• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Let's discuss these swat and survivalist perks

CANUEF

Grizzled Veteran
Aug 31, 2020
69
6
I don't know when my time will be free, but I have suggestions that will work if I need to be brief and concise, but I don't know what you guys will do. These two advantages still seem powerless to me.

SWAT
  • The speed of changing weapons must be removed.
  • The amount of armor per level should be increased.
  • Tactical Movement should now be given the speed of firing weapons.
  • The advantage of Assault Armor is that the armor limit should be increased from 150 to 200.
  • The advantage of Ammo Vest is that the bomb capacity should also be increased. Carrying an extra bomb can be very useful for the team.
SURVIVALIST
  • Now there is a possibility to give a level 2 weapon as a random weapon at the beginning. This chance increases by 2% per level.
  • The movement speed is increased by 2% per level 5.
  • The Global Damage Resistance rate should be reduced from 25 to 15.
  • By completely removing the Heavy Body Armor, only the limit on the amount of armor should be increased, you can increase the limit from 125 to 150.
  • Let's remove the advantages of Medic Training, Melee Expert and Make Things go Boom.
  • Ammo Vest advantage carry up to 20% more ammo for all weapons and increase the capacity of your grenade by 1 and it becomes a healing grenade.
  • Weapon Harness advantage increase the carrying capacity of the Weapon Bundle by 5 and increase the capacity of your grenade by +1, and it turns into a Molotov cocktail. Moreover, the zeds affected by the burn burn for 100% longer.
  • The ZED TIME - Madman advantage now provides 5% extra damage.
  • ZED TIME - Lockdown advantage During Zed time, all your weapons shoot 3x faster. During All your weapons can stun any Zed.
Level 10 for new benefits:
  • Now you can give bullets and armor to your friends. Demolitionist provides a 10% damage increase on Sharpshooter and Support weapons.
  • Now you can give your friends an extra 2 grenades. It provides an extra 10% damage increase in Commando, Gunslinger and SWAT advantages.
Make Things go Boom the new advantage:
  • Multiple hits will slow down the Zeds by 50%. Head and weak point shots are applied twice as fast.

Tell me what you think, do you think he can really use these things now?
 
I'm having trouble understanding some of your wording so I'm going to break this down by the most notable points for clarification.

These two advantages still seem powerless to me.
I'm guessing you mean these two perks?

SWAT is mostly fine as is; some of the other perks need some weapon rebalances to bring them back in line with SWAT's specialized nature. Mostly Firebug and Commando's FAL. The only buff I would give SWAT at this point in the game is maybe increased SMG damage against Gores because those things soak up a nutso amount of SMG bullets unless you're using the UMP.

Survivalist is supposed to be worse than the other perks by design but it's still playable. There's enough stupid weapons that allow you to win.

SWAT
  • The speed of changing weapons must be removed.
Why would you remove this? The main point of the weapon switch speed is so players aren't left out in the dust for Rapid Assault, as well as allowing quicker-fingered players to prepare different weapons for different Zeds as needed.

  • The amount of armor per level should be increased.
Why? What's the rationale behind adding more armor to the "tanky" shooter perk?

  • Tactical Movement should now be given the speed of firing weapons.
I literally don't understand this in context. Are you suggesting weapons shoot faster when picking this skill? On the perk with the guns that generally have the highest firing rate in the game?

  • The advantage of Assault Armor is that the armor limit should be increased from 150 to 200.
See above. 200 is excessive and will largely only encourage bad habits from players. Contrast this with Cripple which allows SWAT to contribute to HVT takedowns and slow certain bosses (albeit this is a minor benefit).

  • The advantage of Ammo Vest is that the bomb capacity should also be increased. Carrying an extra bomb can be very useful for the team.
5 flashbangs are already strong, and I'm extremely reluctant to allow another bomb given the HRG Stunner now exists and is here to stay.


I don't even know what to make of the Survivalist thing since those suggestions would be completely redoing the perk, but: Survivalist shouldn't get any further damage boosts. Survivalist should remain weaker damage-wise than the specialized perks by base-level design because otherwise there's no incentive to pick specialist perks when one exists that can basically match their breakpoints with any weapon and doing so will relegate the other perks to outside-case scenarios. I still don't understand why players insist on this perk when it was designed as a last-second throwaway and doesn't belong in this game.

It's already had enough power creep as it is, what with the numerous incremental skill buffs and broken weapons. As far as I'm concerned it can remain the "I'm helping!" perk.
 
Last edited:
  • Like
Reactions: MrtPsr
Upvote 0
I'm having trouble understanding some of your wording so I'm going to break this down by the most notable points for clarification.


I'm guessing you mean these two perks?

