• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Any Berserkers, Firebugs, or Demolitions here?

Nerf the Sharpshooter and the Commando, and maybe the Support (although he is probably fine tbh.) Otherwise, perks are fine. Its just weapon tweaks needed after that.

I agree with Medic being fine and balanced, but I would also think the Commando is as well. Hell, imo Support Specialist is stronger then Commando, with Sharpie being stronger then both.

Though imo only Sharpie really deserves a nerf, and Firebug/Berserker/Demo just deserve buffs instead (and new weapon for Firebug of course).
 
Upvote 0
Funny, since relatively few people online actually abuse this, or at least effectively. The m14 is much more effectively abused online:)
But they do have potential for fad-dage

Leave the katana alone.
It got a kindasortanerf already.
And the medic is just versatile, not "OP".
Leave them alone!
stop-picking-on-britney.jpg


The last thing I want to see in the new patch is a slow, squishy medic, a now nearly useless commando or a katana that now requires doubleclicks for each slash just because some people needed something new to whine over.
 
Last edited:
Upvote 0
Leave the katana alone.
It got a kindasortanerf already.
And the medic is just versatile, not "OP".
Leave them alone!
stop-picking-on-britney.jpg


The last thing I want to see in the new patch is a slow, squishy medic, a now nearly useless commando or a katana that now requires doubleclicks for each slash just because some people needed something new to whine over.
lol. chris crocker joke is funneh.
 
Upvote 0
@Undedd:
L4D tries to force you to play with your team through 'cheat' methods such as immobilizing you and letting you die if nobody else is around. Killing Floor simply rewards you for working together. What does this have to do with anything?

You're not even arguing against or talking about any of the points I have made. You blatantly disregard them in what I'm not sure is an intentional strawman argument or not. In fact, it seems like you're arguing for my position at some points.

Example. "Are you gonna tell me that the Firebug is overpowered because I took on 150 specimens single handed without taking a point of damage?" HMM, FAMILIAR. VEEEERY FAMILIAR.
I'm sure that some day, someone will solo suicidal with a knife, and someone else will do it with a 9mm, and yet another person with a bullpup.. Will you call zerker and commando overpowered if that happens?

Ahhh, that's where I know it from.

Undedd Jester said:
Your points on how the medic had 50% speed before and 25% now is kind of an invalid arguement tbh. Before there was no husk, no random fleshpound rage, plus gorefasts and Scrakes couldn't hit you on the move.

And again, what is this supposed to be for? I just said that medic recieved a nerf to his speed, and you confirm it. Okay? You're even more right than I am?



Firebug needs a new weapon, the katana is really only good in the hands of a non-zerker on hard/normal(IMO), crossbow should be more expensive, nerfed, and/or made useful only for the sharpshooter. I think most people here are in agreement.
 
Upvote 0
Commando along with support is pretty much your bread and butter perk that you pick if you can't decide what to play as.
It's never wrong to have those on your team.

Can't say the same about firebugs, demos and zerkers.
The latter is pretty much a solo perk while the former ones are very specialized on doing one thing and one thing only.
 
Upvote 0
I noticed someone mentioned berserker being weak for rambo style? seriously? lol I consider berserker a perk that I can rambo even on suicidal. ON hard I can rambo it even with just LAW. I know people consider medic to be easy to rambo with but as berserker u have crazy damage resistance and u cant be grabbed by clots(medics can).

Sure berserker takes a bit of skill and knowing map is important if u gonna play rambo on the move style.
 
Last edited:
Upvote 0
@ Lewt - Okay, I'll strip my argument down to its key overall point.

The Medic is not overpowered, and doesn't need a nerf. That was the argument.

----

To sum up my arguments into a few words, Medic and Firebug are my 2 top classes, and I find survivng as a Firebug a hell of a lot easier than Medic. Only thing I think the Firebug needs is a lower tier weapon to help low level firebugs get started on kills. Otherwise, he is fine.

Changes I see needing doing: -
- Xbow nerfing for all classes
- M14 ammo at least halved
- Sharpshooter nerf (but considerable thought put into the Xbow + M14 nerf)
- Katana nerfing for non Berserkers (I say make all weapons swing slower normally and make the Berserkers melee speed bonus even faster accordingly)
- Chainsaw headshot multiplyer fixing to 1.0
- Firebug lower tier weapon (Although if a higher one is added, as long as it isn't uber powerful, I'll not mind)
- Pipe Bomb limit introduced
 
Last edited:
Upvote 0
@ Lewt - Okay, I'll strip my argument down to its key overall point.

The Medic is not overpowered, and doesn't need a nerf. That was the argument.

----

To sum up my arguments into a few words, Medic and Firebug are my 2 top classes, and I find survivng as a Firebug a hell of a lot easier than Medic. Only thing I think the Firebug needs is a lower tier weapon to help low level firebugs get started on kills. Otherwise, he is fine.

