Sometimes I get ideas to enhance a perk to make it better, to help advance KF into a team game, without a huge nerf, or impossible code-oriented ideas.
I will place all of the ideas in this thread as they come to me.
Here are just a few of the ideas..
Let's start with the Sharp Shooter..
Do you think SS is overpowered? I do, but it is a vital perk needed to advance in the later waves, so this is what should be done... It has been suggested that a nerf on SS weapons need to be done, and once again, I agree. The crossbow needs to be a weapon that can pierce the easier foes, but needs to be a little more "team-friendly", it is obvious that the head-shot damage needs to be decreased, not by much, but just enough to give an FP or a Scrake enough time to rage, and get close enough to show them that they have had enough of their sh*t.
The M14EBR is too "spam-friendly", giving those with no real aim the possibility to rush any zed they please, tilt their camera upwards, and let the bullets fly. I have found a lot of people suggest a lower clip size, and I agree completely. If you are aiming for the head like you should be, then you will have no problems. If you rush into a mob of zeds hoping to clear them all out, and you realize that you have to reload, you will rethink your strategy...
while I agreed that some nerfing to this perk is necessary, something needs to be added in its place.. and what better than an attachment system...
We all love the level-action, but not everyone likes the iron sight, if we are going to decrease the damage of these guns, why not make it easier for them to hit their targets at a distance, like they are meant for. attachments like a selections of scopes.. I will go further with attachments on other weapons when I get to those perks..
Let's move onto the bug that loves fire..
The Firebug is in dire need of a buff, something to make it worth using, besides the fire grenades. The idea of incendiary ammo has been posted several times on this forum, and why not? Half the weapons have a large amount of recoil, or low damage, making them not worth using without a certain perk, but adding fire to those bullets may just be the thing we need.. someone managed to make a mutator already, so how hard would it be to add a change of bullet selection for the firebug on other weapons?
Another idea that has also been suggested is a gas can which you can purchase at the trader.. Here is my take on it...
The way the thread was typed, it seemed a bit overpowered, leaving a puddle of gas that would stay lit the entire round, I don't want this. The gas can should be tactical, you should have to pour gas in the areas you need blocked off, and then light them, so they stay lit for 15 seconds max.. enough to do some damage to incoming zeds, but not enough to fly through the wave with the entire area ablaze. If the firebug is conservative, he can lay down several lines of gas down in a single round if the team keeps up their defense, Traps like these will keep the teams alive..
you should also have the optional alt-fire option which lets you throw the gas can, and light the can to cause a wide area blaze, at least two times bigger than the fire grenade radius. This will be good as a last resort.
It is 12:30 in the morning, so i'm going to cut this list short, I will have more ideas up later today.
I will place all of the ideas in this thread as they come to me.
Here are just a few of the ideas..
Let's start with the Sharp Shooter..
Do you think SS is overpowered? I do, but it is a vital perk needed to advance in the later waves, so this is what should be done... It has been suggested that a nerf on SS weapons need to be done, and once again, I agree. The crossbow needs to be a weapon that can pierce the easier foes, but needs to be a little more "team-friendly", it is obvious that the head-shot damage needs to be decreased, not by much, but just enough to give an FP or a Scrake enough time to rage, and get close enough to show them that they have had enough of their sh*t.
The M14EBR is too "spam-friendly", giving those with no real aim the possibility to rush any zed they please, tilt their camera upwards, and let the bullets fly. I have found a lot of people suggest a lower clip size, and I agree completely. If you are aiming for the head like you should be, then you will have no problems. If you rush into a mob of zeds hoping to clear them all out, and you realize that you have to reload, you will rethink your strategy...
while I agreed that some nerfing to this perk is necessary, something needs to be added in its place.. and what better than an attachment system...
We all love the level-action, but not everyone likes the iron sight, if we are going to decrease the damage of these guns, why not make it easier for them to hit their targets at a distance, like they are meant for. attachments like a selections of scopes.. I will go further with attachments on other weapons when I get to those perks..
Let's move onto the bug that loves fire..
The Firebug is in dire need of a buff, something to make it worth using, besides the fire grenades. The idea of incendiary ammo has been posted several times on this forum, and why not? Half the weapons have a large amount of recoil, or low damage, making them not worth using without a certain perk, but adding fire to those bullets may just be the thing we need.. someone managed to make a mutator already, so how hard would it be to add a change of bullet selection for the firebug on other weapons?
Another idea that has also been suggested is a gas can which you can purchase at the trader.. Here is my take on it...
The way the thread was typed, it seemed a bit overpowered, leaving a puddle of gas that would stay lit the entire round, I don't want this. The gas can should be tactical, you should have to pour gas in the areas you need blocked off, and then light them, so they stay lit for 15 seconds max.. enough to do some damage to incoming zeds, but not enough to fly through the wave with the entire area ablaze. If the firebug is conservative, he can lay down several lines of gas down in a single round if the team keeps up their defense, Traps like these will keep the teams alive..
you should also have the optional alt-fire option which lets you throw the gas can, and light the can to cause a wide area blaze, at least two times bigger than the fire grenade radius. This will be good as a last resort.
It is 12:30 in the morning, so i'm going to cut this list short, I will have more ideas up later today.