Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
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/
Imo, Medic needs a pretty hefty rework, not just a rebalance on numbers. The perk tree and passive could both seriously do with some tweaks, as could some of its weapons.
Here's my take on it:
Passives:
All remain the same except for the following:
Movespeed bonus is removed
You now have...
I guess, but I guess they meant armor-piercing BULLET SMG. The Nailgun is specifically dealing Piercing damage; I could see this gun doing SMG_Piercing, being a hybrid of both damagetypes' strengths and weaknesses. I can see this damagetype being given to P90 too, btw.
I'd rather they changed up the imbalanced tier 1 choices and the passives.
What we currently have (among other things of course):
Tier 1 left = +35% damage
Tier 1 right = +100% magsize
Passive damage = +20% damage (at level 25)
Passive reload = x0,8 reload (at level 25)
I'd change it to...
It's not entirely about nerfing Demo, it's about making the RPG less oppressive as the "king of all weapons" for the Demolitionist. And the Deagles and Clobber are in a similar boat for their perks.
However, balancing isn't a "black-or-white" ordeal. It's not just going with "nerf nerf nerf" to...
Dude. I told you to stick to the bloody subject! We're not talking about my document here - we're talking about Demolitionist's weapons, RPG moreso. Just because I have my document stickied doesn't mean it has to be brought into the discussion as well. So please, ignore the document, it's not...
None of that was relevant to what was being suggested though. You're speaking of my ideas in my megadocument, which is still very heavily WiP and inspired by other, better balanced games (Deep Rock Galactic, being one of them) - the document not being the point of the discussion right here...
A quick reponse to this: That statement is actually untrue. It reloads 25% faster with elite reloads (i.e. 0,8x reloadtime). But reloadspeed is so non-meta, sadly.
----
The RPG - and Demolitionist as a whole - is a bit complex in regards to how it should be rebalanced.
First question: Is it...
If anything were to be done like this, I'd merge Assassin and Ranger into one effect (i.e. headshot bonus + stun), while the new ZT skill could be a TONED DOWN version of the one from WWL. Perhaps?
This is almost entirely true. Only error is that one actually does do more damage with headshots in KF2. Just 10% more, but still.
And the head vs body pool is technically correct; If you have 4x more bodyhealth vs headhealth, you deal 4x more damage on headshot... sorta. Aside from damagetype...
I already know about everything you're talking about here... I feel you missed an important line of mine:
"and if shooting the weakspots with precision weapons, it should simply deal more damage."
(Weakspot includes heads, fyi.) You know, like most other games?
Lemme explain it with numbers...
Something I would like is:
No more "head health" vs "body health".
The only thing this mechanic does is create a huge rift between precision perks/weapons and chaos perks/weapons. The enemies should just have ONE healthbar, and if shooting the weakspots with precision weapons, it should simply...
And this is exactly why I've repeatedly been suggesting to add Ballistic Impact to its explosion attack (so you have melee+impact+explosion), so you can do extra headshot damage with it too. I've even said it should have the same Scrake-multiplier as the RPG, so it's an ACTUAL heavyhitter.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.