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steam acheivements and stats tracking

Yeah in my opinion a commando perk should gives knife bonuses. And maybe an explosive tipped bow :)
Modded Xbow only in shop available if perk = commando

Also thanks for the compliment, Noggin on Wheels :).
But beside killing Specimen you have healing, welds, jumps and damage given/taken as stats possible for achievements, i guess.
 
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I would like to see a perk layout similiar to CoD4 as i feel they pulled it off perfectly in that game, ie there are 3 slots
1. weapon perk (select any weapon related perk)
2. ability perk (perks which increase your running speed, welding speed, heal faster ect)
3. skill/random perk (stuff like being able to perform specialised actions/random perks that might be useful)
 
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Modded Xbow only in shop available if perk = commando

Also thanks for the compliment, Noggin on Wheels :).
But beside killing Specimen you have healing, welds, jumps and damage given/taken as stats possible for achievements, i guess.
How about simply replacing/modifying the weapon instead of having to have something separate on there?
Context-sensitivity is always great for simplifying how things appear without dumbing things down.

I would like to see a perk layout similiar to CoD4 as i feel they pulled it off perfectly in that game, ie there are 3 slots
1. weapon perk (select any weapon related perk)
2. ability perk (perks which increase your running speed, welding speed, heal faster ect)
3. skill/random perk (stuff like being able to perform specialised actions/random perks that might be useful)
While I think CoD4's perks are mostly bad and imbalanced (drop a grenade when you die? wtf. As if there isn't enough nade spam as it is. Then you have ones that are useless and no one would get.) I agree that we should be able to have multiple perks.

Though I'd prefer something tiered.
Like:
1. Generic Perk (Some perks you an get regardless of what your main perk is. Probably mostly weapon unlocks/attachments for weapons.)
2. Main perk. (medic, commando, support, etc like currently in KF)
3. Sub-main perk (3 specializations from medic, commando, support)

  • IE if you picked Medic your sub-perk options could be like:

  1. A perk that turns your syringe into like a stim pack where if you use it on someone for the next minute or 2 they get some bonus like over-healing them[giving them more hp than max] and making them immune to bile
  2. A perk like the first that makes people run faster after syringed. Or maybe that makes it so your syringe can be used as a weapon :p
  3. A perk that's another option which is focused on buffing yourself.
  • Then there'd be similar for Support

  1. A perk for improving welding and flame thrower.
  2. A perk for improving shotgun usage.
  3. A perk for improving LAW usage.
  • And so on. 3 options for sub-perks based on the main perk you picked. So you have the benefits for your main perk, which wouldn't take long to unlock. Then you can further specialize in other 3 perks, which'd take longer to unlock.
 
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Perks:



Commando
The SWAT:

All weapon damage is slightly improved, although the dualies and shotgun seem to be the weapons that perfectly fit you. Those also get an ammo upgrade and in the case of dualies an accuracy upgrade. Moreso, your flashlight dies at 60% slower, due to your efficent knowledge of how to use it without wasting battery life.

The Special Forces:
You are the master of close quarters combat. Melee speed, damage and running speed when melee out increases HUGE. Also, due to your close-combat nature, and thus your lessons in evading enemies, Clots can't grip you. You also receive less damage.

The Paratroopers:
Because of your comfort of use with the SA80a2 Carbine you are extremely effective with it. More damage, less recoil and a bit more accurate. Furthermore, due to your keen observation skills, Stalkers are even visible when cloaked to your highy trained eye.


Medic

The Healer:
Allows better TEAMMATE healing. The syringe is heavily improved for teammate healing, also gives them 125 hp instead of 100.

The Lone Wolve:
Allows for better SELF healing. The reload time for self healing is greatly decreased, also you get major resistance against bloat bile and somewhat against the siren scream

The Field-Medic:
This one has only slight improved overall heal-capacity(self and team), but gets a nice speed bonus, so he can get to teammates who need healing quick.


Sharpshooter
The Sniper:
Headshot damage increases exponentially, also, most weapons are able to sever a head of ANY specimen (except the fleshpund, which takes 2) in ONE shot.

The Camper:
Man you like nothing more then sitting in the back with a big stash of ammo, covering your buddies back whilst staying out of the fray. A clot there a scrake here and everybodies happy. 150% ammo increase for the crossbow, 35% for the Winchester. accuracy is somewhat increased.

The Eagle Eye:
You take aim. You breathe. You shoot. Nothing beats your accuracy. Most weapons get dead on accurate, except for ones that would be overpowered. Also reduced recoil.


Support
The Heavyweight:
You are one tough *** mofo. Due to this you can carry more grenades and ammo. Furthermore recoil is reduced quite a bit and the shotgun and handcannon are somewhat more powerful.

The Pyromaniac:
You love fire. You love heat. The flamethrower is your life and the welder your love.
Welding speed increased by 35% allowing for quick sealing of rooms. The flamethrower has more power due to your know-how on how to make things burn better and faster.

