Axe instead of armor

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Lacedaemonius

FNG / Fresh Meat
Feb 16, 2011
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?

If you're talking about level spawns for the torch it's:
Levels 0-4: Nothing
Level 5: Flamer
Level 6: M10 and Body Armor
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
Yeah, its an oddity alright. Although tbh in the grand scheme of things it doesn't really hamper the Berserker at all.

I feel that this change should come with a whole bunch of balance changes across the board.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,017
1,281
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Zerker has permanent armor. Literally. Back to spawning, I think every perk should spawn with their least powerful weapon on level 5 and said weapon plus armor on level 6.
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
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bwhgaming.com
i just hate spawning with the lvl 6 weapons, like the dbl brl shotgun, xbow, chainsaw, and mac10, when there's much better lower tier weapons (shotgun, henryrifle, machete, and flamethrower).

so i changed it on my serverperks.

its just when i play vanilla servers its annoying.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
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Behind You!
What I absolutely hate now is firebug spawning with flamer at level 5 and mac10 and level 6, when it should be the other way around. Flamer is much better weapon than mac10.

I remember asking about this from the Devs and they just said "Some people prefer mac10 over flamer"... Yeah it might have been the case back then because Mac10 was the NEW weapon but if youd ask the same question now I doubt that many would choose mac10. Or would they?
 

Lewt

FNG / Fresh Meat
Sep 5, 2010
404
112
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What I absolutely hate now is firebug spawning with flamer at level 5 and mac10 and level 6, when it should be the other way around. Flamer is much better weapon than mac10.

I remember asking about this from the Devs and they just said "Some people prefer mac10 over flamer"... Yeah it might have been the case back then because Mac10 was the NEW weapon but if youd ask the same question now I doubt that many would choose mac10. Or would they?

Personally I don't even like the mac-10, it's a full-auto 9mm with a tiiiny bit of fire damage added to it. Prefer the handcannon as a backup.

Level 5 and 6 firebug spawns make no sense as they are.
 

Johnny9

FNG / Fresh Meat
Jun 9, 2011
61
5
0
Chicago
I think it makes perfect sense, it's just backwards. You get the most powerful weapon at level 5 and the weaker weapon PLUS ARMOR at level 6. I sometimes wish the other perks worked the same.

As far as berserker, I am sometimes disappointed about the armor drop. but it just means I have to be more careful the first couple waves.
 
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Aze

Grizzled Veteran
Mar 19, 2010
1,423
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What you get currently and their worth with their discounts counted in (60% discount at level 5, 70% discount at level 6. Also remember that to get the actual sellprice, multiply by 0.75):

Commando
5 = Bullpup
6 = AK47
Worth:
5 = 160
6 = 300

Support Specialist
5 = Shotgun
6 = Hunting Shotgun
Worth:
5 = 200
6 = 225

Sharpshooter
5 = LAR
6 = Xbow
Worth:
5 = 200
6 = 800

Demolitions
5 = 2 Pipebombs
6 = 2 Pipebombs + M79
Worth:
5 = 450
6 = 390 + 375 (765)

Medic
5 = Armor
6 = Armor + MP7
Worth:
5 = 120 (armor cannot be sold)
6 = 90 + 90 (armor cannot be sold)

Firebug
5 = Flamethrower
6 = Mac10 + Armor
Worth:
5 = 300
6 = 150 + 300 (armor cannot be sold)

Berserker
5 = Chainsaw
6 = Chainsaw + Armor (no armor on Suic and HoE)
Worth:
5 = 400
6 = 300 + 300 (which cannot be sold, and is not gained at all on Suic or HoE)


What it should look like:

Commando:
5 = Bullpup
6 = AK47
Worth:
5 = 160
6 = 300
NO CHANGE! This perk is perfect!

Support Specialist
5 = Shotgun
6 = Hunting Shotgun
Worth:
5 = 200
6 = 300
To make this happen, the base price of the Hunting Shotgun has to go up from 750 to 1000, which is reasonable imo.

