Hello all, I can guess what some of you are thinking, "he's just a junior member come to whine about how he wants his favorite perk made OP", and, well,you may be right, but I have put great thought into most of what I will put down in this post(s) so at least give it a read before you decide.
New Weapons:
Compact Flamethrower:
Primary Perk: Firebug
Cost: 750
Weight: 4 blocks
Ammo Capacity: 50 fuel + 3 full reloads
A slightly smaller version of the flamethrower, designed to be more lightweight to allow for utility. On the downside, being as it is smaller it can't carry the same amount of fuel as a normal sized flamethrower, as well the flames are more concentrated meaning they burn out faster. The bright side to do this however is the flames burn hotter inflicting more damage.
SFP(Sonic Force Push) Grenades:
Primary Perk: Support Specialists
Cost: 100
Weight: 1 block(replaces frag grenades)
Ammo Capacity: 5 grenades
As the weeks pass since the beginning of the outbreak scientists scrambled to design new weapons to combat the specimens. One of the experiments was to reverse engineer a siren's scream, creating a grenade that would only harm specimens and leave any soldiers(or unfortunate civilians) unharmed. Though they failed to do what they set out for they manged to create a grenade that when detonated sent out a 'wall' of sonic energy forcefully shoving any living thing less than 100 kilos out of its explosion radius. Though usually harmless and nonlethal it has in some rare cases taken the head right off Zeds near the center of the burst.
Modified 9mm(w/ scope):
Primary Perk: Sharpshooter
Cost: 400
Weight: 5 blocks (replaces normal 9mm)
Ammo Capacity:15 rounds + 10 clips
This particular 9mm handgun has been modified for both increased power and long range accuracy. With an increased stopping and piercing power this gun is perfect for taking out specimens like Clots, Gorefasts, Crawlers, and Sirens from a distant quite sizable to that of a non-scoped 9mm. Unfortunately due to its new components the gun is a bit heavier than its normal counterpart, and due to the nature of its upgrades the recoil is astonishingly large if not used with both hands, because of this the gun's recoil can become quite a problem if fired rapidly.
Longsword:
Primary Perk: Berserker
Cost: 300
Weight: 6 blocks
This one-handed sword is heavier than the machete and not quite as strong as the axe, but it's reliable and does its job well.
Wooden Shield:
Primary Perk: Berserker
Cost:150
Weight: 4 blocks
Health: 50
Slows Melee Attacks: 10%
Slows Move(only when using): 25%
This wooden shield can only be used with the a one handed melee weapon or gun, it replaces the alt-fire of these weapons with protecting the user with his shield. The user can have his shield up for an indefinite amount of time however the shield can only take a limited amount of damage before it breaks. Not only that but when the user is defending himself he is not as mobile slowing how fast he can move. The shield does not protect the user from Siren's screams however it does have a 75% resistance to bloat bile. Husk's fire attack destroy this shield immediately if it is used to block it.
Iron Shield:
Primary Perk: Berserker
Cost: 400
Weight: 6
Health: 125
Slows Melee Attacks: 10%
Slows Move(when in use): 25%
Much like it's wooden counterpart this heavier shield can only be used with a one-handed weapon or gun. It functions in the same way except it is not destroyed instantly by Husk's fire attacks.
Remote Pipebombs:
Primary Perk: Demolitions
Cost: 800
Weight: 1 block
Delay: .5 sec (+.2 sec delay for each other remote pipe bomb within 4m, 5 or more pipe bombs within 4m will not receive the command to detonate)
Ammo Capacity: 2
These pipebombs mirror their counterparts in look and function. The primary difference is these bombs are set off by remote and not proximity. This comes with its drawback however, the bombs take a short period of time to receive the order to detonate and if there are too many near each other the signal may get lost. You may have both types of pipe bombs but you can still only carry the maximum number of pipe bombs you can carry(i.e a sharpshooter can have 1 remote and 1 pipe bomb while a level 4 demolitions could have 2 remote and 4 normal, or vice versa, maximum)
Kevlar Patches:
Primary Perk: Medic
Cost: 400
Weight: 4 block
Capacity: 2 patches
These patches are covered with a special solvent that when applied onto another Kevlar surface quickly melts and re-solidifies the 2 surfaces effectively combining them into one. each patch restores 10 health when applied to your own armor(via alt-fire), or 29 when applied to an allies armor.
