I've had a quick search for an actual page for this supposed balance patch we are all expecting, and there is alot of stuff scattered about in various threads, but not an actual thread dedicated to it. So I decided to make one. This is what I personally see as being the ideal balance patch update, feel free to agree, disagree or add your own ideas
1) Sharpshooter Nerf
The obvious 1. There have been many ideas rattling around about this for months upon months and this is how I see it. The current problems with the Sharpshooter are: -
- he is insanely powerful and can kill anything short of the Patty with the Xbow in 1 hit.
- the M14 has far too much ammo compared to its damage output, and promotes spam
- any weapon capable of critical headshots gets a very large 50% boost to its damage, only 10% short of regular damage of the correct perk for that weapon.
To solve this I would imagine the best course of action is firstly to switch his damage bonuses over (so headshot damage is 60% and his weapon damage to 50%). Then have it so any non perk weapon he uses only gets 1/2 the headshot bonus (30%). This means that on something like a scar he would only get a 30% additional headshot boost. Still something to make the scar useful, but encourage keeping the sharpshooter on the correct line of weaponry. This will also promote headshots over body shots even more.
Next I would drop the M14 EBR's spare ammo by 1/2 so wasteful firing will hurt in later rounds. It might also be worth slightly slowing its fire rate. Not by much at all, but it would probably help stop players spamming shots too fast and getting carried away.
Finally I would buff the fleshpound to be resistant to headshots, like I suggested in this thread. http://forums.tripwireinteractive.com/showthread.php?t=41816&highlight=balance.http://forums.tripwireinteractive.com/showthread.php?t=41816&highlight=balance. As it stands the fleshpound is weak against quite alot, including headshots, explosives and doesn't fare particularly well against the SCAR and AA12. A headshots resistance buff would mean the Xbow can no longer 1 pop him, the scar wont be as effective and either make the Demo and Support more useful or make teams work together more.
2) Berserker Buff
Only thing the Berserker really needs is his chainsaw back to the way it was. Perhaps he could use a slight increase in damage resistance, but most importantly the chainsaws headshot multiplyer needs to be brought up from 0.25 to at least 1.0 if not 1.1. This would make the weapon once again useful for the Zerker, and bring him back in line with the strength of his other perks. I'm sure you all remember the devestation the Zerker used to reap
Also make the machete more useful, reduce its weight or make it moe powerful, or simply have it weigh 1 block and have the option to sell the knife to replace it with the machete (And have that as being the only way to sell the knife).
http://forums.tripwireinteractive.com/showthread.php?t=41169&highlight=machete+revivalhttp://forums.tripwireinteractive.com/showthread.php?t=41169&highlight=machete+revival
3) Firebug Buff
I used to be against the Thermal Lance idea of Temstar, but now that I've really thought about it his Thermal lance and my Blowtorch are pretty much 1 in the same in terms of its principle. However mine is slightly less overpowering and alot smaller (so it can be carried, and will be more useful for low level firebugs to get going). Here are the 2 weapon suggestions.
http://forums.tripwireinteractive.com/showpost.php?p=535320&postcount=1http://forums.tripwireinteractive.com/showpost.php?p=535320&postcount=1
http://forums.tripwireinteractive.com/showpost.php?p=566684&postcount=68http://forums.tripwireinteractive.com/showpost.php?p=566684&postcount=68
Their use is very similar, so as a compromise, how about a fairly large blow torch/lance but still within the constraints of 4 weight blocks, that does high DPS, is cheap, great for killing individual low and mid Zeds but struggles at taking down mobs (and of course is close range.)
4) Demo/LAW buff
Make the LAW weight 13 instead of 14 so the demo can still take his Pipe bombs, and give the Demo use of it for more ammo and discount to perhaps make it a viable weapon again. You could also make fleshpounds weak to it like it is against grenades (Assuming its headshots resistance is implemented) although to keep it balanced I would probably say only have it as 1/2 a weakness, not a full weakness. I mean lets face it you will probably on have time to fire the LAW once at a Fleshpound, and if it isn't enough to kill him outright then your team needs to be ready to unload once he rages. As is no sane player would use the LAW, as its just too dangerous as a support specialist and doesn't have a big gain. Whereas if a demo can get discount, ammo and still use his pipes, it might see the weapon revived.
In terms of perk bonuses the Demo could either get reduced smoke from explosives or a faster reload on explosive weapons. I lean towards less smoke since its the main reason no one wants a demo in their team.
