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Balance thread (Big post! Please contribute!)

Aze

Grizzled Veteran
Mar 19, 2010
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There has been a lot of discussion about balancing the perks and weapons, in various amounts of threads. In an attempt to keep it concise, here is this thread, trying to make it into one huge thread where everyone can contribute ideas.

NOTE: I know that bugs needs first priority, but this thread is things that could be considered to be done AFTER relating bugs were to be fixed. So keep that in mind.

I will start with all of my ideas and thoughts (and explain them as well). Comment on them if you will, or just add own thoughts of balance!

NOTE 2:
White text = Change that is neutral, or be just as much a buff as a nerf depending on situations etc
Green text = Buff from the player's perspective (for specimen-changes, it means that the specimen is now weaker)
Blue text = Nerf from the player's perspective (for specimen-changes, it means that the specimen is now stronger)


---SPECIMEN---

GENERAL:
* The ZEDs should not dodge handgrenades...

FLESHPOUND:
* Now should no longer be kiteable. If it swings and misses: Ragetimer is only paused. If it is broken out of its line of sight: Ragetimer is only paused. This means: No more simple Berserker kiting.

STALKER:
* Should now move while attacking, making this specimen A LOT more deadly

HUSK:
* Husk's melee attack is now gone, but replaced with something far more annoying (and a REASON why he, despite being a ranged specimen, WANTS to walk closer to you): He now has a shortrange flamethrower-like attack at the closer ranges! It deals the same damage as the fireballs, has the same rate of fire, but it penetrates through the player and is impossible to dodge. Be sure to kill this bad boy quick! Berserkers: Now advised to not try to engage them in melee combat at all :D However, for the Firebug, this is a nerf to the specimen, as now the Husk can never hurt the Firebug at all (since the Husk now only has Firebased attacks!)


---PERKS AND WEAPONRY---

FIREBUG AND FIREBUG WEAPONS:
* All burn damage (the damage over time) is now dealt over only 8 seconds, rather than over 10 seconds. This means a pure dps-increase (all damage-ticks are done every 0,8 seconds rather than every 1,0 seconds)
* In addition, the burn damage should now be constant (for example, 50 damage every tick), instead of how it works at the moment (it starts with low damage, like 25, then increases over time, to like 75). That should make the DoT more useful on higher levels.
* Furthermore, as soon as you ignite a specimen (and for as long as they are burning), they should now IMMEDIATELY be slowed down by 20% (currently, they are only slowed down while they are panicking, which makes it a rather pointless slowdown). This would make Firebug really useful on higher difficulties!
* Mag and ammo bonus down to 50% at level 6 (down from 60%)(and appropriately rescaled for the lower levels)(and also properly written in the perk tooltip to be ammo AND magsize). This is due to some other changes, to balance ammo for the Firebug.
* Flamethrower total fuel up to 500 (up from 400)(With the Bug's magchange, you end up with 750 at level 6, up from 640)
* Flamethrower cost increased to 1000 (up from 750)(To even out the perk's starting money)
* Flamethrower now belong to keyslot 4 again (instead of the current 3, no need to be in slot 3 at all)
* Husk Cannon cost reduced to 2500 (down from 4000)(it just costs way too much for what it does)
* Husk Cannon ammo up to 240 (up from 150)(Gives 360 ammo at level 6, up from 240)
* Husk Cannon charges up a bit faster (charge-up and rate-of-fire perhaps improved by Firebug's reload speed bonus?)
* Husk Cannon charge-up amount shown WHILE charging, not after the shot is launched
* Husk Cannon bugfix: Damage should be based on ammo consumed in its charge, not based on the time it has been charged.
* Husk Cannon burn damage increased by 50%!
* Husk Cannon headshotmultiplier reduced to 1,1x (down from 1,5x)
* Husk Cannon should be weaker against Scrakes. The Scrake should have a 50% resistance to the IMPACT damage (burn damage should deal full damage as normal). This is to stop the weapon from being able to stun them (Max charge does 750 impact damage. With Firebug bonus at level 6, that is 1200 damage. With the Scrake's resistance that is 600. Even with a headshot, that is 660 damage. To stun Scrakes you need to deal 667+ damage.)
* Husk Cannon secondary fire could be a "cancel charge"-button perhaps? (Alternative idea would be to have secondary fire shoot a fast, short, penetrating flamewave similar to the one proposed for the Husk specimen, which uses 5 energy and deals medium damage etc)
* Trenchgun now belong to keyslot 4 (instead of the current 3, no need to be in slot 3 at all)
* Trenchgun damage nerfed to 12 damage per pellet (down from 18, and thus, total initial damage down to 252, from 378)
* Trenchgun damage compensated for Firebug by now scaling with Firebug damage bonus! (It doesn't currently). Total damage at Firebug level 5 is the same as the Trenchgun's current damage and level 6 is slightly higher! (403 initial damage!).
* Flare Guns headshotmultiplier reduced to 1.1x (from 1.5x)
* Flare Guns impact damage reduced to 90 (down from 100)
* Flare Guns weight and ammo changed:
Single = 60 ammo and 2 weight (Level 6 Firebug has 90 ammo)
Dual = 120 ammo and 4 weight (Level 6 Firebug has 180 ammo)
* Level 5 Firebug spawns with Mac10
* Level 6 Firebug spawns with Flamethrower (only)