SWAT is mostly fine as is; some of the other perks need some weapon rebalances to bring them back in line with SWAT's specialized nature. Mostly Firebug and Commando's FAL. The only buff I would give SWAT at this point in the game is maybe increased SMG damage against Gores because those things soak up a nutso amount of SMG bullets unless you're using the UMP.

Survivalist is supposed to be worse than the other perks by design but it's still playable. There's enough stupid weapons that allow you to win.


Why would you remove this? The main point of the weapon switch speed is so players aren't left out in the dust for Rapid Assault, as well as allowing quicker-fingered players to prepare different weapons for different Zeds as needed.


Why? What's the rationale behind adding more armor to the "tanky" shooter perk?


I literally don't understand this in context. Are you suggesting weapons shoot faster when picking this skill? On the perk with the guns that generally have the highest firing rate in the game?


See above. 200 is excessive and will largely only encourage bad habits from players. Contrast this with Cripple which allows SWAT to contribute to HVT takedowns and slow certain bosses (albeit this is a minor benefit).


5 flashbangs are already strong, and I'm extremely reluctant to allow another bomb given the HRG Stunner now exists and is here to stay.


I don't even know what to make of the Survivalist thing since those suggestions would be completely redoing the perk, but: Survivalist shouldn't get any further damage boosts. Survivalist should remain weaker damage-wise than the specialized perks by base-level design because otherwise there's no incentive to pick specialist perks when one exists that can basically match their breakpoints with any weapon and doing so will relegate the other perks to outside-case scenarios. I still don't understand why players insist on this perk when it was designed as a last-second throwaway and doesn't belong in this game.

It's already had enough power creep as it is, what with the numerous incremental skill buffs and broken weapons. As far as I'm concerned it can remain the "I'm helping!" perk.
Any way you want ;D But I can answer 3 answers.

Swat's weapon switching speed is meaningless to me because it doesn't make much of a difference to me. (7000h+) and by firing rate, I meant shooting speed. You will start at 150 total armor. Yes my english is not very good even my mother tongue is not good. So don't blame my language teacher, it's my problem :v
 
Last edited:
Upvote 0
Sorry for the late reply, it's never clear when my time will be free. In particular, there is no such thing as names and values that I have said will be as I have said. It's up to the developers, but I'm sure if these features come up, they'll have created a new survivalist.

10. in the level section, advantages such as berserker, firebug are also missing, keep in mind.
 
Upvote 0
I don't know when my time will be free, but I have suggestions that will work if I need to be brief and concise, but I don't know what you guys will do. These two advantages still seem powerless to me.

SWAT
  • The speed of changing weapons must be removed.
  • The amount of armor per level should be increased.
  • Tactical Movement should now be given the speed of firing weapons.
  • The advantage of Assault Armor is that the armor limit should be increased from 150 to 200.
  • The advantage of Ammo Vest is that the bomb capacity should also be increased. Carrying an extra bomb can be very useful for the team.
SURVIVALIST
  • Now there is a possibility to give a level 2 weapon as a random weapon at the beginning. This chance increases by 2% per level.
  • The movement speed is increased by 2% per level 5.
  • The Global Damage Resistance rate should be reduced from 25 to 15.
  • By completely removing the Heavy Body Armor, only the limit on the amount of armor should be increased, you can increase the limit from 125 to 150.
  • Let's remove the advantages of Medic Training, Melee Expert and Make Things go Boom.
  • Ammo Vest advantage carry up to 20% more ammo for all weapons and increase the capacity of your grenade by 1 and it becomes a healing grenade.
  • Weapon Harness advantage increase the carrying capacity of the Weapon Bundle by 5 and increase the capacity of your grenade by +1, and it turns into a Molotov cocktail. Moreover, the zeds affected by the burn burn for 100% longer.
  • The ZED TIME - Madman advantage now provides 5% extra damage.
  • ZED TIME - Lockdown advantage During Zed time, all your weapons shoot 3x faster. During All your weapons can stun any Zed.
Level 10 for new benefits:
  • Now you can give bullets and armor to your friends. Demolitionist provides a 10% damage increase on Sharpshooter and Support weapons.
  • Now you can give your friends an extra 2 grenades. It provides an extra 10% damage increase in Commando, Gunslinger and SWAT advantages.
Make Things go Boom the new advantage:
  • Multiple hits will slow down the Zeds by 50%. Head and weak point shots are applied twice as fast.

Tell me what you think, do you think he can really use these things now?

I had a go at these reworks myself a long while ago, have a look at these and see what you think
https://forums.tripwireinteractive..../survivalist-rework-idea.2336781/post-2344927 - Survivalist Rework
https://forums.tripwireinteractive....my-idea-of-a-swat-rework.2336760/post-2344724 - SWAT Rework
 
  • Like
Reactions: CANUEF
Upvote 0