Sharpshooter
5 = LAR
6 = Xbow
Worth:
5 = 160
6 = 322
To make this happen, the baseprice of the LAR and Xbow have to be increased to 400 and 1075 respectively, but also include both in the Sharpshooter discount.

Demolitions
5 = 5 additional handgrenades (= 8 total)
6 = M79
Worth:
5 = 200 (handgrenades cannot be sold though)
6 = 325
To make this happen, the M79 has to be included in the Pipebomb discount (which not only put the level 6 value closer to the other perks, it also makes lowlevel Demo levelling easier, which is kind of harsh in terms of costs at the moment)

Medic
5 = Armor
6 = Armor + MP7
Worth:
5 = 120 (armor cannot be sold)
6 = 90 + 90 (armor cannot be sold)
NO CHANGE! Mainly due to the fact that you CAN'T change much, but also due to the fact that despite getting less starting cash than others, the Medic can also repair his armor for a much cheaper price than the other perks which is sort of an additional "spawn" bonus ^^

Firebug
5 = Mac10
6 = Flamethrower
Worth:
5 = 200
6 = 300
For this to happen the baseprice of the Flamethrower has to be increased from 750 to 1000, which is reasonable imo

Berserker
This one is tricky, thus i suggest multiple alternatives:
A) 5 = Machete/Fire Axe, 6 = Machete/Fire Axe + Armor
Worth: 5 = 100/150, 6 = 100/150 + 300 (of which the armor cannot be sold)
B) 5 = Machete/Fire Axe, 6 = Katana
Worth: 5 = 100/150, 6 = 300
C) 5 = Machete, 6 = Fire Axe
Worth: 5 = 100, 6 = 150

A would require no changes, but would be worth more than all other perks at level 6 (although, the armor cannot be sold and is highly in risk of being damaged anyway, so it's not totally unreasonable)
B would require the Chainsaw to be dramatically buffed and increased in price, to make sure that the Katana is not the strongest Berserker weapon.
C would be quite underwhelming in terms of starting money compared to all other perks...
 
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poosh

Grizzled Veteran
Jan 6, 2011
3,404
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Berserker doesn't need to refill his melee weapons, so I think it's ok for him to start will less worth weapons (in money equivalent) like machete and fire axe.
 

Aze

Grizzled Veteran
Mar 19, 2010
1,423
522
113
Berserker doesn't need to refill his melee weapons, so I think it's ok for him to start will less worth weapons (in money equivalent) like machete and fire axe.

Good point :)
 

͡ °๏Rɐnɐ-Sɐmɐ๏͡°

FNG / Fresh Meat
Dec 10, 2010
354
150
0
Horzine Biotics Lab
My point for the most part is that he LOSES things on higher difficulties and none of the others do, a demo doesnt start with just pipebombs, a sharp doest go back to the LAR (though i wouldnt mind that), and the commando would need to take the bullpup. For the most part, yeah this is a "fix me naoz" thread and it isnt really totally essential since most people can buy wahatever the heck they want by the next wave anyway. it's just a matter of fairness is all.
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,518
130
63
I remember asking about this from the Devs and they just said "Some people prefer mac10 over flamer"... Yeah it might have been the case back then because Mac10 was the NEW weapon but if youd ask the same question now I doubt that many would choose mac10. Or would they?
Personally I vastly prefer the mac10 over the flamer. I have loads of fun with hipfiring single shots at trash zeds at moderate distances and letting them burn out, plus it doesn't entirely engulf everyone's vision in flames.
I would agree that the flamethrower is more practical and powerful, though.
They're both so cheap that lvl 6 firebug will probably have everything he wants upon the first trader time anyways, so what's it matter?
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
Only reason I use the Mac-10 is its dirt cheap for the Firebug. Since I always share out my money ahead of buying up weapons for myself I find it suites me better to make do with the Flamethrower I'm so much more comfortable with and use the MAC as a backup.

Its decent against Gorefasts at least... but crap against everything else xD