Hello everyone!
Yes, i know that people have made vague suggestions about changes to the perks' levelling requirements. But with this thread I'm posting some ideas for all perks that only have 1 requirement each, to get a 2nd requirement as well. I'd like to see what you like/dislike about them, discuss them and also if you would like to post other good ideas (that fit).
As Commando and Support Specialist already have 2 requirements, i won't talk about them (only Commando a little bit ).
MOST of the suggestions im throwing out here are requirements that will hopefully make you play your perk to the fullest and use its strengths more. And yes, i know, THIS PROBABLY WON'T BE IMPLEMENTED, but i still like to talk about these kind of ideas. I mean, this is the "Ideas & Suggestions"-board, isn't it?
Anyway, here they are:
FIREBUG
On top of requiring fire damage, how about:
Burntime - A rather simple requirement. You want to make enemies burn as long as possible. It emphasizes that you will only barely lit them on fire and make them burn out from the dot, saving you lots of ammo. It also emphasizes that you want to lit as many enemies on fire as possible, as that will make this timer tick a lot faster. Imo, you should also get +1 on this requirement instantly when you ignite a target (in case enemies die faster than within a second)
DEMOLITIONS
On top of requiring explosive damage, how about:
Explosive multikills - A little bit more advanced requirement in terms of maths, but still very easy to understand. The ideas is that, with explosives (all of them, including handgrenades ofc), you want to kill as many enemies in one explosion as possible. You only get +points towards this requirement for every enemy you kill beyond 1 at once with explosives. So, if you kill 1 enemy in an explosion, you get nothing. If you kill 2 enemies in one explosion, you get +1. If you kill 5 enemies in one explosion, you get +4. If you kill 10, you get +9 and so on.
A little exception could be Fleshpounds. They could be worth +3 on their own or something like that (to emphasize that Demolitions is one of the best anti-fleshpound-perks)
BERSERKER
On top of requiring melee damage, how about:
Melee brutality (decapitations and/or backstab kills) - The Berserker has 2 great things he can do with his melee weapons: He can decapitate targets and he can attack enemies in their backs dealing double damage. So, to promote that, his second levelling requirement could be to get backstab kills and decapitation. If you decapitate a target, you get +1 to this requirement. If you kill an enemy by meleeing them in their back, it also gives +1. However, decapitating a target from the back still only gives you +1.
Note: If you think decapitating makes you gain less experience points from your kills, you are wrong. Scary_ghost (among others) have proven that if you kill a target by decapitating them, you still get up to 100% of the damage done from that specimen. The only time, however, you won't get 100% of the experience, is if you decapitate it and it doesn't die from that + that you let it wander around and die by itself. If you don't believe me, look up the decapitation mechanics that Scary_ghost has posted here on the forums and see for yourself
MEDIC
The medic will get a change on his primary requirement, plus a new second requirement:
Change to his first requirement (the healing done):
Medicweapon useage (healing done + dealing damage with medicweapons) - This change might seem weird, but let me explain. You get an increase on this requirement if you deal damage with your medicweapons (currently only the MP7), to make sure those shots aren't "wasted bullets" in terms of levelling. You also increase this requirement when you heal others (and yourself?). While you might think now: "Wait, no, that allows you to increase your medic perk when you go solo!", but no, you can't, as the 2nd requirement will keep you from doing that
Also, to make sure it's not easier to level this requirement by just killing things, it can have a little modifier:
1 point of damage from medweapons gives you +1 to this requirement.
1 point of healing could give you +100 (or more?) to this requirement.
So a heal, which heals around 30-ish as a Medic, gives you +3000 to this requirement. That way, it's still faster to level this one up by just healing people
Second requirement:
Allies healed - Each time you heal an ally (not yourself), you get +1. So, due to this requirement, you still can't solo this perk ^^ Also, this requirement makes sure that you will not just heal people who are severely hurt, but since you get +1 even from the tiniest heal, you will (hopefully) try to top of players' health as much as possible and as soon as possible, keeping them alive much longer
SHARPSHOOTER
On top of requiring sharpshooter-weapon headshotkills, how about:
Sharpshooter-weapon damage - Yeah, i know, it's a boring addition. It makes all damaging perks more even though, as then all perks need simple damage done from their perked weapons and you need a special requirement (and the special requirement for this perk is what it has already; headshots).
Levelling damage won't be a problem for this perk though, as you get the quickest damage out of decapping enemies anyhow (as explained in the Berserker part)
EDIT: DolphinBuffMan made a great point too (in a different thread though) about the headshot requirement: A headshotkill on Beginner and a headshot on HoE is worth equal experience at the moment, as both of them only gives you +1 to the headshot requirement. By implementing this second "damage done" requirement, you would get more of a bonus from headshots on higher difficulties (since the enemies also have higher max health, which means a headshot-decapitation/kill would grant more damage-experience to this 2nd requirement!). Which is another great reason for it to be added as the 2nd requirement!
