Hello all. First time poster, long time lurker. Now I'll not skirt around the bush and start out with a disclaimer: I haven't had the game long, I only have one level 5 perk (my Medic) but I love this game. Now, I personally believe the Medic should get some new weapons. SMGs, naturally. Now before I give you guys a general overview of my ideas, as I feel I'm not yet certified to give out specific numbers pertaining to game balance, I would like to share my observations on interweapons balance in KF:
THE BALANCE OF TIERS
I have so far observed that, in Killing Floor, all tiers of weapons fulfill a perks given role adequately. The tier 2 weapons are more powerful overall than their tier 1 counterparts, but both weapons are different enough to warrant circumstances where both find more use than the other. The tier 3 weapons are more powerful than the tier 2 weapons
and are straight upgrades to the tier one weapons, creating the same relation between the tier 1&2 weapons but in reverse. Granted, this failed somewhat in certain cases (commando weapons) but it's a balance goal to aspire to. One of the best examples, I feel, is the (*cough*completely Imba*cough*) Sharpshooter weapons.
All the SS weapons fulfill the SS's role: Laying out tough monsters that come in small numbers quickly and efficiently (even if Sharpshooters deal a little too well with crowds... but that's another discussion). Now, the Crossbow is, overall and IMO, more powerful than the Lever Action. However, given that the Lever Action has a faster RoF and more ammo, it's better when dealing with greater amounts of weaker specimens and less likely to get overrun with, while the Crossbow is able to put bruisers like Fleshpounds and Scrakes down in one hit, something the Lever Action can't attest to.
The M14 is basically a more powerful version of the Lever Action in terms of gameplay. It has all the benefits of the Lever action in terms of increased mobility, faster RoF, and more ammo, but to a greater extent and has that nifty laser-dot sight for even better mobility, but is still incapable of taking out FPs and Scrakes in no time flat. Hence, it is more powerful than the Crossbow but the Crossbow has it's niche.
THE NEW MEDIC WEAPONS
WTF do Sharpshooter weapons have to do with these new Medic weapons? Are they going to be overpowered? Hopefully not. I'm using the SS weapons as an example for the tier balance of Medic weapons.
Now, first point is all Medic weapons should be viable in the Medic's role, meaning healing, meaning the weapons aren't going to do godly amounts of damage or any such nonsense. My idea revolved around making alterations to the healing dart between tiers, in such a way as to: Make the tier 2 more powerful generally than the tier one, while keeping them distinct enough to warrant use from either given circumstances favorable towards that weapon, the tier 3 an upgrade of the tier one, and the tier 3 more powerful than the tier 2, but both are viable in certain circumstances yadda yadda copypasta.
I suggest adding a tier 1 weapon and a tier 3 weapon for the Medic, as the MP7M seems about right as a tier 2 to me. The new tier 1 weapon would basically be an SMG with the same dart as the current MP7M, and slightly weaker combat viability (I.E. 1 or 3 points of damage or a slightly longer reload, etc. etc.).
The MP7M, at tier 2, would have the same healing dart with an adrenaline shot attached; maybe increasing movement speed, decreasing reload speed, adding some damage reduction, perhaps even adding immunity to the Grasp of Death from Clots. This would all count as a "medical injection", which would mean it's efficiency is increased by higher levels of Field Medic. At a cost, however, it would use up more "heal juice" per dart, something around 75-80 maybe (to allow for upgraded weaponry in the future; here's looking at you, tier 4s). And for god's sake, fix the restrictively and unnecessarily slow reload animation.
The tier 3 weapon would be slightly more combat viable than the MP7M and the dart would basically be the usual heal dart, only it delivers it's healing faster than normal. When the dart hits your ally, the "heal over time" component would do it's healing more quickly than a regular injection.
FYI, this is all IMO, OC!