERY weapon regardless. So to take full advantage of the explosive bonus I should just use more demo weapons... Or I could just be a Demo...
So 100% zed-splosion, no contest.
Level 25. Keep doing what you do.
Analysis complete. Survivalist is, after level 10, USELESS. It's useless! It goes from the "Jack of all Trades, Master of None" to "Confused and scared" in a matter of a few levels. I can't even wrap my head around what TW was thinking with this!
Looking at all the other perks and the choices they have skill to skill it seems like some newbie came in and wrote this one rather than the guys who were handling perks this entire time.
IMHO, this class needs versatility, not specialization, and what they are doing with the perks is SPECIALIZING it!
So here's what I would have done.
Lvl 5: Increased reload speed for ALL weapons/increased ammo carrying capacity. (I want more combat effectiveness/I want more combat endurance)
Lvl10: Increased armor capacity/Increased weapon damage (I want more survivability/I want more damage output)
Lvl15: Increased Stun or Stumble with appropriate weapons/Medic syringe buffs and change to healing grenades (I want to support my team through combat/I want to support my team directly)
lvl20: increased carry weight/increased movement speed and clots no-grab (I want to be the Terminator/I want to be "Johnny on the spot")
lvl25: just keep doing what you do.
This way you can be whatever the hell you want to be, play whatever style you want, fill in whatever gaps appear as necessary, nothing is dependent on a particular weapon, nothing forces a play-style. It's all as ambiguous as possible for the true Jack of all Trades player. You CAN use a Railgun and an MP7, you CAN use an RPG and duel Deagles, you DON'T have to sacrifice your HE grenades, and if you want to be a true combat medic you can use a SCAR but still dish out the heals where necessary.
I just got finished playing and am the embodiment of the Jackie Chan "WTF" meme right now.