This is my thread to assess the overall opinion of everyone as to the current state of balance in Killing Floor. In a word, its good... but its not perfect, and 1 word answers ain't the Undedd Jester Style.
This as it stands is my opinion as to the balance in Killing Floor. I have determined it based on my understanding of my own limitations on perks, the success other players have had, and the mathematical capabilities of each perk.
I'm sure everyone knows where my perk expertise lies, and that is the point. I understand how each perk should be applied, but I'm not an expert on every perk in the game. I'm consulting all of you to put forward the case for your own personal favourite perks to assess how good/bad they may be, and hopefully get them addressed within the next update... a little birdy told me there was one in the distant future
This is assuming level 6 on 6 man HoE, without people buying weapons for one another using discounts.
Field Medic
Strengths: -
- Very good movement speed when carrying a knife, pretty capable movement speed carrying a gun (about the same as a regular player with their knife). Especially effective in wide and windy corridors to avoid both melee and ranged specimens
- Very impressive armour, easily capable of withstanding almost any attack while armour is still intact.
- Excellent healing capabilities for self and teammates with very fast recharge times.
- Can make good use of cheap weapons such as the axe, LAR, and even Mp7M used correctly without burning through huge amounts of money.
Weaknesses: -
- No weapon discount on powerful weapons such as Hunting Shotguns, Xbows, Nade Launchers, etc, and saving for such weapons can hamper the team.
- When alone is very much required to run and get away rather than stand and fight. This makes it quite easy to to get cornered, blocked or ambushed in certain types of maps.
- Extremely squishy without armour due to lack of offensive capabilities.
- Pretty succeptable to siren screams due to the nature of play style of the perk as mentioned above.
- Very succeptable to the clot grab. Without damage boosts it can prove very difficult to push paste a group of clots that spawn at the end of narrow corridors or doorways.
- No reliable way of dealing with Large targets such as Fleshpounds and Scrakes
Overall: The Medic has a credible number of weaknesses to his strengths. Although he may be able to survive a significant number of hits, and outrun a good number of foes, his lack of any real cost effective damage output makes surviving alone very challenging, and in some situations almost impossible
Verdict: Well Balanced (leaning very slightly towards Overpowered if anything, but no real complaints)
Support Specialist
Verdict: Slightly Overpowered (He is not gamebreaking, but he is a tad overpowered in the eyes of a good number of players)
Sharpshooter
Verdict: Pretty Well Balanced (although slightly leaning towards underpowered)
Commando
Verdict: Well balanced (No complaints)
Berserker
Verdict: A little Overpowered (since his typical application in game is not within a team capacity, needs revising on how best to limit his solo abilities)
Firebug
Verdict: Well balanced (if anything slightly Underpowered, but I would personally say he is fine)
Demolitions Expert
Verdict: Well Balanced (Although the skill required is very high.)
Remember these are my opinions. This is not a rage match, this is an attempt to provoke responses to aid the game in getting closer to nailing that perfect balance that has been lost in so many other class based games (mentioning no names.)
If you disagree with my assesment of each perk, I relish your response, as I am certainly no Commando, Demo, Zerker, etc expert. All I request is you back up your opinions and help me and everyone else understand WHY a class is/isn't overpowered.
Thanks for your time
This as it stands is my opinion as to the balance in Killing Floor. I have determined it based on my understanding of my own limitations on perks, the success other players have had, and the mathematical capabilities of each perk.
I'm sure everyone knows where my perk expertise lies, and that is the point. I understand how each perk should be applied, but I'm not an expert on every perk in the game. I'm consulting all of you to put forward the case for your own personal favourite perks to assess how good/bad they may be, and hopefully get them addressed within the next update... a little birdy told me there was one in the distant future
This is assuming level 6 on 6 man HoE, without people buying weapons for one another using discounts.
Field Medic
Spoiler!
Strengths: -
- Very good movement speed when carrying a knife, pretty capable movement speed carrying a gun (about the same as a regular player with their knife). Especially effective in wide and windy corridors to avoid both melee and ranged specimens
- Very impressive armour, easily capable of withstanding almost any attack while armour is still intact.
- Excellent healing capabilities for self and teammates with very fast recharge times.
- Can make good use of cheap weapons such as the axe, LAR, and even Mp7M used correctly without burning through huge amounts of money.
Weaknesses: -
- No weapon discount on powerful weapons such as Hunting Shotguns, Xbows, Nade Launchers, etc, and saving for such weapons can hamper the team.