Thats all I can think of at the minute, I may add more to it, and refine it a little more later on. Right ow I'm gonna go to bed
Tell me what you guys think
1) Sharpshooter Nerf
The obvious 1. There have been many ideas rattling around about this for months upon months and this is how I see it. The current problems with the Sharpshooter are: -
- he is insanely powerful and can kill anything short of the Patty with the Xbow in 1 hit.
- the M14 has far too much ammo compared to its damage output, and promotes spam
- any weapon capable of critical headshots gets a very large 50% boost to its damage, only 10% short of regular damage of the correct perk for that weapon.
To solve this I would imagine the best course of action is firstly to switch his damage bonuses over (so headshot damage is 60% and his weapon damage to 50%). Then have it so any non perk weapon he uses only gets 1/2 the headshot bonus (30%). This means that on something like a scar he would only get a 30% additional headshot boost. Still something to make the scar useful, but encourage keeping the sharpshooter on the correct line of weaponry. This will also promote headshots over body shots even more.
Next I would drop the M14 EBR's spare ammo by 1/2 so wasteful firing will hurt in later rounds. It might also be worth slightly slowing its fire rate. Not by much at all, but it would probably help stop players spamming shots too fast and getting carried away.
Finally I would buff the fleshpound to be resistant to headshots, like I suggested in this thread. http://forums.tripwireinteractive.com/showthread.php?t=41816&highlight=balance.http://forums.tripwireinteractive.com/showthread.php?t=41816&highlight=balance. As it stands the fleshpound is weak against quite alot, including headshots, explosives and doesn't fare particularly well against the SCAR and AA12. A headshots resistance buff would mean the Xbow can no longer 1 pop him, the scar wont be as effective and either make the Demo and Support more useful or make teams work together more.
2) Berserker Buff
Only thing the Berserker really needs is his chainsaw back to the way it was. Perhaps he could use a slight increase in damage resistance, but most importantly the chainsaws headshot multiplyer needs to be brought up from 0.25 to at least 1.0 if not 1.1. This would make the weapon once again useful for the Zerker, and bring him back in line with the strength of his other perks. I'm sure you all remember the devestation the Zerker used to reap
Also make the machete more useful, reduce its weight or make it moe powerful, or simply have it weigh 1 block and have the option to sell the knife to replace it with the machete (And have that as being the only way to sell the knife).
http://forums.tripwireinteractive.com/showthread.php?t=41169&highlight=machete+revivalhttp://forums.tripwireinteractive.com/showthread.php?t=41169&highlight=machete+revival
3) Firebug Buff
I used to be against the Thermal Lance idea of Temstar, but now that I've really thought about it his Thermal lance and my Blowtorch are pretty much 1 in the same in terms of its principle. However mine is slightly less overpowering and alot smaller (so it can be carried, and will be more useful for low level firebugs to get going). Here are the 2 weapon suggestions.
http://forums.tripwireinteractive.com/showpost.php?p=535320&postcount=1http://forums.tripwireinteractive.com/showpost.php?p=535320&postcount=1
http://forums.tripwireinteractive.com/showpost.php?p=566684&postcount=68http://forums.tripwireinteractive.com/showpost.php?p=566684&postcount=68
Their use is very similar, so as a compromise, how about a fairly large blow torch/lance but still within the constraints of 4 weight blocks, that does high DPS, is cheap, great for killing individual low and mid Zeds but struggles at taking down mobs (and of course is close range.)
4) Demo/LAW buff
Make the LAW weight 13 instead of 14 so the demo can still take his Pipe bombs, and give the Demo use of it for more ammo and discount to perhaps make it a viable weapon again. You could also make fleshpounds weak to it like it is against grenades (Assuming its headshots resistance is implemented) although to keep it balanced I would probably say only have it as 1/2 a weakness, not a full weakness. I mean lets face it you will probably on have time to fire the LAW once at a Fleshpound, and if it isn't enough to kill him outright then your team needs to be ready to unload once he rages. As is no sane player would use the LAW, as its just too dangerous as a support specialist and doesn't have a big gain. Whereas if a demo can get discount, ammo and still use his pipes, it might see the weapon revived.
In terms of perk bonuses the Demo could either get reduced smoke from explosives or a faster reload on explosive weapons. I lean towards less smoke since its the main reason no one wants a demo in their team.
Thats all I can think of at the minute, I may add more to it, and refine it a little more later on. Right ow I'm gonna go to bed
Tell me what you guys think
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