Note:The patches do nothing on someone who does not have at least one point of combat armour
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Perks:
Medic Level 7:
Syringe Recharge: 200% faster
Syringe injections: 100% more potent
Bloat Bile: 75% resistance
Combat armor: 70% discount 80% better, spawns with
Movement speed: 25% faster
MP7M: 97% discount 110% larger clip, spawns with
Kevlar Patches: repairs 30 extra points(25 at 6, 20 at 5 etc etc.), carry maximum of 4(3 for perk level 5 and 6), 70% discount, spawns with 2
Support Specialist Level 7:
Shotgun damage: 65% higher
Shotgun penetration: 95% better
Extra shotgun ammo: 35% extra
More grenades capacity: 140% more
Extra Grenade effectiveness: 50% more
Shotgun discount: 75%, spawn with Hunting
Welding speed: 150% Faster welding/unwelding
Extra weight blocks: 70%
Improved Welding: Support specialists can weld doors to 125%. Only Support Specialists can repair a door over 100%(i.e if a door is at 115% only a Support Specialist can get it back to 125%)
Sharpshooter Level 7:
9mm, Modded 9mm, Handcannon, Rifle, Crossbow and M14 damage:
65% higher
Headshot Damage: 50%
9mm, Modded 9mm, Handcannon, Rifle, Crossbow and M14 recoil:
80% less
9mm, Modded 9mm, Handcannon, Rifle, Crossbow and M14 reloading:
70% faster
Handcannon.M14 discount: 75%, spawn with crossbow
Commando Level 7:
Assault Rifle Damage: 55% higher
Assault Rifle Recoil: 45% less
Assault Rifle Magazine: 30% larger
Assault Rifle Discount: 75%, spawn with AK-47
Stalker detection: 18m
Reload Speed: 40% faster
Enemy health detection: 18m
Zed-time extension: Up to 5 extensions
Berserker Level 7:
Melee damage: 120% higher
Chainsaw/Katana: 80%, spawn with chainsaw, body armor, wooden shield
Bloat bile resistance: 85%
Damage resistance: 30% can't be grabbed by clots
Melee speed: 30% faster attacks, 25% faster movement
Zed-time extensions: Up to 5
Shield Proficiency: 20% discount on iron shield(15% at 6 and 5, 10% at 4 and 3, 5% at 2 and 1), shields have 25% more life(20% at 6, 15% at 5 and 4, 10% at 3 and 2), Beserkers do not suffer an attack speed penalty while having a shield out but they still lose movement speed when using the shield.
Cleave: An alt-fire attack can hit one other enemy within the melee range of the beserker
Firebug Level 7:
Flamethrower Damage: 65% higher
Resistance to fire: 100%
Flamethrower range: 110% range
Flamethrower Discount: 75%, spawn with flamethrower and combat armour
Grenade enhancement: Grenades ignite enemies
Flamethrower reload: 65% faster
Flamethrower Capacity: 60% larger
Demolitions Level 7:
Explosives damage: 60% higher
Resistance to explosives: 55% more resistant
Discount on explosives: 75% spawn with M79 and body armour
Remote Explosives: 93% discount, spawn with 2 remote pipebombs
Extra pipe bomb capacity: 7 extra
Grenade capacity: 140% increases
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New Perk:
Tactician:
Primary Weapons: None(Varies)
Level-up method: On the fence about this one, thinking damage dealt by allies of your secondary perk.
Observe and Advise: The tactician perks selects a secondary perk in additional itself he gains the benefits half his own level(rounded down, minimum 0, no higher than players actual rank for the perk) from that perk as well as improving any other player, within range, playing his secondary perk. At 2nd, 5th, and 7th level he may choose another perk to Observe and Advice each extra perk beyond the first gets an additional -1 to its level benefits so a level 7 tactician would get benefits like such:
7 tactician, 3 perk a, 2 perk b, 1 perk c, 0 perk d
His benefits to perks are granted to himself but only at their base value, he uses his tactics to improve combat performance something he excels at only in theory.
