I haven't played this much since Early Access due to disagreeing with the way the game was shaping up, and there's still some significant gripes I have with the game, but as KF2 is beginning to mature, I find myself better able to appreciate its...quirks compared to the first game.
Firstly, the elephant in the room: Weapon misalignments / recoil moving gun iron sights off the center of the screen.
I use a 1440p monitor and I've noticed several weapons [Mossberg, M14EBR] have their primary sights not perfectly centered on the screen, and weapons like the SCAR have their recoil rise high above the center of the screen during automatic fire. Bravo for making this intentional so someone like me can't put a piece of tape over the center of the screen and draw a crosshair and make it work like every other FPS game on the market, and double Bravo for making the bullets at least follow the weapon iron sights [I think], but the misalignment means trying to quickly use scoped weapons nearly impossible. This game's lacking a "Textured" scope option like in KF1 that I feel in general would make those weapons [and Sharpshooter as a whole] significantly easier to work with; for now, it just gives me a headache trying to work with this small portion of my screen moving all over the place at an inconsistent rate vs the rest of my screen.
Commando:
Tactical Reload as a perk is a good extra perk, as Commando weapons in general [stoner63 being the exception] don't need it, but they DO need +50% magazine size in order to kill Scrakes/FP in one magazine with Hollowpoint Rounds and Lv25 damage. My recommendation would be to give the Commando +50% magazine size as a passive and finding something to replace High Capacity Mags and Eat Lead with. I would recommend moving Prepared to Lv5 perk as well. More ammo vs faster reload sounds like what you were going with to start with, so why not?
Hollow Point Rounds is borderline Mandatory due to the recoil reduction, and the damage increase is too good to pass up over Eat Lead. Doing more with less ammo is always a good thing. It's curious that you've got the SA80 and the Stoner both at 30 damage, though, if it was 31 they would both meet the threshold of being able to one shot a Crawler with both passive damage increase and Hollow Points.
If you're going to keep the damage model you have for the L85A2 and the Stoner, how about a bit more reserve ammunition? 30 + 270 for the SA80 isn't particularily useful. If you're not going to increase the damage, perhaps give both of these weapons increased reserve ammunition when using your upgrade system? The issue with 30 damage is that it's not useful for getting over any of the significant HP thresholds the Commando needs [1.25x at Lv25 * 1.3 with HollowPointRounds = 1.625x, 30*1.625x =48.75, which won't one-shot a Crawler]
AK-12 having superior DPS when using burst fire vs the SCAR is an interesting design choice and I like it, and with the SCAR's base damage being so high it's useful off-perk, as well as being good enough to kill HVTs in one magazine with enough headshots on-perk. Great dynamic there.
General recommendations: SA80, Stoner needs slightly more power for longterm DPS and more ammo to be useful late-game as trash killing weapons [Stoner needs it to take down more High-Value-Targets without running out, if it's being used instead of the AK12]
M16 203 could use a larger ammunition reserve as well [grenades are fine, i'm talking about bullets]. Perhaps give more with the upgrade system?
Support:
In general is in a really good place, I'm happy with the weight changes since the Beta. M4 shotgun is debatable but the increased damage seems neat at least.
Got a change to play with the HZ12 Multi-Action, triple thumbs up from me. Excellent fit for trash killing role while having good damage vs Large Zeds, I could consider it a Damage-Per-Second alternative to the Double Barrel.
M4 Shotgun still doesn't fit in a loadout where you've got another shotgun and the AA12 or Doomstick. If you insist on it being more than 5 weight, perhaps consider giving Support +1 or +2 carrying blocks? I see you've moved the Double barrel from 4 weight to 5 at some point; with it being 6 weight at the moment, carrying three shotguns is a no-go.
Thank you SO MUCH for giving the AA12 more reserve ammo.
Sharpshooter:
I mentioned how the scopes wobble around so much, and they're misaligned on the screen, making it far more difficult to 'quickscope' / rapidly engage enemies while scoped in than the first game, especially with how fast all the enemies get on higher difficulties; that's the main thing I think is holding Sharp back.
Field Medic:
You guys got rid of the Armor regeneration on heal from the Beta? Aww, that was super cool though! But I love what you guys did with the symbiotic healing and the damage buffs now, super impressive work! Right perk tree is iffy imo but to each their own
Survivalist:
Like others mentioned, could use a serious rework. Here are my suggestions:
Weapon Harness; make it passive. +5 carry weight as a passive in addition to its existing universal damage increases would be enticing.
Looks like you guys are pretty deadset on giving Survivalist reload speed, both during ZED time and in general with the tactical reload. How about +25% to +40% reload speed as a passive, and finding something else for Lv5 perks? While we're at it, increasing weapon swap speed would be helpful too.
I have a suggestion to give Survivalist Rack Em Up as a perk as its only other weapon damage increasing ability [besides the 15% class bonus]. This would be extremely powerful, yes, especially with automatic weapons, but it would be a strong reason to pick Survivalist, AND it would reward players who have at least a decent amount of skill. You could tone it down, perhaps +5% per headshot [but still capping at +50% damage]? You could balance this by making it the Lv20 perk skill, balancing the other side with Spontaneous Zed-plosion + Make Things go Boom + i dunno +20% damage and maybe some recoil reduction for all weapons? I especially think Rack Em Up would give the Specialist so much potential while not completely skewing everything out of whack because having it apply to every weapon for the Specialist gives it so much more DPS...but the specializations for the other perks [magazine size, recoil reduction, parry buffs, support abilities such as healing buffs or giving ammo] make those perks worth playing. If we're going to make the Survivalist good at a lot of things, perhaps throwing in something to reward good aim like Rack Em Up would be enticing enough to make him viable at higher levels of play?
With this, Survivalist would get 1.725x damage, sure, but
Commando gets 1.625x damage + magazine size
SWAT has magazine size and flashbangs
Medic...isn't an offense class lmao what am i doing putting this here
Berserker has superior defensive buffs to make melee more viable
Demolitionist rockets ignore Siren Screams
Firebug...lol
Gunslinger has better recoil control, better base damage, AND has Rack Em Up already
Sharpshooter can do more damage with certain skills, AND has Rack Em Up
It's strong. It's very strong, but it'd be all Survivalist has for bullet damage. At least it'd work universally!