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Looking for Balance & Feedback

I've created an account for the forums today just to put my complaints about the E.D.A.R.

Playing KF1 and KF2 on and off for a couple of years now due to work life and private life. I can really point out that the E.D.A.R is a real pain in the ass.

Challenge is good, but by gods. E.D.A.R's a tankier than Scrakes and Quarter Pounds. Decapitating them does no bleed / damage over time. And they act as if they are SWAT with full Armor. Playing Endless on Suicidal with my Level 20 Commando is a nightmare when facing E.D.A.Rs.

Feedback:

I. NERF E.D.A.R's. Bullet sponges with more difficulty and annoying skill sets but less rewards than Scrakes and Fleshpounds is terrible.

II. Buff Commando's SCAR-H. With 20 round magazine, it acts as a very expensive trash killer or a sub-par big zed killer. Even with Hollow Point.

III. Upgrade System needs to be balanced. It takes 3500 Dosh to up the gun to Tier V, and the out put is closer to a stock 1911 with very little ammo. The system can use less amount of cash for the similar upgrades, the Devs should see the Upgrade System as a type of 'Alternative' weaponry choice for players. If they love the MP5 and dislike the Kriss? Let them rank the MP5 up to the Kriss with the same amount of cash. EX: MP5 $650 -> $300 Lvl 1 -> $500 Lvl 2 -> $1000 Lvl 3

IV. Extended for the upgrade system, if you are to keep the price tag per upgrade, don't only have the damage increase. Add RoF. Reload Rate. Extended Magazines. Extra Ammunition. The current upgrade system only makes players hoard cash, and it really ruins the dynamics of team play.

V. Static Strikers feel lackluster. The animations and the feel of the weapon just feels off, for that price tag and the EMP skill to it, the Static Striker deserves a minute buff to it's output damage.

VI. Doomstick is as if it is a castrated Desert Eagle. Firing the Double Barrel has a more satisfying feeling and damage output compared to the Doomstick. I even checked, per shot the Double Barrel output's 250 damage. 25 per pellet x 10 pellets per shell. Whilst the Doomstick fires 6 pellets per shot at 36 damage. Equating to 216 damage per shot. Output for a quad barrel Alt-Fire is extremely lack luster. With a Doomstick, players like me want to wield it as if i could launch a Scrake to the moon with a point-blank quad barrel shot in the face.
 
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Bluntman420;n2320781 said:
<extremely salty comment that I do not agree with anymore.>

I was really salty about the EDARs and upgrade system, lol. I feel the EDARs are in a good place right now. Not as annoying but still add that extra challenge level. They look better too.

The upgrade system I guess grew on me. I enjoy upgrading lesser weaponry to see how they do and I do not mind the hunt for a nice balance in upgraded and non-upgraded weapons. I'd still like to see more from the system such as reload speed improvements, fire rate improvements, med dart recharge rate improvements, etc.
 
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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!
 
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Thoughts since Halloween Update for both Console and PC and only going to bring up the ones that are the most glaring:

Medic:
Issue: The recent HMTech-501 Grenade Rifle is currently too heavy and too expensive for it's strength. I understand the power lies in the utility of the grenades, which I completely agree are amazing.
Possible Fix: Decrease weight to 7, Decrease Max grenades to 6, Decrease Cost to 1600, Allow an upgrade to 8 weight that enhances the rifle.

Gunslinger: No isses with the actual class
Issue: SHOP
Fix: Take away non-Gunslinger singular pistols and only show the rifles and dual weapons (this obviously exludes the AF2011-A1, which I believe is the only specific singular).

EDARs:
I actually don't have an issue with their implementation, but I wish they would show up more reliably and less randomly.

I know my list is short, but these are the most glaring issues I see that affect outside of HOE (I play mostly Hard and Suicidal).
 
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RuneVivi;n2325505 said:
Thoughts since Halloween Update for both Console and PC and only going to bring up the ones that are the most glaring:

Medic:
Issue: The recent HMTech-501 Grenade Rifle is currently too heavy and too expensive for it's strength. I understand the power lies in the utility of the grenades, which I completely agree are amazing.
Possible Fix: Decrease weight to 7, Decrease Max grenades to 6, Decrease Cost to 1600, Allow an upgrade to 8 weight that enhances the rifle.

Gunslinger: No isses with the actual class
Issue: SHOP
Fix: Take away non-Gunslinger singular pistols and only show the rifles and dual weapons (this obviously exludes the AF2011-A1, which I believe is the only specific singular).

EDARs:
I actually don't have an issue with their implementation, but I wish they would show up more reliably and less randomly.

I know my list is short, but these are the most glaring issues I see that affect outside of HOE (I play mostly Hard and Suicidal).

agreed..the 501 needs a bit of tuning. the grenades are awesome to supplement the 401, but if you were to take the 501 as your primary weapon for the medic...you cant. it works wonders for holdout positions being able to keep aoe healing around, but as a weapon, it shoots soooo slow, so pretty much pitiful damage output compared to its ammo pool.

i like the idea of hte 501 being an aoe heal option for the medic, but man is it gimped otherwise. honestly, i'd take some reduction in its grenade effectiveness for addition of darts at a reduced effectiveness. also, medic needs weapon switch speed boost like yesterday.
 