EDIT 2: And horzineplumpudding made another great point about adding the damage done requirement: It would encourage you to shoot the bigger specimen (as this perk should!), cuz bigger specimen have more health. More health on a specimen means a headshotkill/decapitation grants more "damage done"-experience
COMMANDO
This is just a small adjustment:
Stalker kills - Why not add Crawlers to the count too? Commandos already have so many advantages killing Crawlers:
1) Uses a few cheap bullets to kill these little bugs
2) Can see them in dark/hard-to-see areas, due to detecting healthbars
3) Can dispose of many of them quickly, due to full-auto-weapons.
4) The SCAR can (on Hard and below) kill Crawlers in one bodyshot, making the Commando super-effective in killing them.
Since they are so good at it (and since Commandos are "supposed" to kill them) why not just add them to the killcount? Would make levelling Commando a bit smoother too. If it is deemed TOO quick, then increasing the required amount would not be too hard to do.
Of all the suggestions, i think the Firebug's burntime and the Demolition's multikill requirements really, really synergizes the most with how the perk should be played. Need more help with the other perks though...
And with the worry of "but im already level 6, will i drop the level 0 then if all this is implemented?", i have an idea how to that will not happen, but instead, it will be a very smooth transition:
Depending on the progress you have on your first requirement, you get the same percentual amount on the second one!
For example - Sharpshooter requires 8500 headshots for level 6. If you have 17000 headshots on the Sharpshooter you would have 17000/8500 = 2, which means 200% of the required amount. If the newly added "damage done" requirement would be added, and that requirement would be 5.5 million at level 6 like the others, you would get 5.5 million x 2 = 11 million damage done on the Sharpshooter "damage done" progress bar
Another example:
Let's say you have 3,75 million damage done on the Firebug. 3,75 million / 5,5 million = 0,75 as the factor. Let's say the max amount of this new "burntime" requirement will be... let's say 250000. Then, if this was implemented when you have 3,75 million damage you would get: 0,75 * 250000 = 187500 burntime. That way, the 2 requirements will be equal in percentage
Thoughts, opinions and further ideas?
EDIT - A quick listing of what all perks' requirements would be:
Firebug - Damage done + Burntime
Demolitions - Damage done + Explosive multikills
Berserker - Damage done + Melee brutality (decapitations and/or backattack-kills)
Medic - Damage and/or healing done + Number of heals done
Sharpshooter - Damage done + Headshots
Commando - Damage done + Crawler&Stalker-kills
Support - Damage done + Welding
Yes, i know that people have made vague suggestions about changes to the perks' levelling requirements. But with this thread I'm posting some ideas for all perks that only have 1 requirement each, to get a 2nd requirement as well. I'd like to see what you like/dislike about them, discuss them and also if you would like to post other good ideas (that fit).
As Commando and Support Specialist already have 2 requirements, i won't talk about them (only Commando a little bit ).
MOST of the suggestions im throwing out here are requirements that will hopefully make you play your perk to the fullest and use its strengths more. And yes, i know, THIS PROBABLY WON'T BE IMPLEMENTED, but i still like to talk about these kind of ideas. I mean, this is the "Ideas & Suggestions"-board, isn't it?
Anyway, here they are:
FIREBUG
On top of requiring fire damage, how about:
Burntime - A rather simple requirement. You want to make enemies burn as long as possible. It emphasizes that you will only barely lit them on fire and make them burn out from the dot, saving you lots of ammo. It also emphasizes that you want to lit as many enemies on fire as possible, as that will make this timer tick a lot faster. Imo, you should also get +1 on this requirement instantly when you ignite a target (in case enemies die faster than within a second)
DEMOLITIONS
On top of requiring explosive damage, how about:
Explosive multikills - A little bit more advanced requirement in terms of maths, but still very easy to understand. The ideas is that, with explosives (all of them, including handgrenades ofc), you want to kill as many enemies in one explosion as possible. You only get +points towards this requirement for every enemy you kill beyond 1 at once with explosives. So, if you kill 1 enemy in an explosion, you get nothing. If you kill 2 enemies in one explosion, you get +1. If you kill 5 enemies in one explosion, you get +4. If you kill 10, you get +9 and so on.
A little exception could be Fleshpounds. They could be worth +3 on their own or something like that (to emphasize that Demolitions is one of the best anti-fleshpound-perks)
BERSERKER
On top of requiring melee damage, how about:
Melee brutality (decapitations and/or backstab kills) - The Berserker has 2 great things he can do with his melee weapons: He can decapitate targets and he can attack enemies in their backs dealing double damage. So, to promote that, his second levelling requirement could be to get backstab kills and decapitation. If you decapitate a target, you get +1 to this requirement. If you kill an enemy by meleeing them in their back, it also gives +1. However, decapitating a target from the back still only gives you +1.
