Well back to homogenization, here is how I see the direction classes need to go.
Those are some fascinating changes, some of which I agree with. I think the Zerk's evis really just needs the ammoless chainsaw and 100% sawblade shot accuracy. The increase in saw magazine size is rather bizarre.
Otherwise it's mostly a bunch of things that I'd love to play with, but could easily fit into the balance mod trap where "they're cool ideas, but not actually better"
As such my favorites of your suggestions are firebug and zerk. The microwave gun has always annoyed me since I just want the flamethrower all game.
Commando changes enough for me to be wary, medic has some very neat perks but they're all buffs and the perk doesn't need buffing... and support's survive skill is just a little too RPG for a shooty shooty gun game for my tastes. But I dunno, I guess if you're gonna do a perk tree right you have to go deeper into the RPG balance style.
Come to think of it, that makes me think that that is part of why KF2 feels less satisfying in many ways. With these branching skill trees, your class starts branching off into a modified role that doesn't necessarily fit what the elemental class is... and this is AFTER KF2 tore apart the core of some classes to make them into two. You just get this feeling of having more decisions, but less important ones.
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