Note:You MAY NOT Observe and Advise the same perk multiple times. Only one tacticians Observe and Advice can affect anyone perk at a given time, multiple tacticians do not affect each other.
Level 0
5% increased damage with all weapons
5% faster reload with all weapons
5% faster movement speed
May pick one perk to Observe and Advice
10m range
Level 1
5% increased damage with all weapons
5% faster reload with all weapons
5% faster movement speed
May pick one perk to Observe and Advised
5% increase in bonuses for perks Observed and Advised
15m range
Level 2
5% increased damage with all weapons
5% faster reload with all weapons
5% faster movement speed
May pick two perk to Observe and Advised
5% increase in bonuses for perks Observed and Advised
20m range
Level 3
10% increased damage with all weapons
10% faster reload with all weapons
10% faster movement speed
May pick two perk to Observe and Advised
5% increase in bonuses for perks Observed and Advised
25m range
Level 4
10% increased damage with all weapons
10% faster reload with all weapons
10% faster movement speed
May pick two perks to Observe and Advised
10% increase in bonuses for perks Observed and Advised
30m range
Level 5
10% increased damage with all weapons
10% faster reload with all weapons
10% faster movement speed
May pick three perks to Observe and Advised
10% increase in bonuses for perks Observed and Advised
35m range
Level 6
15% increased damage with all weapons
15% faster reload with all weapons
15% faster movement speed
May pick three perks to Observe and Advised
15% increase in bonuses for perks Observed and Advised
40m range
Level 7
15% increased damage with all weapons
15% faster reload with all weapons
15% faster movement speed
May pick four perks to Observe and Advised
15% increase in bonuses for perks Observed and Advised
50m range
Observed and Advised:
Medic:
Adrenaline Surge: the tactician advises the medic in ways not only to treat his patients but to temporarily improve their performance. Any person the medic heals gains a 5% increase in movement speed for 5 seconds
Impromptu Surgeon: The tactician advises the medic how to wield his blades a bit better and the medic does 75% extra damage with the knife and machete
Support Specialist:
Efficiency increase: The tacticians advises the support specialist in more effective ways to use his weapon. 5% faster reload and 5% less recoil with support specialist weapons.
Sharpshooter:
Dangerously Focused:the tacticians advises the sharpshooter about a state of focus so strong it seems to slow the world down, but warns him of the added dangers such strong focus has. If the sharpshooter holds down the toggle iron sight button when he brings his sight up he triggers a forced Zed time(lasts 7 seconds) at the cost of 15 health, as well should anything manage find its way to harm the sharpshooter during and for 3 seconds after this Zed time he takes 100%(the bonus increase from higher levels of tactician reduce the extra damage) extra damage from it.
Note: This forced Zed time cannot be extended
Commando:
Nightvision: the tactician advises the commando in ways he can use his keen senses to improve his sight even further. The commando can see 8m around him as though it was light by a dim light
Goin' Rambo: The tactician advises his Kevlar-allergic commando ways to survive more easily. The commando gains a 5% resistance to all damage and moves 5% faster without Combat armour on.
Note: These particular Observe and Advise bonuses do not improve no matter the tacticians level. The Nightvision also only effects the commando, his allies are still stuck in the dark.
Berserker:
Bloody Wall: The tactician advises the berserker ways to soften blows and more effectively block attacks, but only when he is standing his ground. So long as the berserker is immobile he gains an additional 10% damage resistance to everything and has a 5% chance to deflect one incoming attack every 3 seconds.
Mighty Cleave: The tactician advises the beserker in a powerful technique
but also warn that it should only be used if absolutely necessary. If the berserker holds down the alt-fire button he will unleash a swing that pushes him to his very limits, the swing will hit all specimens in an arc in front of the berserker at the cost of 15 of the berserkers life.
