Okay so I'm posting here because I like killing floor. Been playing it for a year now. Lots of fun. All my perks except medic are level 6. I really like the character pack releases and the maps that come out in the updates.
What I hate, is the constant "balancing" that comes out in patches(for any game. Don't fix it if it isn't broken!) Here is my suggestion to end that for killing floor once and for all. Dev's if you read this ever, I encourage, nay challenge you to this. Make your next couple updates turn killing floor into perfection.
Sounds like someone was an only child.
Suggestions on how you can do this :
1.) Make M9 Beretta sellable to the trader. Allow for selection of alternatives as the side arm, but exclude the Hand cannons. For obvious reasons. (See below for alternative weapons.)
OKAY
Pistols: (*=non dual)
MK23
FN Five-Seven*(20 round magazine)
P99
Sig 226
Oh boy, 4 pistols that have been in every goddamn modern FPS ever. Are you even aware of firearms that exist outside of CS:S or MW2? That's a rhetorical question; I'm sure you know of some guns from Vegas 2.
Funny how this doesn't concern balancing at all, a theme running through your post a fair bit. It's basically four handguns that do almost the exact same thing, with minor variations in magazine size, weight, and calibre.
At least the desert eagle, as much as I loathe it, is way on the other side of the pistol spectrum, being far heavier, slower, and more powerful than the 92F.
All these are are just a bunch of similarly-functioning pistols that only serve to clutter up the store and create unnecessary work for the devs. Not to mention the introduction of tons of similar weapons is a nightmare for balance, meaning your first point is actually a detriment to your stated goal of balancing the game. Jesus, did you even read your post before hitting submit?
Make life just a bit easier for the berserker perk, and put a downwards swing/stab for melee weapons on the right mouse click (usually aim). Takes care of the crawler problem any would be berserker might have, over other classes.
Hint: Crawlers are a specific counter to berserkers. No class should be able to kill every specimen with equal ease, and zerkers are no exception. This is a co-operative game, zerkers need to
co-operate with other classes to account for their weaknesses (IE, small, fast-moving specimens).
Again, this suggestion is the total opposite of balance.
We already have a slow-moving, high damage melee weapon. If you'd ever played KF you'd know what I'm talking about.
As much as I hate the katana, and I hate it loads (the TWI dev that put it in will be first against the wall when I'm king), it's in the game already. The longsword wouldn't do anything different.
Morning star / Medieval Mace
Explain how this will fill a role that'll distinguish itself from existing melee weapons. I'd love to hear it.
3.) Remove the LAW as a weapon since no one ever uses it due to weight restrictions. Replace it with a RPG7 launcher.
This whole quoted section is utterly baffling. Why replace a 1-shot rocket launcher with... another 1-shot rocket launcher? Do you have some sort of overwhelming desire to see weapons from Medal of Ghosts: Modern Ops 5?
http://en.wikipedia.org/wiki/RPG-7 as seen there. Not a hard replacement. Also... it weighs considerably less than that giant tub does, so a lesser weight restriction is plausible. (15lbs vs 22lbs) Also, it can do a lot of damage so a LOW ammo count is justifiable.
The weights of the different weapons are an important part of balance and don't represent real life figures. Remember balance? That thing you talked about at the beginning of your post and then totally forgot about?
Guns should do damage based on their real world counter parts.
No, they shouldn't. The wound characteristics of 7.62x39 are awful and by any reasonable metric the bullpup should outdamage the AK-47 at close range. The HS, pump, and AA-12 would all do the exact same per-shot damage. This isn't balanced.
A cross bow shouldn't ever do more damage than a gun, unless in the hands of the Sharp Shooter perk.
So a crossbow should reflect it's real life power, but in the hands of a sharpshooter it somehow puts out more kinetic energy? Real life or balance: choose one.
As it is now, its the most unbalanced weapon in the game.
Yes, because of the headshot multiplier. There's an easy fix to that:
- Reduce the headshot multiplier.
Weapon attachments. Specifically for certain guns : Flashlight for anything that has a mounting rail.
KF is a horror game. That's the reason flashlights have limited burn time and are only on (relatively) underpowered weapons.
Level 3 SS : LAM for handguns/scope for m14
Jesus no, the M14 is OP as it is. It doesn't need to dominate at ALL ranges.
Level 3 Commando : LAM For the bullpup/Scar.
Level 3 Support, LAM for the AA12.
Level 3 medic : LAM for the Medic gun.