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The Hemoglobin damage should be slightly increased more as well as its ammunition too! Because I found myself reloading more constantly rather than firing my weapon at the horde of Zeds. I honestly think that the Hemoglobin should have 10 shots and 180 ammunition on reserves.

And also perks should be able to reload faster on their assign weapons that is in their perks which should be a default passive ability within all perks.

What do you think about this? I honestly think this would be a very helpful update for new and veteran players.
 
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The Hemoglobin damage should be slightly increased more as well as its ammunition too! Because I found myself reloading more constantly rather than firing my weapon at the horde of Zeds. I honestly think that the Hemoglobin should have 10 shots and 180 ammunition on reserves.

And also perks should be able to reload faster on their assign weapons that is in their perks which should be a default passive ability within all perks.

What do you think about this? I honestly think this would be a very helpful update for new and veteran players.
 
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When playing on endless mode, the use of weekly challenges in the occasional round is very interesting and keeps me invested for much longer, however, I am fed up seeing "Up, up and decay". My top three perks at the moment are Support, Gunslinger and Commando, all good dps perks, but having to come up against fleshpounds and scrakes has never been so frustrating. Not only do all zeds during this wave have higher health, they also regenerate health, meaning some zeds can occasionally be immortal in that regard, I enjoy playing in larger groups of people and having to see certain people just be regarded useless (firebug) because of this regeneration.

Also, if scrakes are going to be angered during "Up, up and decay" Wouldn't it make sense for them to stop being so tempered when considering these factors of health regen?

With this considered, a couple tweaks to this wave type would mean that it can be considered a challenge like "Boom" and can stop being close to unplayable
 
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I do not know if the Survivalist needs a rework. If anything needs to be reworked, i would say his level 10 skills so that both sides of his skill tree give him Melee Expert. Everything else, I would think that it'd be better to buff his already existing skills, as well as give him a passive Weapon Switch Speed bonus

As for Field Medic, i have to wonder if his weapon tiering should be re-arranged

https://steamcommunity.com/app/23209...1607498371086/

And finally, one thing that will DEFINITELY come off as an unpopular opinion: I think the Berserker is actually underpowered. The reason I say that is that he really only becomes useful at Level 25 when he has all his skills. Without said skills, the only thing he really has is Perk Weapon Damage, while every other perk (including the Survivalist) have some amount of meaningful passives. IMHO, i feel like most of his skills should get nerfed so as to migrate some elements over to passives (Resistance and Parry being the big ones for me).
 
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I want to talk about the "Stand your ground" thing. I don't ask for major changes, only fix some minor things that are needless and rather annoying than strategical to deal with. First of all, i don't like how the money reward starts to drop when too many zeds enter the zone. It happends when it should not. I was very often in a situation when all of the zeds were about to die in the next few seconds, but there were just too many of them at the moment, i simply could not kill them all so instantly, and the money started to drop. I would certainly suggest either to increase the number of zeds that need to enter the zone to make the money reward start to drop, or to remove this feature completely, because having too many zeds in the zone already means that you have to leave it, and there is simply no need for this. Even the strongest perks in the game will have to run away from the objective. Just force the players to stay inside the objective until the end of the wave. Also i don't like that half of the players have to stay inside the objective. It is rather frustrating and needless, just one player from the whole team is more than enough. Being split from the whole team is already very challanging for all of the perks. When there are simply no enemies to kill, most of the players start to leave the objective to find enemies, and that makes sence, because it is really boring to stay and wait until they come. It often happends not only at the end of the wave, but at the middle of it as well. Another thing i don't like is that there is often not enough time to run to the objective if it spawns too far away. I try to stay in the very middle of the map but it still helps only about 75% of times. I understand that this was made to prevent players from getting money reward if they refuse to defend the objective at all and simply start killing zeds somewhere else, but if there are more than 2 players on the server, the objective timer still expires long before all zeds are killed.
Also i would like to ask for a poor Microwave gun buff. It needs either attack damage buff, or at least attack range buff. It is definitely too short, and even hard to see when does the weapon actually hit the enemy or not. While fighting scrakes and fleshpouonds, it is important to take advantage of the distance to the target and keep shooting them from far away. This is the thing that microwave gun lacks compared to the weapons of other perks that are good at killing scrakes and fleshpounds. Thank you very much for listening to my opinion.
 
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raise stoner 63A and probably L85A2 to 32 damage please, reduce rate of fire to compensate for unchanged dpm. these weapons are seldomly used by commando because of underpower. it could be significantly better by adding 2 pts damage.

There is a threshold between 30 and 32, and a 32 after a LV 25 commando+HPR it's 50. That's a threshold for 1-bodyshot stalkers.
 
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