Note: Mighty Cleave does not improve as the tactician levels nor does it do any additional damage over normal alt-fire it just hits more targets
Firebug:
Burn Smarter, Not Faster: The tactician advises the Flamebug in ways he can conserve fuel while still getting the same results. The flamethrower uses fuel 5% slower.
Flamin' Hugs: The tactician advises the firebug in ways he can take advantage of accidentally catching himself aflame. The first non-burning specimen a firebug comes into contact with has the flame transferred from himself onto the specimen.
Demolitions:
Improved Remote Detonation: The tactician advises the demolitions in ways to send the detonation signal more effectively. There is no increase in delay for the first 2 remote pipe bombs, the delay is from other pipe bombs is only .1 second, although 5+ pipe bombs still will not receive the detonation command.
Note: Does not improve as tactician levels
Improved Explosives: The tactician advises the demolitions in ways he can get a bigger boom for his explosives. All demolitions weapons have a 5% increased explosion radius.
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Difficulty Ranks
Private:
Difficulty is as it is; no change
Lieutenant(or Leftenant if you prefer)
This mode calculates the specimens stats as if there was one additional
player in the game, it also makes ZEDs slightly more durable with a 5% damage resistance to all damage.
Captain
This mode calculates the specimens stats as if there were two additional players in the game. They are also more durable with a 10% reduction to all damage
Commander
This mode calculates the specimens stats as if, you guessed it, there were 3 additional players in the game. They are also incredibly more durable with a 20% increase in damage reduction.
Big Boys
This mode perceives each player as 2 players making specimens stronger accordingly
Note: This are added on to existing difficulty modes for i.e Commander Suicidal, Big Boys Easy, Commander Normal etc etc.
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and that is what I got for the moment...sorry commandos STILL couldn't think of a new gun that wasn't completely outrageous...
Not sure how effective new difficulty settings would be...but thought they might increase the challenge nonetheless...
Thought the Tactician might make an interesting full support perk.
For those who've decided to read all the way through,
Thank you for your time
and even more thanks to those who put CONSTRUCTIVE criticism into their responses instead of just "lol you and your idea suxs lol lol"
New Weapons:
Compact Flamethrower:
Primary Perk: Firebug
Cost: 750
Weight: 4 blocks
Ammo Capacity: 50 fuel + 3 full reloads
A slightly smaller version of the flamethrower, designed to be more lightweight to allow for utility. On the downside, being as it is smaller it can't carry the same amount of fuel as a normal sized flamethrower, as well the flames are more concentrated meaning they burn out faster. The bright side to do this however is the flames burn hotter inflicting more damage.
SFP(Sonic Force Push) Grenades:
Primary Perk: Support Specialists
Cost: 100
Weight: 1 block(replaces frag grenades)
Ammo Capacity: 5 grenades
As the weeks pass since the beginning of the outbreak scientists scrambled to design new weapons to combat the specimens. One of the experiments was to reverse engineer a siren's scream, creating a grenade that would only harm specimens and leave any soldiers(or unfortunate civilians) unharmed. Though they failed to do what they set out for they manged to create a grenade that when detonated sent out a 'wall' of sonic energy forcefully shoving any living thing less than 100 kilos out of its explosion radius. Though usually harmless and nonlethal it has in some rare cases taken the head right off Zeds near the center of the burst.
Modified 9mm(w/ scope):
Primary Perk: Sharpshooter
Cost: 400
Weight: 5 blocks (replaces normal 9mm)
Ammo Capacity:15 rounds + 10 clips
This particular 9mm handgun has been modified for both increased power and long range accuracy. With an increased stopping and piercing power this gun is perfect for taking out specimens like Clots, Gorefasts, Crawlers, and Sirens from a distant quite sizable to that of a non-scoped 9mm. Unfortunately due to its new components the gun is a bit heavier than its normal counterpart, and due to the nature of its upgrades the recoil is astonishingly large if not used with both hands, because of this the gun's recoil can become quite a problem if fired rapidly.
Longsword:
Primary Perk: Berserker
Cost: 300
Weight: 6 blocks
This one-handed sword is heavier than the machete and not quite as strong as the axe, but it's reliable and does its job well.
Wooden Shield:
Primary Perk: Berserker
Cost:150
Weight: 4 blocks
Health: 50
Slows Melee Attacks: 10%
Slows Move(only when using): 25%
This wooden shield can only be used with the a one handed melee weapon or gun, it replaces the alt-fire of these weapons with protecting the user with his shield. The user can have his shield up for an indefinite amount of time however the shield can only take a limited amount of damage before it breaks. Not only that but when the user is defending himself he is not as mobile slowing how fast he can move. The shield does not protect the user from Siren's screams however it does have a 75% resistance to bloat bile. Husk's fire attack destroy this shield immediately if it is used to block it.
Iron Shield:
Primary Perk: Berserker
Cost: 400
Weight: 6
Health: 125
Slows Melee Attacks: 10%
Slows Move(when in use): 25%
Much like it's wooden counterpart this heavier shield can only be used with a one-handed weapon or gun. It functions in the same way except it is not destroyed instantly by Husk's fire attacks.
Remote Pipebombs:
Primary Perk: Demolitions
Cost: 800
Weight: 1 block
Delay: .5 sec (+.2 sec delay for each other remote pipe bomb within 4m, 5 or more pipe bombs within 4m will not receive the command to detonate)
Ammo Capacity: 2
These pipebombs mirror their counterparts in look and function. The primary difference is these bombs are set off by remote and not proximity. This comes with its drawback however, the bombs take a short period of time to receive the order to detonate and if there are too many near each other the signal may get lost. You may have both types of pipe bombs but you can still only carry the maximum number of pipe bombs you can carry(i.e a sharpshooter can have 1 remote and 1 pipe bomb while a level 4 demolitions could have 2 remote and 4 normal, or vice versa, maximum)
Kevlar Patches:
Primary Perk: Medic
Cost: 400
Weight: 4 block
Capacity: 2 patches
These patches are covered with a special solvent that when applied onto another Kevlar surface quickly melts and re-solidifies the 2 surfaces effectively combining them into one. each patch restores 10 health when applied to your own armor(via alt-fire), or 29 when applied to an allies armor.
Note:The patches do nothing on someone who does not have at least one point of combat armour
-----------------------------------------------------------------------------------------------------------------
Perks:
Medic Level 7:
Syringe Recharge: 200% faster
Syringe injections: 100% more potent
Bloat Bile: 75% resistance
Combat armor: 70% discount 80% better, spawns with
Movement speed: 25% faster
MP7M: 97% discount 110% larger clip, spawns with
Kevlar Patches: repairs 30 extra points(25 at 6, 20 at 5 etc etc.), carry maximum of 4(3 for perk level 5 and 6), 70% discount, spawns with 2
Support Specialist Level 7:
Shotgun damage: 65% higher
Shotgun penetration: 95% better
Extra shotgun ammo: 35% extra
More grenades capacity: 140% more
Extra Grenade effectiveness: 50% more
Shotgun discount: 75%, spawn with Hunting
Welding speed: 150% Faster welding/unwelding
Extra weight blocks: 70%
Improved Welding: Support specialists can weld doors to 125%. Only Support Specialists can repair a door over 100%(i.e if a door is at 115% only a Support Specialist can get it back to 125%)
Sharpshooter Level 7:
9mm, Modded 9mm, Handcannon, Rifle, Crossbow and M14 damage:
65% higher
Headshot Damage: 50%
9mm, Modded 9mm, Handcannon, Rifle, Crossbow and M14 recoil:
80% less
9mm, Modded 9mm, Handcannon, Rifle, Crossbow and M14 reloading:
70% faster
Handcannon.M14 discount: 75%, spawn with crossbow
Commando Level 7:
Assault Rifle Damage: 55% higher
Assault Rifle Recoil: 45% less
Assault Rifle Magazine: 30% larger
Assault Rifle Discount: 75%, spawn with AK-47
Stalker detection: 18m
Reload Speed: 40% faster
Enemy health detection: 18m
Zed-time extension: Up to 5 extensions
Berserker Level 7:
Melee damage: 120% higher
Chainsaw/Katana: 80%, spawn with chainsaw, body armor, wooden shield
Bloat bile resistance: 85%
Damage resistance: 30% can't be grabbed by clots
Melee speed: 30% faster attacks, 25% faster movement
Zed-time extensions: Up to 5
Shield Proficiency: 20% discount on iron shield(15% at 6 and 5, 10% at 4 and 3, 5% at 2 and 1), shields have 25% more life(20% at 6, 15% at 5 and 4, 10% at 3 and 2), Beserkers do not suffer an attack speed penalty while having a shield out but they still lose movement speed when using the shield.
Cleave: An alt-fire attack can hit one other enemy within the melee range of the beserker
Firebug Level 7:
Flamethrower Damage: 65% higher
Resistance to fire: 100%
Flamethrower range: 110% range
Flamethrower Discount: 75%, spawn with flamethrower and combat armour
Grenade enhancement: Grenades ignite enemies
Flamethrower reload: 65% faster
Flamethrower Capacity: 60% larger
Demolitions Level 7:
Explosives damage: 60% higher
Resistance to explosives: 55% more resistant
Discount on explosives: 75% spawn with M79 and body armour
Remote Explosives: 93% discount, spawn with 2 remote pipebombs
Extra pipe bomb capacity: 7 extra
Grenade capacity: 140% increases
--------------------------------------------------------------------------------------------------------------
New Perk:
Tactician:
Primary Weapons: None(Varies)
Level-up method: On the fence about this one, thinking damage dealt by allies of your secondary perk.
Observe and Advise: The tactician perks selects a secondary perk in additional itself he gains the benefits half his own level(rounded down, minimum 0, no higher than players actual rank for the perk) from that perk as well as improving any other player, within range, playing his secondary perk. At 2nd, 5th, and 7th level he may choose another perk to Observe and Advice each extra perk beyond the first gets an additional -1 to its level benefits so a level 7 tactician would get benefits like such:
7 tactician, 3 perk a, 2 perk b, 1 perk c, 0 perk d
His benefits to perks are granted to himself but only at their base value, he uses his tactics to improve combat performance something he excels at only in theory.
Note:You MAY NOT Observe and Advise the same perk multiple times. Only one tacticians Observe and Advice can affect anyone perk at a given time, multiple tacticians do not affect each other.
Level 0
5% increased damage with all weapons
5% faster reload with all weapons
5% faster movement speed
May pick one perk to Observe and Advice
10m range
Level 1
5% increased damage with all weapons
5% faster reload with all weapons
5% faster movement speed
May pick one perk to Observe and Advised
5% increase in bonuses for perks Observed and Advised
15m range
Level 2
5% increased damage with all weapons
5% faster reload with all weapons
5% faster movement speed
May pick two perk to Observe and Advised
5% increase in bonuses for perks Observed and Advised
20m range
Level 3
10% increased damage with all weapons
10% faster reload with all weapons
10% faster movement speed
May pick two perk to Observe and Advised
5% increase in bonuses for perks Observed and Advised
25m range
Level 4
10% increased damage with all weapons
10% faster reload with all weapons
10% faster movement speed
May pick two perks to Observe and Advised
10% increase in bonuses for perks Observed and Advised
30m range
Level 5
10% increased damage with all weapons
10% faster reload with all weapons
10% faster movement speed
May pick three perks to Observe and Advised
10% increase in bonuses for perks Observed and Advised
35m range
Level 6
15% increased damage with all weapons
15% faster reload with all weapons
15% faster movement speed
May pick three perks to Observe and Advised
15% increase in bonuses for perks Observed and Advised
40m range
Level 7
15% increased damage with all weapons
15% faster reload with all weapons
15% faster movement speed
May pick four perks to Observe and Advised
15% increase in bonuses for perks Observed and Advised
50m range
Observed and Advised:
Medic:
Adrenaline Surge: the tactician advises the medic in ways not only to treat his patients but to temporarily improve their performance. Any person the medic heals gains a 5% increase in movement speed for 5 seconds
Impromptu Surgeon: The tactician advises the medic how to wield his blades a bit better and the medic does 75% extra damage with the knife and machete
Support Specialist:
Efficiency increase: The tacticians advises the support specialist in more effective ways to use his weapon. 5% faster reload and 5% less recoil with support specialist weapons.
Sharpshooter:
Dangerously Focused:the tacticians advises the sharpshooter about a state of focus so strong it seems to slow the world down, but warns him of the added dangers such strong focus has. If the sharpshooter holds down the toggle iron sight button when he brings his sight up he triggers a forced Zed time(lasts 7 seconds) at the cost of 15 health, as well should anything manage find its way to harm the sharpshooter during and for 3 seconds after this Zed time he takes 100%(the bonus increase from higher levels of tactician reduce the extra damage) extra damage from it.
Note: This forced Zed time cannot be extended
Commando:
Nightvision: the tactician advises the commando in ways he can use his keen senses to improve his sight even further. The commando can see 8m around him as though it was light by a dim light
Goin' Rambo: The tactician advises his Kevlar-allergic commando ways to survive more easily. The commando gains a 5% resistance to all damage and moves 5% faster without Combat armour on.
Note: These particular Observe and Advise bonuses do not improve no matter the tacticians level. The Nightvision also only effects the commando, his allies are still stuck in the dark.
Berserker:
Bloody Wall: The tactician advises the berserker ways to soften blows and more effectively block attacks, but only when he is standing his ground. So long as the berserker is immobile he gains an additional 10% damage resistance to everything and has a 5% chance to deflect one incoming attack every 3 seconds.
Mighty Cleave: The tactician advises the beserker in a powerful technique
but also warn that it should only be used if absolutely necessary. If the berserker holds down the alt-fire button he will unleash a swing that pushes him to his very limits, the swing will hit all specimens in an arc in front of the berserker at the cost of 15 of the berserkers life.
Note: Mighty Cleave does not improve as the tactician levels nor does it do any additional damage over normal alt-fire it just hits more targets
Firebug:
Burn Smarter, Not Faster: The tactician advises the Flamebug in ways he can conserve fuel while still getting the same results. The flamethrower uses fuel 5% slower.
Flamin' Hugs: The tactician advises the firebug in ways he can take advantage of accidentally catching himself aflame. The first non-burning specimen a firebug comes into contact with has the flame transferred from himself onto the specimen.
Demolitions:
Improved Remote Detonation: The tactician advises the demolitions in ways to send the detonation signal more effectively. There is no increase in delay for the first 2 remote pipe bombs, the delay is from other pipe bombs is only .1 second, although 5+ pipe bombs still will not receive the detonation command.
Note: Does not improve as tactician levels
Improved Explosives: The tactician advises the demolitions in ways he can get a bigger boom for his explosives. All demolitions weapons have a 5% increased explosion radius.
---------------------------------------------------------------------------------------------------------------
Difficulty Ranks
Private:
Difficulty is as it is; no change
Lieutenant(or Leftenant if you prefer)
This mode calculates the specimens stats as if there was one additional
player in the game, it also makes ZEDs slightly more durable with a 5% damage resistance to all damage.
Captain
This mode calculates the specimens stats as if there were two additional players in the game. They are also more durable with a 10% reduction to all damage
Commander
This mode calculates the specimens stats as if, you guessed it, there were 3 additional players in the game. They are also incredibly more durable with a 20% increase in damage reduction.
Big Boys
This mode perceives each player as 2 players making specimens stronger accordingly
Note: This are added on to existing difficulty modes for i.e Commander Suicidal, Big Boys Easy, Commander Normal etc etc.
-------------------------------------------------------------------------------------------------------------
and that is what I got for the moment...sorry commandos STILL couldn't think of a new gun that wasn't completely outrageous...
Not sure how effective new difficulty settings would be...but thought they might increase the challenge nonetheless...
Thought the Tactician might make an interesting full support perk.
For those who've decided to read all the way through,
Thank you for your time
and even more thanks to those who put CONSTRUCTIVE criticism into their responses instead of just "lol you and your idea suxs lol lol"
Last edited: