I filled out the end-of-year survey and wanted to share some specifics as to why I gave certain weapons the scores that I did. If I don't mention a weapon here, it is good as is.
You can also find my Perk Skill Suggestions thread here.
You can also find my Perk Skill Suggestions thread here.
- Berserker
- Eviscerator: Slightly too powerful. I would recommend bringing down the damage slightly or making the ammo cost a bit more.
- Ion Thruster: Slightly too weak. Normal weapon use is fine, but it is hard to use the special ability effectively, and if you aren't close enough to a ZED when you use it, the special ability will be completely wasted (this happens often if you try and activate the special ability but get knocked back by a big ZED right before it activates). Perhaps extend the range of the special ability.
- Commando
- Support
- Field Medic
- HRG Healthrower: Too powerful. This weapon has amazing healing power with the spray alone, so maybe nerf the healing darts to the level of the HMTech-201 SMG.
- Corrupter Carbine: Slightly too weak. While a very effective weapon, it is super hard to be a good medic and heal your team with this weapon, especially at long range for which this weapon is supposed to be used. The seed should be able to auto-track to players like regular darts and heal them (but for less health than the corrupted ZED explosion).
- HRG Medic Missile: Too weak. While a fun idea, it's hard to stay alive with this weapon due to the minimum arming distance of 2.74 meters and therefore difficulty healing oneself with it. Since the explosion cannot hurt players at all, why not remove the minimum arming distance completely? Even if this seems too OP, I would be fine with increasing the weight slightly to compensate.
- Demolitionist
- C4 Explosives: Way too weak. I understand the requirement of C4 not being too powerful so that teams don't gang up on bosses with only C4 (like they did in KF1), but now no one ever uses C4. We should at least be able to upgrade it. Even with an increase in damage via upgrades, it cannot be easily abused because of the steep upgrade costs and increase in weight.
- Firebug
- HRG Scorcher: Too weak. This weapon definitely under-performs compared to same-tier weapons. The burn effect from the primary fire mode (and maybe secondary as well) needs to last much longer, while the impact damage can be reduced to account for the burn effect's extension (but overall giving more damage output). The primary fire burn effect only lasts for 3 seconds!!! A regular flare (in Firebug's Molotov Cocktail) lasts for a whopping 31 seconds! Flare weapons like this one should definitely rely much, MUCH more on DOT, making it more unique in the Firebug's arsenal.
- Gunslinger
- Sharpshooter
- HRG Head Hunter: Slightly too weak. This weapon would be more balanced if popping heads with the wave attack counted as a head shot for skills like Rack 'Em Up, even if base wave attack damage needed to be slightly reduced.
- M99 AMR: Slightly too weak for the price. If the price were reduced to 2000, it would match the ability of this weapon. The ammo is expensive anyway, so reducing the purchase cost would be fair.
- SWAT
- Riot Shield & Glock 18: Slightly too weak. The shield aspect needs to be more worth it and should have just as much resistance (if not more) as the Bone Crusher's shield (x0.3 damage multiplier instead of x0.4).
- Survivalist
- HX25 Grenade Pistol: With the relatively new ability to select your starting weapon as Survivalist, the Grenade Pistol is the obvious choice since it sells for more than the other starting weapons. Can the price be brought down to be equal with the other starting weapons?
- HRG Locust: Too powerful. This weapon is super easy to use and is highly effective against most any ZED. You can balance it by not changing anything about the weapon except making it cost 1400 (and therefore a tier 4 weapon, which would only give it 1 upgrade).
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