Changes I see needing doing: -
- Xbow nerfing for all classes
- M14 ammo at least halved
- Sharpshooter nerf (but considerable thought put into the Xbow + M14 nerf)
- Katana nerfing for non Berserkers (I say make all weapons swing slower normally and make the Berserkers melee speed bonus even faster accordingly)
- Chainsaw headshot multiplyer fixing to 1.0
- Firebug lower tier weapon (Although if a higher one is added, as long as it isn't uber powerful, I'll not mind)
- Pipe Bomb limit introduced

That's all I can think of as well.
 
Upvote 0
@ Lewt - Okay, I'll strip my argument down to its key overall point.

The Medic is not overpowered, and doesn't need a nerf. That was the argument.

----

To sum up my arguments into a few words, Medic and Firebug are my 2 top classes, and I find survivng as a Firebug a hell of a lot easier than Medic. Only thing I think the Firebug needs is a lower tier weapon to help low level firebugs get started on kills. Otherwise, he is fine.

Changes I see needing doing: -
- Xbow nerfing for all classes Including sharpshooter? Well, either way. With it nerfed for the sharpy, how many hits should it take to kill a 6 man suicidal FP? 3? Personally I'd like to see it used as a weapon to deal a spike of damage or two before the target gets into range, -or- get a huge decapitation bonus that only applies if the target is already wounded. E.x., takes 3 or so shots for the sharpshooter to bring it down to 40%, then the last decaps it instantly. People on the forum know much more about the coding behind specimens' head health and such than I do.

- M14 ammo at least halved Definitely. Maybe with something else such as a firing speed limiter, nearly like the lever action, except without the reload-per-shot bonus the latter gets. Oh, and it's like 0.8 pounds per bullet. With the 9mm at around 0.6, and the handcannon at 2.5, this is way too low.

- Sharpshooter nerf (but considerable thought put into the Xbow + M14 nerf) Yep. Depends how they go about it though. I'd hate to be stuck using the lever more than the bow.

- Katana nerfing for non Berserkers (I say make all weapons swing slower normally and make the Berserkers melee speed bonus even faster accordingly) Seems like a cheap fix, but sure. Can't suggest anything better. Maybe make it harder to 1 hit weaker specimens with a headshot?

- Chainsaw headshot multiplyer fixing to 1.0 I miss why this was lowered anyway.. back in the original retail release I used the fire axe more than the saw- but I was definitely inexperienced.

- Firebug lower tier weapon (Although if a higher one is added, as long as it isn't uber powerful, I'll not mind) With the weight limits the way they are, it'll likely be 4 blocks, or more. I personally prefer more, so it'd force them to choose between the flamethrower and something else. No idea what the weapon for them could possibly be, seeing as how they already have fire 'nades.

- Pipe Bomb limit introduced Someone must be insane or a demo to disagree with this. On a hard game, a level 4 demo could just about FILL entire corridors with pipes if he truly wanted to between waves.

Bit of a complicated thing about the firebug. It's definitely a one trick pony in the sense I'd much rather have a full flamethrower to deal with a horde at close range, but the commando is so much more versatile, and doesn't sacrifice much.

Honestly I don't think any perk -should- be able to rambo the hardest difficulty with 5 dead players, as I said earlier. "Fixing" this would either mean another difficulty to make it harder, or waay more rebalancing than has been called for, with all the perks. Obviously a lot (most?) people don't agree with this.

Medic.. meh. The bonuses seem geared to
A: Reaching teammates and healing them quickly + effectively, with the armor allowing them to take risks to do so, AND
B: Kiting specimens easily and escaping situations that would otherwise mean death for a majority of players, then healing themselves afterwards.

If there were some way to make them only accomplish A, I'd be much happier with it.
 
Upvote 0
I think making the syringe count as melee movement speed would greatly help syringe medics such as myself. As i can't hit moving teammates to save my life. =/

Yeah did seem a little odd to me that the syringe is so much slower than the knife and katana given that medics are supposed to be encouraged to heal. I think being slowed down while you heal yourself is fair, cause lets face it you've got to stop and find a vain to inject yourself in the arm.

And anyone who is a little confused he means can't hit a moving target with the Mp7M... I only mention cause I double took for a minute :p
 
Upvote 0
I think making the syringe count as melee movement speed would greatly help syringe medics such as myself. As i can't hit moving teammates to save my life. =/
Have you been around pre-patch when healing has pretty much been a gamble due to messed up syringe hit detection that requires you to be as close to the target as possible as soon as it "hits"?
THAT was when you really can't heal moving teammates to save your life.
It's easy now, if the animation plays, you're healing.
 
Upvote 0
Have you been around pre-patch when healing has pretty much been a gamble due to messed up syringe hit detection that requires you to be as close to the target as possible as soon as it "hits"?
THAT was when you really can't heal moving teammates to save your life.
It's easy now, if the animation plays, you're healing.

I meant with the mp7, i'm just fine with the syringe.
 
Upvote 0
I don't think that's very realistic. I never try to take on FP's using only katana/axe. It just requires too much space and time.

1. xbow headshot
2. Weld door between you two while he rages
3. When he destroys door, his rage timer resets
4. 2 head shots to kill (kata if you miss)

Works especially well if he's in the back of a huge group. He'll rage kill everything between you two, then fizzle out once he kicks the door over. Two quick head shots and a terrifying situation just became a cake walk.
 
Upvote 0