KF A lot of suggestions

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Nado

FNG / Fresh Meat
Dec 6, 2012
26
0
0
WEAPONS
Nerf Axe: Remove the capability to stun Scrakes using the alternate attack.
Nerf MK23, .44 Magnum, Handcannon and Flare Revolver: They should weight 3 blocks each. Their dual versions should stay at 4 blocks.
Buff MAC-10: It should weight 3 blocks.
Buff Chainsaw: Add the capability to stun Scrakes using the alternate attack. Slightly increase the damage from normal attack.
Buff dual 9mm: It should weight 2 blocks.
Buff M99 AMR: Reduce its ammo cost to 180 per bullet. Slightly increase the time between shots.
Fix Single Piston Long Musket: Realign the crosshair.
Fix Z.E.D. and Z.E.D. MkII stats in trader: It shows as if MkII were much stronger than MkI, when it's the opposite.

PERKS
Nerf Sharpshooter: Lvl5 Sharp should spawn with MK23 or Magnum. Lvl6 Sharp should spawn with Lever Action Rifle (LAR).
Nerf Firebug: They should never spawn with Combat Armor. Lvl5 Bug should spawn only with MAC-10. Lvl6 Bug should spawn only with Flamethrower.
Buff Commando: Lvl6 Mando should spawn with MKb42.

DLCs AND OTHERS
Spawn with golden/camo weapons: A lvl5 Support should have the option to spawn with a camo shotgun if he/she has the DLC. A lvl6 Demolitions should have the option to spawn with his/her golden M79, etc...
Custom trader: To separate the weapons by perk was an excellent addition to the game, but the trader menu is still very messy. Let us remove weapons from the trader menu according to our will. For example, I don't want two Katanas in the Berserker tab, let me remove the normal one. Also, I will never buy an Machete in the trader, so why is it there? Let me remove it!
Voice pack DLC: In my opinion, the old characters (pure skins) seem hollow when compared with the new characters, because they have the same voice. To alleviate this problem, I suggest a DLC with several generic voices, like "angry man", "mad", "sexy woman", etc ... Characters without own voice (pure skin) could use these voices. New characters would have the option of using its exclusive voice or use one of these new voices.
 
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infntnub

Grizzled Veteran
Sep 25, 2012
2,300
109
63
Pennsylvania
Comments in parenthesis to your post ->

WEAPONS

Nerf Axe: Remove the capability to stun Scrakes using the alternate attack. (Um - no? Why would you request this...)
Nerf MK23, .44 Magnum, Handcannon and Flare Revolver: They should weight 3 blocks each. Their dual versions should stay at 4 blocks. (So a single gun = 3 but 2 would = 4.. 3+3 doesn't equal 4)
Buff MAC-10: It should weight 3 blocks. (ok - but how does this buff the weapon?)
Buff Chainsaw: Add the capability to stun Scrakes using the alternate attack. Slightly increase the damage from normal attack. (ok)
Buff dual 9mm: It should weight 2 blocks. (ok)
Buff M99 AMR: Reduce its ammo cost to 180 per bullet. Slightly increase the time between shots. (anything to make the weapon useable again sounds good)
Fix Single Piston Long Musket: Realign the crosshair. (yes, please)
Fix Z.E.D. and Z.E.D. MkII stats in trader: It shows as if MkII were much stronger than MkI, when it's the opposite. (didn't notice this before.. interesting - if it's true, please yes)

PERKS

Nerf Sharpshooter: Lvl5 Sharp should spawn with MK23 or Magnum. Lvl6 Sharp should spawn with Lever Action Rifle (LAR). (big yes to this - spawning with the perk's best weapon is like giving a demo m32 on wave 1)
Nerf Firebug: They should never spawn with Combat Armor. Lvl5 Bug should spawn only with MAC-10. Lvl6 Bug should spawn only with Flamethrower. (i'm indifferent on this - doesn't matter either way imo)
Buff Commando: Lvl6 Mando should spawn with MKb42. (how's this any different than spawning with an ak? minus the skin the guns are basically the same)
 