Level 3 Demo : LAM for the RPG.
Great, lasers become ubiquitous. There's a reason there are no crosshairs in this game.
Level 3 Berserker : Glow Stick on melee weapons. (for fun)
Cool balance bro.
I understand that might take some revamping of the weapon system, but I think it would be nice. Wouldn't be unbalancing since every class at level 3 gets it. Flashlights are underused and most players just turn the gamma up. Ruins the mood, flashlight adaptability could bring back the creepy mood the game has.
No, because everyone would have flashlights and lasers and the dark maps would just turn into a giant rave. Do not want.
Attachments could be scripted and done through a spreadsheet format.
You don't really...
get game development, do you?
7.) Players joining a new game, instead of being dead, spawn at the next trader, inside, but unable to buy anything until the round is over. Players that die during the round still spawn at the maps start point. (Script to save player status, to avoid exploitation by disconnecting and reconnecting / name changes.) Would make it harder, as new spectators couldn't alarm players to things coming up behind a group.
Only worthwhile suggestion in here, and the only one that actually pertains to balance. Too bad it's been posted many, many times before.
As far as zombies/specimens go... I think all of them are just fine the way they are. Maybe make fleshpounds on lesser difficulties not as HARD to kill. A few new specimens would be nice to see as well but not necessary. Something that flies maybe? good for open maps. UT2k4 engine supports that feature as well.
Jesus, it's like a vague summary of the last two dozen "MORE SPECIMENZ LOL" threads in this forum.
All end Tier weapons should do more damage than their previous tier.
They already do.
HARD-CORE/OUTBREAK Difficulty. Disables Perk bonuses, limits group to picking up ammo boxes over the level, no trader/money. All weapons do 0.35x damage multiplier to make up for the lack of bonuses. Every perk however spawns with their final tier weapons. Specimens do Suicidal DamageX0.20. Final Tier weapons would be subject to perk level. I.E Level 4 wouldn't get level 6 weapon. Point of it is to be Super hard/realistic/impossible.
Nothing to do with balance. Similar ideas have been suggested many times before. 0.35 damage multiplier would mean every game would devolve into endless bullet spam instead of careful teamwork.
Three or Four Female models would be nice. I'm sure some people from the community wouldn't mind doing some voice acting for it. Could even have a contest?
Nothing to do with balance. Similar ideas have been suggested many times before.
Sirens, instead of making pipe-bombs/mines disappear, set them off prematurely at half the damage.
Nothing to do with balance. Similar ideas have been suggested many times before.
SPAS 12
BENELLI Auto shotgun (7 round magazine)
Do the exact same thing.
We already have a pump gun.
How would these differ from the bullpup? Do you realize that most people can buy the bullpup anyway after the first wave?
M1Garand (Step up from lever action, less ammo than the M14, but higher caliber, no attachments.)
Psst, it's the same calibre.
Guns should do damage based on their real world counter parts.
Hunting Rifle (Scoped, Bolt action, Step up from the cross bow, slower than lever action, but same damage range.)
How is that a step up if it's worse than the lever action?
ACR-Masada w/ foregrip. (Step up from Scar, 30 round magazine, little higher damage ratio, but not as much ammo.
It fires the same round as the bullpup.
Guns should do damage based on their real world counter parts.
Take a break from MW2 and do a bit of reading, broski. Also, the ACR is bad. It's a FOTM plastic AR-180 clone.
BREN - Light/heavy Machine gun (Run slow as heck, 30 round mag.
We already have the SCAR. To be totally honest I'd prefer the Bren over the SCAR because the Bren fits the whole British motif and isn't a tacticool vaporware Future Weapon that fanboys drool over (unlike the SCAR and the ACR).
Equivalent to RPG in terms of general damage.
What
Low carry ammo, low accuracy, variable to level of perk)
The Bren is hellfire-accurate and one would be able to carry as much ammo as you can for the SCAR.
Guns should do damage based on their real world counter parts.
Molotov Cocktails (Firebug)
We already have incendiary grenades. Also been suggested dozens and dozens of times.
Poison/Hazardous Gas grenade (Medic, low visibility, dangerous to squad)
Dozens...
Claymore Mine (Demolitions, REMOTE controlled, to offset destructiveness of proximity on pipe bombs, higher tier, a fraction of the damage more than a pipe.)
...of times.
Killing floor is great as it is, I think everyone here can generally agree on that. Though some new variety to the game would be welcome.
Oh, so now it's variety and not balance, right?