- When alone is very much required to run and get away rather than stand and fight. This makes it quite easy to to get cornered, blocked or ambushed in certain types of maps.
- Extremely squishy without armour due to lack of offensive capabilities.
- Pretty succeptable to siren screams due to the nature of play style of the perk as mentioned above.
- Very succeptable to the clot grab. Without damage boosts it can prove very difficult to push paste a group of clots that spawn at the end of narrow corridors or doorways.
- No reliable way of dealing with Large targets such as Fleshpounds and Scrakes
Overall: The Medic has a credible number of weaknesses to his strengths. Although he may be able to survive a significant number of hits, and outrun a good number of foes, his lack of any real cost effective damage output makes surviving alone very challenging, and in some situations almost impossible
Verdict: Well Balanced (leaning very slightly towards Overpowered if anything, but no real complaints)
Support Specialist
Spoiler!
Strengths: -
- Large penetration with all shotguns to help conserve ammo and cut through large numbers of foes and mobs.
- Credible damage output with basic weaponry, further improved on higher tier weapons.
- Good stockpile of ammunition for weaponry, enhanced significantly when coupled with the ability to carry greater numbers of heavy weapons.
- Grenades are also buffed to offer greater spiking capabilities, especially against Scrakes and Fleshpounds.
- Ability to weld much faster than other classes and maintain a welded door alot easier even when alone.
Weaknesses: -
- Awkwardly long reload times on majority of weapons, increased by general inefficiency by killing lower level/common targets.
- Effective range is alot lower than other classes, making sirens and esspecially husks problematic.
- Weaponry can prove expensive to stock up on early on, requiring careful spending and money conservation.
Overall: The supports weaknesses are noticable, but are fairly easily controlled by location. Using advanced techniques he has the ability to take on any specimen within the game alone when used correctly and as such he is typically the favourite of the modern KF player. His available ammunition for each of his weapons is very respectable and it is not too challenging to be sparing through the course of the round.
- Large penetration with all shotguns to help conserve ammo and cut through large numbers of foes and mobs.
- Credible damage output with basic weaponry, further improved on higher tier weapons.
- Good stockpile of ammunition for weaponry, enhanced significantly when coupled with the ability to carry greater numbers of heavy weapons.
- Grenades are also buffed to offer greater spiking capabilities, especially against Scrakes and Fleshpounds.
- Ability to weld much faster than other classes and maintain a welded door alot easier even when alone.
Weaknesses: -
- Awkwardly long reload times on majority of weapons, increased by general inefficiency by killing lower level/common targets.
- Effective range is alot lower than other classes, making sirens and esspecially husks problematic.
- Weaponry can prove expensive to stock up on early on, requiring careful spending and money conservation.
Overall: The supports weaknesses are noticable, but are fairly easily controlled by location. Using advanced techniques he has the ability to take on any specimen within the game alone when used correctly and as such he is typically the favourite of the modern KF player. His available ammunition for each of his weapons is very respectable and it is not too challenging to be sparing through the course of the round.
Verdict: Slightly Overpowered (He is not gamebreaking, but he is a tad overpowered in the eyes of a good number of players)
Sharpshooter
Spoiler!
Strengths: -
- Very Credible damage upon successful headshots to all ranges of specimens
- Healthy variety of effective weapons, useful for various purposes.
- Can effectively dispatch of difficult or awkward threats to the team such as Sirens, Husks, Bloats and Scrakes, and when used properly can be a key player eliminating the Fleshpound.
- Reload and cycle times of weapons greatly improved.
- Healthy discount on his weaponry, and as such isnt too challenging to maintain.
Weaknesses: -
- Body shot damage is extremely ineffective against even the most basic of foes.
- Skill required for the perk is very high, as any kind of mistake can prove very costly, especially against Scrakes and Fleshpounds.
- Weaponry is generally pretty heavy, limiting available loadouts.
- Top tier weaponry has various limitations that make them less desirable either by intent or accident (Fleshpound Xbow resistance requiring 4 Xbox bolts, M14 with its wonky iron sight)
Overall: The Sharpshooter is still a powerful perk in the right hands, however the difficulty of using it (especially given some of the strange quirks in KF hitboxes) makes it considerably less dependable. He has very noticable weaknesses, but not huge stand out strengths. General foes pose a big threat at close range, and large foes are equally easy to make a costly mistake on. This does therefore make him a less popular perk.
- Very Credible damage upon successful headshots to all ranges of specimens
- Healthy variety of effective weapons, useful for various purposes.