DEMOLITIONS AND DEMOLITION WEAPONS:
* "New" perk bonus (aka, no longer hidden): Rockets and launcher grenades gets a discount. Up to 30% at level 6. What's new about this bonus though is that (imo) handgrenades should also benefit from this discount!
* New perk bonus: Upon death, you EXPLODE! Damage similar to a pipebomb or so? Would spice up Demolitions gameplay quite a bit i bet hehe
* New perk bonus: Can cook handgrenades! What that means is that you can hold your grenadethrowing button to make the handgrenade throw delayed, so it detonates sooner after you throw it. Should be used carefully though, so you don't blow yourself up by delaying it for too long...
* The Handgrenade (and rocket) amount bonus change from a percentage-bonus to an absolute bonus (And fix the display to also say that it benefits for the LAW...). From +0 up to +6 extra ammo, amount directly related to perk level (+1 per level). This still means, max 11 handgrenades at level 6!
* LAW base rocket amount increased to 18 (up from 10), which equals 24 rockets at level 6 (due to the changed ammobonus).
* LAW weight decreased to 12 (down from 13)
* LAW damage increased to 1050 (up from 950)(Allows for a level 6 Demo to 2shot a Scrake or FP if its aimed at their upper chest)
* M4+M203 weight POSSIBLY increased to 7 (up from 6)? (Sacrifice pipebombs or M32 for better selfdefense...)
* M4+M203 cost reduced to 2000 (down from 3500)(it's way overpriced)
* M4+M203 also benefit from the handgrenade+rocket amount bonus (equals up to 18 grenades at level 6)(perk tooltip also edited to show that the M203 benefits from it ofc)
* M4+M203 no longer autoreloads the nade launcher after use, you now have to click the secondary fire again to reload it
* M4+M203 base magazine reload speed (both this and the M4) made about 25% faster (not the grenade, only the bulletmag)
* M79 discount is equal to the Pipebomb discount now instead (cheaper for lower level players, and equalizes starting money)
* Pipebomb max discount (and also the discount for M79 as suggested above) raised to 76% (up from 74%, (and appropriately rescaled for the lower levels). This means M79 now costs 300 dosh at level 6 (further equalizes starting money)
* Level 5 Demolitions spawn with 7 additional Handgrenades (which means a total of 10)
* Level 6 Demolitions spawn with only M79 (to equalize starting money)

COMMANDO AND COMMANDO WEAPONS:
* Damage bonus up to 60% at level 6 (up from 50%)
* Bullpup weight down to 5 (down from 6)(to make it have some more use)
* M4 base reload speed (both this and the M4+M203's rifle-part)) made about 25% faster (reload speed between the AK47 and the Bullpup, rather than slower than both)
* Commando also gets discount on M4+M203 (the weapon could have a split perksymbol, so it is notified that it is for both Commando and Demolitions)
* Bullets from M4+M203 levels and benefits from all Commando bonuses. Damage, mag, ammo and everything. The grenades get no bonuses (except reload speed, since that's a general bonus for the Commando).
* SCAR weight up to 6 (from 5)
* FN FAL price reduced to 2000
* FN FAL damage reduced to 55 (down from 65)
* FN FAL now penetrates once (Second target only suffers 50% damage)
* FN FAL total ammo reduced to 240 (leaves it at 300 at level 6)
* FN FAL weight up to 7 (this, combined with the SCAR weight change, means you only have 1 spare block, which is a high enough tradeoff for taking the 2 strongest assault rifles together, i guess)
* Thompson recoil increased MASSIVELY (among the highest recoils of all Commando weapons?)
* Thompson weight increased to 6
* Thompson base magsize increased to 50 (and use a drummagazine!)
* MKB42 I'm unsure how to differentiate from the AK47. They are incredibly similar, with the MKB42 being better in everything else except being slightly more expensive. Maybe increase recoil or something?

(Note: All the M4+M203 changes would make them more balanced depending on which perk uses them. Demolitions would get more and stronger grenades, Commando would get more and stronger bullets)

SHARPSHOOTER AND SHARPSHOOTER WEAPONS:
* "New" perk bonus (aka, no longer hidden): Xbow gets ammo discount. Up to 40% (used to be 42%) at level 6
* "New" perk bonus (aka, no longer hidden): LAR gets an increased rate of fire. Up to 60% at level 6
* Xbow price increased to 1000 (up from 800)
* Xbow now benefits from discount (so it is now equallized to other perks' starting values at level 6)
* As the the Xbow now ACTUALLY benefits from the reload bonus, it reloads WAY too fast (i already warned TWI of this, but alas...). Base reload speed should be increased to 2,6 seconds (up from the current 1.8). This leaves the Xbow with a reloadspeed of 1,63 at level 6.
* LAR price increased to 400
* LAR benefits from discount
* M14 headshotmultiplier increased to 2,3x (up from 2,25x)(To allow a level 6 Sharpie to oneheadshot sirens and husks on 6-man hoe. It does otherwise, but only up to 5-man HoE...)
* M99 price increased to 4000 (up from 3500)
* M99 base reload speed increased to between 3,5 and 4 seconds(the old base used to be around 3 seconds). This leaves a reloadspeed of between 2,25 and 2,5 seconds at level 6. That means, second shot on a FP would be when it is raging.
* M99 bulletcost increased to somewhere between 35 and 50 dosh each, but it benefits as well from the "no-longer-hidden" Xbow ammodiscount (which is 40% at level 6), leaving each bullet at a cost of 21 to 30 dosh. That this weapon benefits from the ammo discountbonus should ofc also be added in the tooltip.
* M99 should require to aim down its scope to shoot (like the LAW), or at least get a penalty like insane recoil and a heavy knockback to signify an unstable shot when not aiming down its scope.


* M99 damage rearrangement:
  • 815 damage
  • 3x headshot multiplier
  • Scrake gets 25% damage resistance to it on all difficulties (No more bodyshot stuns, EVER)
  • Fleshpound has 50% resistance on Hard-, and a 65% resistance on Sui+
  • This means on Sui+ the Fleshpound still requires 2 headshots (requires level 4+ Sharpshooter) but on Hard- it only needs one headshot (level 5+ Sharpshooter), finally giving it some use on those lower difficulties too.
Now to a segment of its own, since its up for a lot of debatte (even for my own opinions; The Pistols:

44 Magnum
* 44 Magnum (single as dual) now only deals 90 damage (down from 105)
* 44 Magnum price now reduced to somewhere between 300 and 350 per pistol
* 44 Magnum (single as dual) is now after the Handcannon in the pistol slot (when you press 2)
* Weight/Ammo:
Version 1) Single = 120-ish ammo and 3 weight. Dual = 200-ish ammo and 5 weight
Version 2) Single = 108-ish ammo and 2 weight. Dual = 216-ish ammo and 4 weight

9mm
* Weight/Ammo:
Version 1) Single = 210-ish ammo and 0 weight. Dual = 420-ish ammo and 3 weight
Version 2) Single = 240-ish ammo and 0 weight. Dual = 360-ish ammo and 2 weight

MK23
* All penetration removed
* Maybe add lasersights?
* Reduce damage a tad? To anywhere from 65 to 72 (from 82)
* Weight/Ammo:
Version 1) Single = 144-ish ammo and 3 weight. Dual = 240-ish ammoand 5 weight
Version 2) Single = 132-ish ammo and 3 weight. Dual = 264-ish ammo and 6 weight

