Ok, here goes the long reply.
First of all, CandleJack, Oliver, Kinglol, and a few others, you really need to grow up. In the real world, people have discussions. Asking questions and helping (yes, whether you realize it or not, I am helping) 9_6 flesh out his new specimen is not nitpicking. No one thinks of everything at the beginning and refining anything through discussion is always better. Discussions aren't a competition. Disagreements aren't a bad thing. Stop looking at arguments as something you have to win; especially when they are about opinion. Or just go through life with the outlook you have now.
Ok, on to the spectre.
I mean, if 1 enemy forces few people in the team to get a KATANA or a ****ing machete to deal with it, how is that bad?
It is bad because it forces player to burn 3 weights point all of the time.
OP suggests that it would have about as much HP as a gorefast (aka very low).
You could machete it in few hits even if you're a freaking sharpshooter.
So where's the problem?
"Very low" is relative. A gorefast has very low hit points compared against a scar. Those hit points are considerable when compared to an unperked knife. Why would someone use a machete? If you have to burn the weight, which is my major point of contention, then buy a katana.
Again, the problem is forcing players to burn 3 weight points.
*le sigh*
Sharpshooter -> big targets (well... in theory at least)
Commando -> Trash zeds and assistance with bigger targets
Support -> Blasting away lined up, close by specimens and welding
Medic -> Healing and running away
Demo -> Big groups and far away fleshpounds
Firebug -> Burning trash zeds but being out-performed by commando and demo. No other function beyond that.
Berserker -> As soon as there's a halfway competent team behind him... watching specimens get shot, shooting specimens himself thus nullifying the need to be berserker or going rambo.
"Reason to exist": Doing a job no other perk can do nearly as good.
I think I explained that in detail before though, you just ignored it.
I didn't ignore it. I didn't agree with you have firebug and berserker have no reason to exist. Your examples above have flaws.
Support "blasting away lined up?" All classes should line up specimens. Support can handle trash zeds and bigger targets as well
Medic "Running away?" Seriously?
Demo "Big groups and far away flesh pounds?" Far away flash pounds?
firebug "Burning trash zeds but being out-performed by commando and demo. No other function beyond that." Bull. Firebug is a damage multiplier for every other class. A competent firebug makes the game easier for every other class.
Berserker "nullifying the need to be berserker or going rambo." Again, Bull. I just don't think you know how to play zerker if you actually think that.
The two most powerful classes in the game are Medic and Zerker. Easily. Sure, the other classes get additional bonuses from weapons but the medic and the zerker can use those weapons as well.
After the demo was added, no class really has a set purpose. Any class can generally be substituted for any other class. Any class can purchase any weapon, along with the absolute ton of money in the game, and can assume the role of any other class. I remember when berserkers were absolutely required for scrakes and flesh pounds. TWI decided that the game should no longer be dependent on a single class so they gave incredibly over powered weapons to everyone. So the general roles of the separate perks are blurred at best and non-existant at worst.
I can't decide it because I have no idea of the inner workings of killing floor, scripts, code and whatnot and how it actually, if at all, would get implemented into the game.
Concept. This is a concept.
Besides I already said let's just say they pass through.
You have to decide. It is your specimen. You know. You decide what it does, how it should act, what damage it does, and so on. If there is a technical limitation then work with it then.
BTW, I think that the bullets passing through is the right decision.
Oh, you still haven't answered my question about what happens when spectre is shot by a shotgun. Say three pellets hit him. He teleports after the first one, but do the other two pellets hit him?
Except no. Not at all.
I may be forcing sharpshooters to, well, not shoot a target.
Especially not spamming at it. Like it is possible with the m14.
Also I still don't understand why you think because 1 enemy is resistant to bullets, everyone in a 6 man team now suddenly has to carry around a katana.
Not everyone has to be able to deal with every specimen. Teamwork.
1 is enough.
In a perfect world, sure. But it doesn't always work like that. It almost never works like that The reaons why I think that everyone suddendenly has to carry katanas is because one enemy is resistance to bullets and very resistant to an unperked knife.
You keep mentioning teamwork, but I'm willing to bet the number of examples people supply are 75% solo play.
Besides, crossbow bolts have a higher base damage than m14 shots anyway, right?
You can actually deal more damage to it at range without it getting as close to you with a crossbow than with a m14.
I disagree. Spamming the m14 is still going to be the best way to start attacking this enemy.
It was. It was damn difficult game. All skill. Lining up shots and shooting groups from a fair distance away. No one missed a shot and no one uses a scar/m14/or hunty.
Now let communicate this in your own words: "It doesn't counter range because range spawns with a knife so range always has a possibility to kill it."
No idea what your reply meant.
Gorefasts don't get health for each player like scrakes.
Besides this isn't nearly supposed to be as common as a gorefast anyway.
Gorefasts do. Earlier you stated that spectre would be as common as sirens.
How many firebugs did you see?
There is no doubt that the firebug is the least used class on suicidal. And that is a shame. Firebug is considerably more powerful than demo and I consider firebug to be a damage multiplier that enhances EVERY other person in the group.
I have the feeling that 90% of the firebugs have absolutely no idea how to play firebug. Those people fire 6 second bursts and hose down gorefast.
A lvl 6 firebug can wreak absolute havoc and makes the game easier for everyone else. Considerably easier.
Meaning it'll take 10~15 power strikes from a knife to kill one on suicidal solo, plus two per player.
And that is the problem. Think about the last suicidal game you were on and now image your shrpshooter and commando having to disengage from the game for 20 seconds to attack a specimen with a knife. Got that? Ignore everything else. On suicidal, you have 2 players completely disengaged from fighting for 15 - 20 seconds. How long do you thin the team lasts then?
What about a 3 player team that has 2 people having to fight for 15 - 20 seconds while the third has to fight the rest of the mobs?
What about a 2 or 3 player team that doesn't have a lvl 5 or 6 berserkers? What about them?
What about a small team that doesn't want a melee or firebug? What about them?
I do think that nutterbutter is misunderstanding the final impact of the spec will have on the game.
Honestly, I think I am the only person who truly understood the impact of specter. A specimen who is a bulletproof vest, spawns as often as a siren, has the HP (and bonus HP ) and damage of a gorefast. Which unless players burn a minimum of 3 weight points, they will have to use an unperked knife which could take well over 12 seconds to kill one. And what happens when a player, on suicide, drops out of the game for 12 or more seconds?
I understood what spectre will do.
Since then, 9_6 has lowered the HP of spectre, eliminated the HP bonus, allows bullets to pass through spectre. That is a much better spectre. I think he should consider lowering the health so that each spectre would die from two quick knife strikes.
Also, 10' per step seems quite large. Consider making the steps shorter?
One last thing. When creating anything, it is usually bad technique to create something to negate something else. It is almost always better to create something that benefits something. For example, you created specter to punish sharpshooters. But sharpshooters aren't the problem. The problem is the weapons. So designing a specimen to cause pain to the sharpshooters doesn't fix the problem because the sharpshooters will still have the weapons. A better process is to build a specimen that elevates fire and melee and then do a separate process to nerf SS weapons.
An example: Everyone hates SS spamming the m14. Designing a specimen that they can't spam, doesn't solve the problem. Sure, the SS can't spam that specimen, but he can spam everything else on the map. A better solution would be increase reload rate, reduce fire rate, reduce ammo, increase m14 and ammo cost, or increase recoil.