Nado

FNG / Fresh Meat
Dec 6, 2012
26
0
0
Nerf Axe: Remove the capability to stun Scrakes using the alternate attack. (Um - no? Why would you request this...)
To balance Berserker. At the moment, Berserker and Sharpshooter are the most financially viable perks because they spawn with virtually everything they need (in fact, Berserker spawns with everything he needs!). Berserker is the worst case because he doesn't even need to go on the trader. At least Sharpshooter needs to go on the trader to buy Crossbow ammo or a better pistol than 9mm.
I noticed that the failure in the Sharp's case is to give him powerful weapons early on, so I suggested changing the initial weapons. In the Zerker's case, he starts with one of the weakest weapons he has and yet it is sufficient for everything, so I suggest weaken the weapon. Zerker should do as all other perks, be forced to raise money to get a better weapon.
 

DarkFalz

FNG / Fresh Meat
Jan 12, 2012
236
16
0
Nado said:
Nerf Axe: Remove the capability to stun Scrakes using the alternate attack.

Absolutely not. If the you remove the Axe's ability to stun Scrakes, then all it is is a slower version of the Katana that weighs more. In other words, you've made it a completely useless weapon that no one would ever keep past wave 1. Even the Machete would be better than it.

Nado said:
Nerf MK23, .44 Magnum, Handcannon and Flare Revolver: They should weight 3 blocks each.

I can agree with changing the weight on the MK23 to 3 blocks and probably the Handcannon too, but not the .44 Magnum. In fact the pistols need A LOT more tweaking and rebalancing than just a weight change.

Nado said:
Buff MAC-10: It should weight 3 blocks.

Agree with infntnub. This doesn't really buff the MAC-10.

Nado said:
Nerf Sharpshooter: Lvl5 Sharp should spawn with MK23 or Magnum. Lvl6 Sharp should spawn with Lever Action Rifle (LAR).

I just don't think giving Sharp pistols as a spawning weapon is a good idea. If anything, it's buffing the perk IMO. Especially if you give them the MK23.

Nado said:
Buff Commando: Lvl6 Mando should spawn with MKb42.

How is this buffing the perk? The AK47 and MKb42 have almost identical stats so it makes no change at all. In any case, I prefer the AK over the MKb so I'm gonna say no.
 

Althamus

FNG / Fresh Meat
Mar 13, 2012
1,287
21
0
re: The axe, if you want to nerf it, give it slower swing speed. Making it not stun scrakes is a bad idea.

Similarly cocked eyebrow over the pistols and MAC10. Otherwise it seems OK though :)
 

Captain Howel

FNG / Fresh Meat
Aug 29, 2013
300
0
0
Guarding the Super Missile
To balance Berserker. At the moment, Berserker and Sharpshooter are the most financially viable perks because they spawn with virtually everything they need (in fact, Berserker spawns with everything he needs!). Berserker is the worst case because he doesn't even need to go on the trader. At least Sharpshooter needs to go on the trader to buy Crossbow ammo or a better pistol than 9mm.
Once again we see a case of rebalance suggestions to fix level 6 perks that disregard the fact that they would make the perks useless and/or painful to play at lower levels.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,815
234
0
weapons

nerf axe: remove the capability to stun scrakes using the alternate attack. well, it would just prevent zerks from carrying certain loadouts, but doesn't really balance anything. If anything should be changed with axe, is that it should have aoe removed (knife, machete and katana also). To balance zerker, i'd go for reduction of damage resistance.
nerf mk23, .44 magnum, handcannon and flare revolver: they should weight 3 blocks each. Their dual versions should stay at 4 blocks.
.44 doesn't not require any nerfing, really. One block more won't be even near enough to balance the flare gun. Mk23 - sure. Hc - could even weight 4 blocks once more.
buff mac-10:
it should weight 3 blocks. and i wonder why it's the only fb weapon that actually loses its incendiary characteristics offperk.
buff chainsaw: add the capability to stun scrakes using the alternate attack. Slightly increase the damage from normal attack. sure, but it will be still very far from being an usable weapon. The only way to see it used once more would be if the player retained his speed bonus while wielding chainsaw.
buff dual 9mm: it should weight 2 blocks. or even 1.
buff m99 amr: reduce its ammo cost to 180 per bullet. Slightly increase the time between shots. let's say 200 per round and remove ss 'reloading' speed bonus completely. Still will be broken, though. The best we could do is to euthanize this puppy and remove it from game altogether.
fix single piston long musket: realign the crosshair. and reskin it to something not as fugly.
fix z.e.d. And z.e.d. Mkii stats in trader: it shows as if mkii were much stronger than mki, when it's the opposite. someone even pays any attention to that?