Note: If you think decapitating makes you gain less experience points from your kills, you are wrong. Scary_ghost (among others) have proven that if you kill a target by decapitating them, you still get up to 100% of the damage done from that specimen. The only time, however, you won't get 100% of the experience, is if you decapitate it and it doesn't die from that + that you let it wander around and die by itself. If you don't believe me, look up the decapitation mechanics that Scary_ghost has posted here on the forums and see for yourself
MEDIC
The medic will get a change on his primary requirement, plus a new second requirement:
Change to his first requirement (the healing done):
Medicweapon useage (healing done + dealing damage with medicweapons) - This change might seem weird, but let me explain. You get an increase on this requirement if you deal damage with your medicweapons (currently only the MP7), to make sure those shots aren't "wasted bullets" in terms of levelling. You also increase this requirement when you heal others (and yourself?). While you might think now: "Wait, no, that allows you to increase your medic perk when you go solo!", but no, you can't, as the 2nd requirement will keep you from doing that
Also, to make sure it's not easier to level this requirement by just killing things, it can have a little modifier:
1 point of damage from medweapons gives you +1 to this requirement.
1 point of healing could give you +100 (or more?) to this requirement.
So a heal, which heals around 30-ish as a Medic, gives you +3000 to this requirement. That way, it's still faster to level this one up by just healing people
Second requirement:
Allies healed - Each time you heal an ally (not yourself), you get +1. So, due to this requirement, you still can't solo this perk ^^ Also, this requirement makes sure that you will not just heal people who are severely hurt, but since you get +1 even from the tiniest heal, you will (hopefully) try to top of players' health as much as possible and as soon as possible, keeping them alive much longer
SHARPSHOOTER
On top of requiring sharpshooter-weapon headshotkills, how about:
Sharpshooter-weapon damage - Yeah, i know, it's a boring addition. It makes all damaging perks more even though, as then all perks need simple damage done from their perked weapons and you need a special requirement (and the special requirement for this perk is what it has already; headshots).
Levelling damage won't be a problem for this perk though, as you get the quickest damage out of decapping enemies anyhow (as explained in the Berserker part)
EDIT: DolphinBuffMan made a great point too (in a different thread though) about the headshot requirement: A headshotkill on Beginner and a headshot on HoE is worth equal experience at the moment, as both of them only gives you +1 to the headshot requirement. By implementing this second "damage done" requirement, you would get more of a bonus from headshots on higher difficulties (since the enemies also have higher max health, which means a headshot-decapitation/kill would grant more damage-experience to this 2nd requirement!). Which is another great reason for it to be added as the 2nd requirement!
EDIT 2: And horzineplumpudding made another great point about adding the damage done requirement: It would encourage you to shoot the bigger specimen (as this perk should!), cuz bigger specimen have more health. More health on a specimen means a headshotkill/decapitation grants more "damage done"-experience
COMMANDO
This is just a small adjustment:
Stalker kills - Why not add Crawlers to the count too? Commandos already have so many advantages killing Crawlers:
1) Uses a few cheap bullets to kill these little bugs
2) Can see them in dark/hard-to-see areas, due to detecting healthbars
3) Can dispose of many of them quickly, due to full-auto-weapons.
4) The SCAR can (on Hard and below) kill Crawlers in one bodyshot, making the Commando super-effective in killing them.
Since they are so good at it (and since Commandos are "supposed" to kill them) why not just add them to the killcount? Would make levelling Commando a bit smoother too. If it is deemed TOO quick, then increasing the required amount would not be too hard to do.
Of all the suggestions, i think the Firebug's burntime and the Demolition's multikill requirements really, really synergizes the most with how the perk should be played. Need more help with the other perks though...
And with the worry of "but im already level 6, will i drop the level 0 then if all this is implemented?", i have an idea how to that will not happen, but instead, it will be a very smooth transition:
Depending on the progress you have on your first requirement, you get the same percentual amount on the second one!
For example - Sharpshooter requires 8500 headshots for level 6. If you have 17000 headshots on the Sharpshooter you would have 17000/8500 = 2, which means 200% of the required amount. If the newly added "damage done" requirement would be added, and that requirement would be 5.5 million at level 6 like the others, you would get 5.5 million x 2 = 11 million damage done on the Sharpshooter "damage done" progress bar
Another example:
Let's say you have 3,75 million damage done on the Firebug. 3,75 million / 5,5 million = 0,75 as the factor. Let's say the max amount of this new "burntime" requirement will be... let's say 250000. Then, if this was implemented when you have 3,75 million damage you would get: 0,75 * 250000 = 187500 burntime. That way, the 2 requirements will be equal in percentage
Thoughts, opinions and further ideas?
EDIT - A quick listing of what all perks' requirements would be:
Firebug - Damage done + Burntime
Demolitions - Damage done + Explosive multikills
Berserker - Damage done + Melee brutality (decapitations and/or backattack-kills)
Medic - Damage and/or healing done + Number of heals done
Sharpshooter - Damage done + Headshots
Commando - Damage done + Crawler&Stalker-kills
Support - Damage done + Welding
Last edited: