I like this gun. More so, I like the effective combination of a defensive weapon with the ability to heal my teammates from across the map (literally.)
The MP7 does fine in easy, normal, and sometimes hard. But even on hard, the 5th to 6th waves, if you got a full server, you got problems.
You end up wasting more ammo than you ever do hitting enemies, and that's saying something as all other in-game weapons have very low inaccuracies and recoil at higher perk levels.
The fact that the gun slows me down to a stop when I fire it, as well as does little to no body damage at all (headshots are a must) makes it the least optimal choice for medics.
I can simply switch quickly between my medigun and the shotgun and stay safer than I can with just using the MP7.
I know, balance and all. But this gun should only act the way it does if you aren't a medic. At lvl 5 medic I'm twice as likely to be buying a shotgun for twice as much money than I am going to be buying the MP7.
In suicidal, I won't touch it. It severely cuts down my usefulness, and although I'm a literal tank, I can't take anything out without the help of two teammates, so the trade-off is negative. That extra 150 gone out of my pocket would have been ammo, grenades or half a shotgun.
The medic, as he is, should always stay safe and should never be a tank. He needs to not get hit, so he should have a powerful and large ammo supply within a close range package to protect his weak armor and health.
As it is, tt just makes no sense that the guy who you want to keep safe and at a distance (which he can now do) so that he won't die has the most amount of damage resistance of ALL CLASSES.
Just as well, the class least likely to be in the fray and being vomitted on by bloats, has more bloat resistance than the zerker, who is always in the fray.
These seem to me, to be statistics way more suited to the beserker class, who hails power within the middle of destruction and in your face melee damage.
So, trade the medics stats for body armor and bloat resistance, for MP7 recoil and accuracy. Give more body armor effectiveness AND 100% bloat resistance to our zerker at lvl 6.
Simple solution, and would make far more sense than the current iteration of perk balance. The zerker would be more of your in-crowd tank control, your medic, your long range healer.
The MP7 does fine in easy, normal, and sometimes hard. But even on hard, the 5th to 6th waves, if you got a full server, you got problems.
You end up wasting more ammo than you ever do hitting enemies, and that's saying something as all other in-game weapons have very low inaccuracies and recoil at higher perk levels.
The fact that the gun slows me down to a stop when I fire it, as well as does little to no body damage at all (headshots are a must) makes it the least optimal choice for medics.
I can simply switch quickly between my medigun and the shotgun and stay safer than I can with just using the MP7.
I know, balance and all. But this gun should only act the way it does if you aren't a medic. At lvl 5 medic I'm twice as likely to be buying a shotgun for twice as much money than I am going to be buying the MP7.
In suicidal, I won't touch it. It severely cuts down my usefulness, and although I'm a literal tank, I can't take anything out without the help of two teammates, so the trade-off is negative. That extra 150 gone out of my pocket would have been ammo, grenades or half a shotgun.
The medic, as he is, should always stay safe and should never be a tank. He needs to not get hit, so he should have a powerful and large ammo supply within a close range package to protect his weak armor and health.
As it is, tt just makes no sense that the guy who you want to keep safe and at a distance (which he can now do) so that he won't die has the most amount of damage resistance of ALL CLASSES.
Just as well, the class least likely to be in the fray and being vomitted on by bloats, has more bloat resistance than the zerker, who is always in the fray.
These seem to me, to be statistics way more suited to the beserker class, who hails power within the middle of destruction and in your face melee damage.
So, trade the medics stats for body armor and bloat resistance, for MP7 recoil and accuracy. Give more body armor effectiveness AND 100% bloat resistance to our zerker at lvl 6.
Simple solution, and would make far more sense than the current iteration of perk balance. The zerker would be more of your in-crowd tank control, your medic, your long range healer.