Least used class in top 3 damage dealers. This game favors perks with great utility, and now, demo has none. It is slow and expensive.
Demo is SUPPOSED to be slow and expensive. In this game it should have had just one or two features thrown in to give it something to take down stuff at a close range safely (that's pretty much all it was lacking in the first game; something cheap to kill things early and save up dosh), and the rest kept the same IMO. KF1 demo is far superior in damage output, and it was still balanced. How much damage a perk deals isn't what makes it good or bad, it's what it can kill and when.
Demo in KF1 was very good at killing the FP and everything else it needed to be grouped up otherwise it was wasting ammo and you wouldn't have money for a refill. This game I always have money to fully refill C4 whilst still having extra money to save for an RPG (by the end I have enough to by 2 RPGs for the boss, in addition to full ammo refill), yet it takes a TON of explosives to kill the FP.
I think the changes to demo in kf2 makes it overly good at taking down small zeds (I can always, without fail, spam as many rockets and c4 as I want and not run out of ammo unless the rest of my team is dead or doing nothing), and too weak for taking down big ones. The changes I think would fix both of these:
- Increase damage on RPG to match the damage of the LAW (lv 25 demo with RPG should match lv 6 demo with LAW). If this damage increase causes RPG to be too good vs things demo isn't intended to take down, just give those zeds some explosive resist. All zeds except the scrake and FP should die in 1 hit from a rocket so this should only affect the scrake and bosses.
- Adjust damage falloff curve for RPG accordingly so rockets don't kill everything in a massive radius. Without this, I think it's "kill small zeds" radius would be too big.
- Increase cost of RPG ammo (I wouldn't care if it was like double or more, as long as I can kill what I need to with it)
- Make it so selling and re-buying c4 doesn't refill your entire stock of c4. c4 are 100 a pop, but if you buy it for 650, you get 8. Then if you use those 8 in one round, sell the trigger, and re-buy it, you get another 8 for only 187 instead of 800. This leads c4 to be very expendable.
- Slightly buff c4's damage or remove/lower consecutive explosion resistance to go along with their cost nerf (more cost means they're less expendable, and should only be saved for priority targets).