perks

nerf sharpshooter: lvl5 sharp should spawn with mk23 or magnum. Lvl6 sharp should spawn with lever action rifle (lar). yeah.
nerf firebug: they should never spawn with combat armor. Lvl5 bug should spawn only with mac-10. Lvl6 bug should spawn only with flamethrower. fb is now the most popular starting class due to free armor. So yeah, sure. I think that people will start as medics next, though :d
buff commando: lvl6 mando should spawn with mkb42. ak and mkb are just so similar that this change doesn't really make any sense.

dlcs and others

spawn with golden/camo weapons: a lvl5 support should have the option to spawn with a camo shotgun if he/she has the dlc. A lvl6 demolitions should have the option to spawn with his/her golden m79, etc... who even cares.
custom trader: to separate the weapons by perk was an excellent addition to the game, but the trader menu is still very messy. Let us remove weapons from the trader menu according to our will. For example, i don't want two katanas in the berserker tab, let me remove the normal one. Also, i will never buy an machete in the trader, so why is it there? Let me remove it! not sure if it's an actual possibility code-wise. You know, sync between host and client and so on...
voice pack dlc: in my opinion, the old characters (pure skins) seem hollow when compared with the new characters, because they have the same voice. To alleviate this problem, i suggest a dlc with several generic voices, like "angry man", "mad", "sexy woman", etc ... Characters without own voice (pure skin) could use these voices. New characters would have the option of using its exclusive voice or use one of these new voices. yeah, why not. Not goona happen though :d
 

Althamus

FNG / Fresh Meat
Mar 13, 2012
1,287
21
0
Actually, another +1 to firebug L5 spawning with the MAC and FB L6 spawning with the FT.

At the moment, as a L6 firebug, not only can you kill everything on W1 really easily, but you're also the most well armoured (well, bar medic) and basically, you need to go afk to die on W1. Losing the armour would be nice to bring it a bit more in line.
 

Yoshijk

FNG / Fresh Meat
WEAPONS
Nerf Axe: Remove the capability to stun Scrakes using the alternate attack.
Nerf MK23, .44 Magnum, Handcannon and Flare Revolver: They should weight 3 blocks each. Their dual versions should stay at 4 blocks.
Buff MAC-10: It should weight 3 blocks.
Buff Chainsaw: Add the capability to stun Scrakes using the alternate attack. Slightly increase the damage from normal attack.
Buff dual 9mm: It should weight 2 blocks.
Buff M99 AMR: Reduce its ammo cost to 180 per bullet. Slightly increase the time between shots.
Fix Single Piston Long Musket: Realign the crosshair.
Fix Z.E.D. and Z.E.D. MkII stats in trader: It shows as if MkII were much stronger than MkI, when it's the opposite.

PERKS
Nerf Sharpshooter: Lvl5 Sharp should spawn with MK23 or Magnum. Lvl6 Sharp should spawn with Lever Action Rifle (LAR).
Nerf Firebug: They should never spawn with Combat Armor. Lvl5 Bug should spawn only with MAC-10. Lvl6 Bug should spawn only with Flamethrower.
Buff Commando: Lvl6 Mando should spawn with MKb42.