- Can effectively dispatch of difficult or awkward threats to the team such as Sirens, Husks, Bloats and Scrakes, and when used properly can be a key player eliminating the Fleshpound.
- Reload and cycle times of weapons greatly improved.
- Healthy discount on his weaponry, and as such isnt too challenging to maintain.
Weaknesses: -
- Body shot damage is extremely ineffective against even the most basic of foes.
- Skill required for the perk is very high, as any kind of mistake can prove very costly, especially against Scrakes and Fleshpounds.
- Weaponry is generally pretty heavy, limiting available loadouts.
- Top tier weaponry has various limitations that make them less desirable either by intent or accident (Fleshpound Xbow resistance requiring 4 Xbox bolts, M14 with its wonky iron sight)
Overall: The Sharpshooter is still a powerful perk in the right hands, however the difficulty of using it (especially given some of the strange quirks in KF hitboxes) makes it considerably less dependable. He has very noticable weaknesses, but not huge stand out strengths. General foes pose a big threat at close range, and large foes are equally easy to make a costly mistake on. This does therefore make him a less popular perk.
Verdict: Pretty Well Balanced (although slightly leaning towards underpowered)
Commando
Spoiler!
Strengths: -
- Very large stockpile of ammunition on each weapon and the ability to carry 2 perked weapons means ammunition is almost never a problem for the Commando
- Weapons have easy to use weapon sights making distance fighting very managable. Headshots are fairly easy to hit, even at long range, so dealing with regular foes both close and far is pretty standard
- Large clip sizes means large pools of speicmens will rarely outsurvive a commandos current supply, greatly enhanced by a fast reload speed.
- Ability to see health bars and cloaked specimens means dark areas are rarely a problem, and the best times to finish of specimens are easy to calculate.
- Weapons are reasonably cheap and easy to maintain, making the commando a very good cost effective class.
Weakness: -
- Damage is relatively low for each bullet so getting damage down rapidly to prevent yourself sustaining damage can prove a problem for the Commando, espeically on larger specimens like the Scrake Fleshpound, and to some degree the Husk.
- Lack of real cutdown or spike power on the larger specimens can prove problematic when they are meatshielding a dangerous target.
- The commando requires alot of specimen predicition and understanding to play properly, specimens appearing round nearby corners that catch the commando by surprise can prove difficult to deal with.
Overall: The commando is very much set in his role. He excels at supporting the hard hitters of his squad by eliminating small threats around them. As a team player he is a very effective class, but as a individual he has certain situations where he is out of his depth. In public servers they are ratehr uncommon because of this, but played properly they are a well balanced class.
- Very large stockpile of ammunition on each weapon and the ability to carry 2 perked weapons means ammunition is almost never a problem for the Commando
- Weapons have easy to use weapon sights making distance fighting very managable. Headshots are fairly easy to hit, even at long range, so dealing with regular foes both close and far is pretty standard
- Large clip sizes means large pools of speicmens will rarely outsurvive a commandos current supply, greatly enhanced by a fast reload speed.
- Ability to see health bars and cloaked specimens means dark areas are rarely a problem, and the best times to finish of specimens are easy to calculate.
- Weapons are reasonably cheap and easy to maintain, making the commando a very good cost effective class.
Weakness: -
- Damage is relatively low for each bullet so getting damage down rapidly to prevent yourself sustaining damage can prove a problem for the Commando, espeically on larger specimens like the Scrake Fleshpound, and to some degree the Husk.
- Lack of real cutdown or spike power on the larger specimens can prove problematic when they are meatshielding a dangerous target.
- The commando requires alot of specimen predicition and understanding to play properly, specimens appearing round nearby corners that catch the commando by surprise can prove difficult to deal with.
Overall: The commando is very much set in his role. He excels at supporting the hard hitters of his squad by eliminating small threats around them. As a team player he is a very effective class, but as a individual he has certain situations where he is out of his depth. In public servers they are ratehr uncommon because of this, but played properly they are a well balanced class.
Verdict: Well balanced (No complaints)
Berserker
Spoiler!
Strengths: -
- Extremely fast movement speed with melee weapons, his weapon class of choice. Effective at keeping away form damage in most maps, say for ones with narrow doorways and very thin corridors.
- Very powerful damage reduction, even without armour, capable of withstanding strikes from Sirens right through to Fleshpounds.
- Pretty resistant to a number of major hinderances other perks face, such as clot grabs, fire damage and siren screams.
- Reasonable damage output across all weapons, with a number of advanced tricks to defeat the various specimens.
- Very cheap to buy up and maintain, making the Berserker a very cost effective class.