The Grunt:

You know the drill of the biggest of weapons. Hunting Shotgun is quicker to reload and a tad stronger, also more ammo for it. LAW unlocked, and more ammo capacity for it.


Feel free to edit and rework any of those perks as you see fit. I just think some of these are neat basic sets of perks. Also, couldn't really think of any good base perks, so Ill leave that up to you lot.
Mind, the berserker perk totally merged into the Green Beret sub perk.
For the berserker perk you could have a swordmaster(damage dealing) tank(damage taking) and street fighter (inbetween balance of the two).
 
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I like most of those ideas though. Though I think some sub-perks could also be giving weapon attachments or something. Like one of the commando's upgrades could give reduced recoil for SA80 and give it a scope.

Only one I'm in major disagreement with is lone wolf. Should be something that buffs the medics combat ability. You already have the +100% healing from the main medic perk, granted they could of changed balance on perks a lot.
And the teamate only thing.. I think it's better to just balance them with one having better healing and having the high overhealing, and another giving buffs like +speed, +reload speed to teamates, instead of one being for the selfless person.

And LAW unlocking for just the one?
I think it'd be better that support alone unlocks the LAW.
 
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There are lots of achievements, but we already really take advantage of Steam's stats system to create the persistant stat system. The perks system is quite different from the mod's, and has been greatly expanded. The perks are tailored to how people play, so if you do a lot of healing your medic stats go up and you could gain medic perks, if you do a lot of melee your berserker stats go up and you get melee related bonuses. We've also got some cool weapon related bonuses from the perks that I don't think we've described anywhere yet. Anyway, in general its a really cool system and should give people months of things to work for and grow their player over time.
 
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There are lots of achievements, but we already really take advantage of Steam's stats system to create the persistant stat system. The perks system is quite different from the mod's, and has been greatly expanded. The perks are tailored to how people play, so if you do a lot of healing your medic stats go up and you could gain medic perks, if you do a lot of melee your berserker stats go up and you get melee related bonuses. We've also got some cool weapon related bonuses from the perks that I don't think we've described anywhere yet. Anyway, in general its a really cool system and should give people months of things to work for and grow their player over time.

My questions are, if one set of perks seems overpowered/overused, will it be nerfed? And, when for example, you are really good with the knife, and it sorta turned from a last-resort to a main weapon for you, will there be perks that boost it into the main weapon category?
 
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My questions are, if one set of perks seems overpowered/overused, will it be nerfed? And, when for example, you are really good with the knife, and it sorta turned from a last-resort to a main weapon for you, will there be perks that boost it into the main weapon category?

We'll always be keeping an eye out for balance. However, the best teams are going to be teams that mix and match their perks. It doesn't do much good if you've got a whole squad of guys with the support perk running around with the rocket launcher and your team is getting owned by fast moving close range Zeds. Likewise, it won't help much if your whole squad has high level medic perks and you don't have anyone with the heavy firepower to help kill the boss. Balance wise though we can do a lot since the game is COOP, if something is a bit too powerful its only bad for the Zeds :)
 
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We'll always be keeping an eye out for balance. However, the best teams are going to be teams that mix and match their perks. It doesn't do much good if you've got a whole squad of guys with the support perk running around with the rocket launcher and your team is getting owned by fast moving close range Zeds. Likewise, it won't help much if your whole squad has high level medic perks and you don't have anyone with the heavy firepower to help kill the boss. Balance wise though we can do a lot since the game is COOP, if something is a bit too powerful its only bad for the Zeds :)

Yeah but I'm worried if I hop in a pub and everyone has their Medic completely built out but none has Support for example, you are ought to get owned. Anything to counter that problem:p?

On a side note, I think its pretty cool you actually communicate with your fans for suggestions (see the above perks I made) and implent them, rather than just balance changes. Really cool and rare in this industry (Only one who HAD that level of working with the community is Epic, but the deteriorated that pretty quick with their focus on consoles.) Alex did this as well (I suggested the Berserker perk can't be gripped by clots) And voila, it would have been implented in 2.5
 
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The perks are tailored to how people play, so if you do a lot of healing your medic stats go up and you could gain medic perks,
I'm glad to hear there are multiple for medic.

I hope they are a tier choices type thing though. =]
I'd like it where you pick the basic "class", then further specialize with another choice under it.

At least that's what I hear when I read that. Or maybe it's just linear progression.

I hope for generic perks and choosing multiples though.. Like 1. generic perk. 2. base perk. 3. another perk based on your base perk.

Then maybe you can have unlocks that are improving those 3 sets of perks you can choose from rather than having a long linear progression thing for each class..
Yeah but I'm worried if I hop in a pub and everyone has their Medic completely built out but none has Support for example, you are ought to get owned. Anything to counter that problem:p?
Wouldn't being medic be better than no perk unlocked? Sure it should be a problem on suicidal, but if it's normal, or hard and you're good, I wouldn't imagine so.
 
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