DLCs AND OTHERS
Spawn with golden/camo weapons: A lvl5 Support should have the option to spawn with a camo shotgun if he/she has the DLC. A lvl6 Demolitions should have the option to spawn with his/her golden M79, etc...
Custom trader: To separate the weapons by perk was an excellent addition to the game, but the trader menu is still very messy. Let us remove weapons from the trader menu according to our will. For example, I don't want two Katanas in the Berserker tab, let me remove the normal one. Also, I will never buy an Machete in the trader, so why is it there? Let me remove it!
Voice pack DLC: In my opinion, the old characters (pure skins) seem hollow when compared with the new characters, because they have the same voice. To alleviate this problem, I suggest a DLC with several generic voices, like "angry man", "mad", "sexy woman", etc ... Characters without own voice (pure skin) could use these voices. New characters would have the option of using its exclusive voice or use one of these new voices.

I agree with all of the above except for the fire axe, pistol, and armor nerfs. Fire Axe would be otherwise useless without stun, a single pistol weighing three but two weighing four makes no sense, and why take all the armor away? Reducing dual Beretta weight to two or even just one block is reasonable for how weak they are, and I also like price reduction on the M99's ammunition. It'd be nice if it were usable for waves other than the Patriarch round. Definitely yes on fixing the SP Musket's crosshairs too, they're awful.
Finally, yes on buffing AK spawn to MKb (42). It has a slightly faster rate of fire, and Commando's weak enough of a class for that to be acceptable. Giving the Berserker his 30% faster melee run speed with the Chainsaw would be a better buff than to give it stun ability in my opinion
 

Captain Howel

FNG / Fresh Meat
Aug 29, 2013
300
0
0
Guarding the Super Missile
Yeah, gosh, those Firebugs sure are overpowered, I hate how they keep killing all the Fleshpounds before I can get any and then acting like they're the most important member of the team. We should get rid of their armor. And while we're at it, let's remove a few Firebug weapons from the game; that'll teach them a lesson. Their arsenal is too big anyway.
 

Zombie Overlord

FNG / Fresh Meat
Jul 15, 2012
713
0
0
San Diego, California, USA
WEAPONS

Nerf Axe: Remove the capability to stun Scrakes using the alternate attack.
Nerf MK23, .44 Magnum, Handcannon and Flare Revolver: They should weight 3 blocks each. Their dual versions should stay at 4 blocks.
Buff MAC-10: It should weight 3 blocks.
Buff Chainsaw: Add the capability to stun Scrakes using the alternate attack. Slightly increase the damage from normal attack.
Buff dual 9mm: It should weight 2 blocks.
Buff M99 AMR: Reduce its ammo cost to 180 per bullet. Slightly increase the time between shots.
Fix Single Piston Long Musket: Realign the crosshair.
Fix Z.E.D. and Z.E.D. MkII stats in trader: It shows as if MkII were much stronger than MkI, when it's the opposite.

PERKS

Nerf Sharpshooter: Lvl5 Sharp should spawn with MK23 or Magnum. Lvl6 Sharp should spawn with Lever Action Rifle (LAR).
Nerf Firebug: They should never spawn with Combat Armor. Lvl5 Bug should spawn only with MAC-10. Lvl6 Bug should spawn only with Flamethrower.
Buff Commando: Lvl6 Mando should spawn with MKb42.

DLCs AND OTHERS



Spawn with golden/camo weapons: A lvl5 Support should have the option to spawn with a camo shotgun if he/she has the DLC. A lvl6 Demolitions should have the option to spawn with his/her golden M79, etc...
Custom trader: To separate the weapons by perk was an excellent addition to the game, but the trader menu is still very messy. Let us remove weapons from the trader menu according to our will. For example, I don't want two Katanas in the Berserker tab, let me remove the normal one. Also, I will never buy an Machete in the trader, so why is it there? Let me remove it!
Voice pack DLC: In my opinion, the old characters (pure skins) seem hollow when compared with the new characters, because they have the same voice. To alleviate this problem, I suggest a DLC with several generic voices, like "angry man", "mad", "sexy woman", etc ... Characters without own voice (pure skin) could use these voices. New characters would have the option of using its exclusive voice or use one of these new voices.


I read this and laughed. I simply could not help it.