Handcannon
* Damage increased slightly, to 122 (from 115)(to be able to oneshot HoE Crawlers) or alternatively make the Crawler have a weakness to the Handcannon so it fulfills the same endresult
* Weight/Ammo:
Version 1) Single = 96-ish ammo and 4 weight. Dual = 168-ish ammo and 7 weight
Version 2) Single = 96-ish ammo and 4 weight. Dual = 144-ish ammoand 6 weight
Version 3) Single = 80-ish ammo and 3 weight. Dual = 160-ish ammo and 6 weight

MEDIC AND MEDIC WEAPONS:
* Medic weapon discount changed to 90% at level 6 (from previous 97% and current 87%)(and appropriately rescaled for the lower levels. Prices are a little too much now imo. It also equalizes the starting values better)
* Medic grenade idea - Detonate on impact?
* MP7 cost reduced to 2000 - Gives a cost of 200 at level 6
* MP7 now penetrates a target (50% damage on 2nd target)
* MP7 only gets 200 bullets when bought at level 6 (combined with the new discount, to eliminate the "sell and repurchase" issue). For this to happen (due to the mag bonus being the culprit of also increasing the ammo amount for the starting ammo as well) the BASE amount of bullets granted when purchased should be set to 100 instead of 200!
* MP7 and MP5M now belong to keyslot 4 (instead of the current 3)
* MP5M cost reduced to 4000 - Gives a cost of 400 at level 6
* MP5M damage increased to 35 (up from 30)
* MP5M weight increased to 5 (up from 3)
* MP5M only gets 192 bullets when bought at level 6. For this to happen (due to the mag bonus most likely being the culprit of also increasing the ammo amount for the starting ammo as well) the BASE amount of bullets granted when purchased should be set to 96 instead of 200!
* MP5M bulletspread reduced a little bit
* M7A3 firing sound... seriously? Change it back to the IJC version. The current one sounds ridiculously puny.
* M7A3 weight increased to 7 (with the MP5M weight change, that means you can max carry 2 Medic Guns on you at once. This is to balance the amount of possible healing)
* M7A3 cost still at 7500 (which leaves it at a price of 750 at level 6). It simply should not be bought offperk.
* M7A3 only gets 150 bullets when bought at level 6. For this to happen (due to the mag bonus most likely being the culprit of also increasing the ammo amount for the starting ammo as well) the BASE amount of bullets granted when purchased should be set to 75 instead of 150!
* Movementspeed bonus reduced to 20% at level 6 (no more bonus inconsistancies between difficulties)
* The healing properties of the weapons should change. Currently it is like this:
MP7 - Normal recharge rate, 20 base healing
MP5M - 50% faster recharge rate, 30 base healing
M7A3 - Normal recharge rate, 30 base healing.
I'd rather make them all have different strengths. For example:
MP7 - 25% faster recharge rate (up from normal recharge), 20 base healing
MP5M - 15% faster recharge rate (down from 50%), 25 base healing (down from 30)
M7A3 - Normal recharge rate, 30 base healing
Or something like that. It makes the heal of the weapon "go along" with their fighting style as well.

BERSERKER AND BERSERKER WEAPONS:
* Movementspeed bonus reduced to 20% at level 6 (down from 30%)(and appropriately rescaled for the lower levels). Maybe even reduced to 15%. I'd rather see the perk as a tanky meatgrinder, rather than a superspeedy assassin. Makes it better as a teamwork perk as well.
* Fire Axe price increased to 200 (up from 150)
* Fire Axe primary fire base attack speed reduced to 0.95 sec (down from 1.1), to be able to chain ZED time as a higher level Berserker!
* Fire Axe primary fire should now be able to sweepattack, hitting max 2 targets at once with its attack. Second target should also takes 100% damage. If a target is in the centre of the screen (where you are aiming), that target has priority to get hit first.
* Katana secondary fire should now be able to sweepattack, hitting max 2 targets at once with its attack. Second target should also takes 100% damage. If a target is in the centre of the screen (where you are aiming), that target has priority to get hit first.
* Chainsaw primary fire deals minimum 22 damage (enough to decap any trash-specimen for a highlevel Berserker on 6-man HoE). I'd recommend higher though, like 30-35 or so damage, so it has some nice DPS (as it can't stun or even flinch specimen with its weak attack...)
* Chainsaw secondary fire has a 1.25x headshotmultiplier. That means, just like the Fire Axe, the Chainsaw can stun Scrakes with frontal headshots now.
* Chainsaw should count as a melee weapon in terms of movement speed (meaning, the Berserker's bonus movement speed applies when wielding the Chainsaw)
NOTE: Melee weapons also have an innate bonus runspeed (Knife has a 20% bonus, all others have around 19% or so, the Chainsaw has no bonus (it currently doesn't even count as a melee weapon)). The Chainsaw now counting as a melee weapon could also have a little bit of a movespeedbonus, as low as 5-10% would be enough. That still makes it faster than non-melee offperk, but still remains the slowest melee weapon.
* Chainsaw now uses fuel though. Primary fire uses 1 fuel per attack while Secondary uses 0 (yes, zero) fuel. Fuel amount would be 1500, and you start with 450 fuel when purchased/spawned with it. Ammocost would be low, only 10
 
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Kinda on and off topic, but what if sirens were unable to scream if a player is staying still? After reading the killing floor story's, the one thing that I took away from the siren, was that she would only scream if she heard someone nearby or if she heard a loud noise. After all, she cant see because of her eyes being gorged out, but she can hear things. My thinking for this, is that if a player runs up to the edge of her scream's radius, if he stands still and doesn't use a non-melee weapon, then the siren wont scream at him. If something like that gets added, then a possible perk bonus could be a "silent walker/runner" which would make their steps quite enough so that sirens cant hear the player whenever he is moving around.
 
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You listed almost everything, so I'll add some minor/discussible things:

Demolitions:
Apply pipebomb discount rate M79 to
a) Make it available sooner for low-levels (discount is starting from 50% at level 0);
b) balance spawn value.
Pipebomb discount could be raised from 74% to 76% for level 6 to set M79 price to standard
 
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Fleshpound: By the sound of it, you were removing player's ability to kite a FP with a pistol around corners? I'd personally keep that in, because otherwise if you're a commando or medic or something on HoE with the rest of the team dead, your only option would be wait for the FP to die forever alone, because there's no way you can kill a FP.

@LAR/Magnum, following on from what Rhenna was saying, could the Magnum be severely nerfed to the point of being midway between HC and 9mm, and be the LAR in terms of a nice starting weapon for new players, and the LAR gets the price buff it deserves.

One of the advantages of the claymore atm is that a secondary fire is pretty much the maximum damage you can deal to a FP without raging it. If it gets a damage buff, you won't be able to secondary fire FPs anymore.

Berserker:
Raise Claymore's swing rate: 1.05s -> 0.95s to allow chaining ZED times.
Slightly slower Katana's swing rate: 0.67s -> 0.75s per swing to bring Chainsaw and Claymore back to the scene.
+1
 
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NICE big post :)

Could you find a way to format it so its easier to read?

Like bulleted lists for each weapon and using colors? Like green words for a buff and red words for a nerf.
As it is now, its a HUUUUGE list of changes but they all wouldnt go together.

Also, most important of all, could you keep track of the thread and allow people to vote "yes" to each suggestion to gather feedback like a poll? It would take some work, but could be fun.
People could vote yes by Quoting your post and BOLDING anything they like
 
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I was to upload the clip. but the "smrecorder" which I used to record the game (not recommended software) manage to corrupt both my clips. so here is the stats of the game.

this was done because people want to nerf the berserker for some reason. you can see the comparison yourself.

this is berserker vs Demo.

I played on solo suicidal short on foundry did 3 games with both level 2 berserker and level 2 demo. I tried to camp on third floor each time with the weldable door beside the trader entrance. here is the statestics of the best games. I reached patriarch each time with both perks. armour was bought on each wave. Total time dont contain patriarch wave.

Note: solo contain buff to syringe. which means the berserker can complete the wave faster, because of berserkers nature of loosing alot of health.

- Berseker
2:36 - wave 1 - knife + 9mm
5:02 - wave 2 - Axe + LAR
6:50 - wave 3 - Katana + LAR
11:23 - wave 4 - Katana + Axe + LAR
Total 25:51
time spent camping 5:43
Time spent Kiting 20:18
(total of slowest game 32:21)

Patriarch completed x1
best Patriarch complete time 8:31

total damage taken: 962 hp + 300 AP
Time spent shopping: 4minutes

- Demolition
3:05 - wave 1 - 9mm + Grenades
3:31 - wave 2 - LAR + m79 + grenades
4:49 - wave 3 - LAR + m79 + 2 pipes + grenades
6:32 - wave 4 - LAR + m32 + 2-4 pipes + grenades
Total 17:57
Time spent camping 13:13
Time spent Kiting 4:44
(total of slowest game 21:19)

Patriarch completed x2
best Patriarch complete time 2:01

Total damage taken: 315 HP + 187 AP
time spent in trader: 4min
 
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About FP: makes no difference.

It only makes gangbang an option instead of solo, and i have always thought that gangbang is better anyway. Several zerks gangbanging FP kills him fast. 5 axe altfires to back of head kills FP and if needed let a medic tank FP.
You just listed WHY it makes a difference: You need to cooperate. You can't just kite it all by your self.

I'll trot out my old argument about raising the cost of the LAR; it's the only decent shooter for Level 4 and under folks who find themselves spawning/respawning with just
 
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Yesterday we were playing on server with IJC weapons and we were kicking everybody who used M99, because it is too damn OP. Today reload speed bonus is added and it is a part of a official game.

Nice trolling, TWI :)

Were you also kicking Supports with the hunting shotgun, since you can 2-shot FP's with that as well?:rolleyes:
 
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You took away the chainsaw gangbang but gave us the M99 instead.

You took away the chainsaw gangbang but gave us the M99 instead.

I have to fully agree with what "SerenityDivideGames" said in the video.
"You took away the chainsaw gangbang but gave us the M99 instead."

I absolutely appreciate your efforts to keep KF insteresting and include new things on and on. But however well intentioned, many core players may not accept this. I played HoE today and it's really easier. Fleshpounds, the creature everyone should be afraid of, are no problem anymore.
Back when KF was a mod you could not kill an fp on your own, the whole team had to care about them. I miss that feeling...
 
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I have to fully agree with what "SerenityDivideGames" said in the video.
"You took away the chainsaw gangbang but gave us the M99 instead."

I absolutely appreciate your efforts to keep KF insteresting and include new things on and on. But however well intentioned, many core players may not accept this. I played HoE today and it's really easier. Fleshpounds, the creature everyone should be afraid of, are no problem anymore.
Back when KF was a mod you could not kill an fp on your own, the whole team had to care about them. I miss that feeling...


This is more than likely because of the reload glitch. Give it time before you knock the M99 too much and they nerf it to hell.
Then maybe they can nerf the headshots for M99 AND Crossbow very slightly.
 
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this is suggested many times before tho....

what about a slow melee attack with the LAW? I've seen mods of it before and I gotta say its pretty awzm :) maybe just what the LAW needs?

instead of 2 shot on scrake and fp. maybe 2 shots and one melee? would be pretty balanced. and you wont need that machete to go along with LAW.

and having LAW for berserker would be pretty awzm :)
 
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I have to fully agree with what "SerenityDivideGames" said in the video.
"You took away the chainsaw gangbang but gave us the M99 instead."

I absolutely appreciate your efforts to keep KF insteresting and include new things on and on. But however well intentioned, many core players may not accept this. I played HoE today and it's really easier. Fleshpounds, the creature everyone should be afraid of, are no problem anymore.
Back when KF was a mod you could not kill an fp on your own, the whole team had to care about them. I miss that feeling...
Hence my M99 suggestion, to drastically reduce its base reload speed. Would make it much harder to kill the Fleshpound. Certainly still doable, but missing the second headshot would be a possibly fatal mistake.

This is more than likely because of the reload glitch. Give it time before you knock the M99 too much and they nerf it to hell.
Then maybe they can nerf the headshots for M99 AND Crossbow very slightly.
Once again, i suggested to lower the base reload speed. The switch glitch is just as fast as the regular level 6 Sharpshooter reload (at least from my tests, I might be doing it wrong though)

this is suggested many times before tho....

what about a slow melee attack with the LAW? I've seen mods of it before and I gotta say its pretty awzm :) maybe just what the LAW needs?

instead of 2 shot on scrake and fp. maybe 2 shots and one melee? would be pretty balanced. and you wont need that machete to go along with LAW.

and having LAW for berserker would be pretty awzm :)
But that would be inconsistant. If one of the ranged weapons (The LAW in this case) gets a melee attack, why wouldn't all the others?
I'd rather keep no ranged weapon from being able to melee, unless it has a bayonet attachment.

The chainsaw needs a buff as well. How about when using the Chainsaw, you get normal melee movement speed?
Already suggested :) Although, i still think it should be the slowest melee weapon (even more so considering the other changes i also gave it), but just not as extremely slow as it is now.
 
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