Weaknesses: -
- Slow movement without melee weapons, most notably when self healing.
- Severe lack of range, requiring a typically kiting style of play.
- In the wrong hands proves a very poor perk at cooperative gameplay.
Overall: The Berserker is very much a kite dependant class, and is exceptional at doing it. Although he can be used in a team capacity it is very rare for players to do so, and is typically seen going off alone and distracting majority of the horde alone. As such he has fallen out of grace with a number of players. For specimens he proves difficult to catch, and very difficult to kill as even when he makes a mistake his abilities typically allow him to escape.
On the other hand in a team capacity his exceptional survival abilities are much less prnounced as he puts himself at the front of the squad diverting damage off the rest of the team. This has as such created much controversy between the community as to whether or not the Berserker is overpowered.
- Extremely fast movement speed with melee weapons, his weapon class of choice. Effective at keeping away form damage in most maps, say for ones with narrow doorways and very thin corridors.
- Very powerful damage reduction, even without armour, capable of withstanding strikes from Sirens right through to Fleshpounds.
- Pretty resistant to a number of major hinderances other perks face, such as clot grabs, fire damage and siren screams.
- Reasonable damage output across all weapons, with a number of advanced tricks to defeat the various specimens.
- Very cheap to buy up and maintain, making the Berserker a very cost effective class.
Weaknesses: -
- Slow movement without melee weapons, most notably when self healing.
- Severe lack of range, requiring a typically kiting style of play.
- In the wrong hands proves a very poor perk at cooperative gameplay.
Overall: The Berserker is very much a kite dependant class, and is exceptional at doing it. Although he can be used in a team capacity it is very rare for players to do so, and is typically seen going off alone and distracting majority of the horde alone. As such he has fallen out of grace with a number of players. For specimens he proves difficult to catch, and very difficult to kill as even when he makes a mistake his abilities typically allow him to escape.
On the other hand in a team capacity his exceptional survival abilities are much less prnounced as he puts himself at the front of the squad diverting damage off the rest of the team. This has as such created much controversy between the community as to whether or not the Berserker is overpowered.
Verdict: A little Overpowered (since his typical application in game is not within a team capacity, needs revising on how best to limit his solo abilities)
Firebug
Spoiler!
Strengths: -
- Is very flexible in how rapidly he can deal out damage to crowds of specimens. He can either help his team conserve ammo, or he can soften up targets to ensure his colleagues can cut foes down more effectively.
- Meatshielding is rather ineffective against the Firebug. Used correctly he can cut down very large groups of specimens all at once with little ammunition.
- The Firebug doesn't require headshots to get full use of his damage so strafing, jumping, or short foes (like crawlers) can be ignited with relative ease as soon as they appear.
- The crisp effect will stun and slow down foes in the middle of attacking or charging, thereby buying more time for the firebug or his team to kill the target specimen.
- The firebug is resistant to Husk fireballs, which not only means he can distract them, but also means unlike the rest of his team, he doesn't need to retreat to carry on dealing with the other specimens closing in. This makes it much easier for his team to hold the line. He is also immune to his own grendes, again meaning he doesn't have to retreat in certain circumstances.
- The Firebug is rather cheap to maintain, and alos spawns with armour, making him very money efficient.
Weaknesses: -
- The Firebug has a steady damage output but no real spike damage. This makes foes like Fleshpounds and Scrakes nearly impossible alone, and even gorefasts can be problematic.
- Used incorrectly the Firebug can restrict his alies view, and also cause graphics lag on other players lower end machines.
- Used incorrectly the Firebug will burn thorugh his ammunition very quickly, and given the nature of his damage type, he can be left pretty much defenceless without his primary weapons.
- Although resistant to the husk, he cannot kill him with fire based damage. This can mean he finds himself forced to use an off perk weapon to deal with it. This problem is greatly magnified by a slow wepaon swap animation.
- The Flamethrowers available ammunition in his tank is a large percentage of his overall supply. This can mean keeping track of your overall available ammuniton is very difficult.
Overall: The Firebugs weaknesses are well known, however his strengths are much less obvious. Used correctly he proves to be a credible asset to the team, used incorrectly and he becomes a bigger hinderance than a help. This makes him a very unpopular class in public games, however in reality he is rather well balanced.
- Is very flexible in how rapidly he can deal out damage to crowds of specimens. He can either help his team conserve ammo, or he can soften up targets to ensure his colleagues can cut foes down more effectively.
- Meatshielding is rather ineffective against the Firebug. Used correctly he can cut down very large groups of specimens all at once with little ammunition.
- The Firebug doesn't require headshots to get full use of his damage so strafing, jumping, or short foes (like crawlers) can be ignited with relative ease as soon as they appear.
- The crisp effect will stun and slow down foes in the middle of attacking or charging, thereby buying more time for the firebug or his team to kill the target specimen.
- The firebug is resistant to Husk fireballs, which not only means he can distract them, but also means unlike the rest of his team, he doesn't need to retreat to carry on dealing with the other specimens closing in. This makes it much easier for his team to hold the line. He is also immune to his own grendes, again meaning he doesn't have to retreat in certain circumstances.
- The Firebug is rather cheap to maintain, and alos spawns with armour, making him very money efficient.
Weaknesses: -
- The Firebug has a steady damage output but no real spike damage. This makes foes like Fleshpounds and Scrakes nearly impossible alone, and even gorefasts can be problematic.
- Used incorrectly the Firebug can restrict his alies view, and also cause graphics lag on other players lower end machines.
- Used incorrectly the Firebug will burn thorugh his ammunition very quickly, and given the nature of his damage type, he can be left pretty much defenceless without his primary weapons.
- Although resistant to the husk, he cannot kill him with fire based damage. This can mean he finds himself forced to use an off perk weapon to deal with it. This problem is greatly magnified by a slow wepaon swap animation.
- The Flamethrowers available ammunition in his tank is a large percentage of his overall supply. This can mean keeping track of your overall available ammuniton is very difficult.
Overall: The Firebugs weaknesses are well known, however his strengths are much less obvious. Used correctly he proves to be a credible asset to the team, used incorrectly and he becomes a bigger hinderance than a help. This makes him a very unpopular class in public games, however in reality he is rather well balanced.
Verdict: Well balanced (if anything slightly Underpowered, but I would personally say he is fine)
Demolitions Expert
Spoiler!
Strengths: -
- Impressively powerful weapons of choice that don't require headshots to be effective, with the Pipe Bomb being one of the most effective weapons in the game.
- Large AoE on all weapons making crowd control quite simple, especially against meat shielding.
- Big spike damage available to deal with dangerous foes comfortably. Especially effective against the much feared Fleshpound.
- Large stockpile of grenades and explosives in general to have a fair amount of options when daling with foes.
Weaknesses: -
- Very poor close range abilities, making team tactics and specimen prediciton very important.
- Large obscuring dust clouds making use of explosives a risky choice.
- Very expensive weaponry requiring alot of time spent saving money instead of spending it.
- Sirens and Husks destroying/exploding nades and pipe emplacements proves costly in both expense and damage output, as well as causign great risk to the player.
Overall: The Demo Expert is a class with very well defined weaknesess, but also well defined strengths. It is a difficult class to play well, and an easy class to play badly, as such it is rather unpopular in public games. If the player using the demo expert on the other hand knows what he is doing, and can overcome the classes weaknesses, he can really show off what the class can do, and show the class is most certainly not underpowered.
- Impressively powerful weapons of choice that don't require headshots to be effective, with the Pipe Bomb being one of the most effective weapons in the game.
- Large AoE on all weapons making crowd control quite simple, especially against meat shielding.
- Big spike damage available to deal with dangerous foes comfortably. Especially effective against the much feared Fleshpound.
- Large stockpile of grenades and explosives in general to have a fair amount of options when daling with foes.
Weaknesses: -
- Very poor close range abilities, making team tactics and specimen prediciton very important.
- Large obscuring dust clouds making use of explosives a risky choice.
- Very expensive weaponry requiring alot of time spent saving money instead of spending it.
- Sirens and Husks destroying/exploding nades and pipe emplacements proves costly in both expense and damage output, as well as causign great risk to the player.
Overall: The Demo Expert is a class with very well defined weaknesess, but also well defined strengths. It is a difficult class to play well, and an easy class to play badly, as such it is rather unpopular in public games. If the player using the demo expert on the other hand knows what he is doing, and can overcome the classes weaknesses, he can really show off what the class can do, and show the class is most certainly not underpowered.
Verdict: Well Balanced (Although the skill required is very high.)
Remember these are my opinions. This is not a rage match, this is an attempt to provoke responses to aid the game in getting closer to nailing that perfect balance that has been lost in so many other class based games (mentioning no names.)
If you disagree with my assesment of each perk, I relish your response, as I am certainly no Commando, Demo, Zerker, etc expert. All I request is you back up your opinions and help me and everyone else understand WHY a class is/isn't overpowered.
Thanks for your time
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