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Merc Report - Fall's Changing Field Conditions

Mercs,

Before we tell you where you're heading next, we wanted to update you about what’s changing as you head into the field. Swat Perk specialists, medic weapon aficionado’s, and those who just like armor should pay attention, as what we have to pass along may just help you survive.

SWAT specialists, you’ll be happy to hear that several of your skills are getting tuned up to give you a better choice of potential options. Starting with the Tactical Movement skill, this ability will now allow mercs who choose it to not just move faster, but sprint faster. So shake a leg as you charge into close combat.

Close Combat Training will now feature improved weapon damage from your 9mm and Knife, and will also apply to the bash attacks from all your weapons. So don’t be afraid to get up close and personal, you’ll be the one walking away from this brawl.

Medic’s will find that the Mine Reconstructor has been improved across the board. Increased damage, ammo pool, fire rate and reload time have all been improved. This weapon was found to be under performing so the lab coats have tuned it up and are shipping it back into the field.

Also of note, the Hemoclobber has been slightly adjusted. Now you may find it does a bit more hurting over healing, with the heavy attack producing a smaller, more damaging cloud that does less healing. The magazine size has also been slightly reduced.

All mercs should know that a recent firmware update to the Trader Pods will allow armor to be purchased in set 25 part segments. Looking to buy ammo and armor, you no longer have to make the hard choice and can invest in both.

And the last field change merc’s should take note of is the ability to toggle if the 9mm will come up in your weapons rotation via the Quick Swap function. When set to off, the 9mm will be skipped over unless all primary weapons are out of ammo. When set to enabled, it will be cycled in.

As always, we look forward to seeing how these changes play out in the upcoming beta and your feedback once you’ve had a chance to evaluate them yourselves.
 
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Close Combat Training will now feature improved weapon damage from your 9mm and Knife, and will also apply to the bash attacks from all your weapons. So don’t be afraid to get up close and personal, you’ll be the one walking away from this brawl.
How about Knife Parry/Block Resistance? Since the pistol had a bash buff the knife should get some kind of a buff too!
All mercs should know that a recent firmware update to the Trader Pods will allow armor to be purchased in set 25% segments. Looking to buy ammo and armor, you no longer have to make the hard choice and can invest in both.
Oh god! finally!
And the last field change merc’s should take note of is the ability to toggle if the 9mm will come up in your weapons rotation via the Quick Swap function. When set to off, the 9mm will be skipped over unless all primary weapons are out of ammo. When set to enabled, it will be cycled in.
I have one suggestion, give us an option to decide the ORDER of which weapons come out!
For example, If I press 1 I should be able to decide which weapon comes first!
 
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These are actually the steps in the right direction. SWAT has long been underpowered and needed a buff. So maybe the speed buff can make it more viable.

The close combat change I doubt will be of any effect, it's just a 1 wave skill that's almost always going to lose to the tactical reload skill.

Nerfing the hemoclobber is long overdue. I wish it wasn't in the game in the first place, as it's really hard to fix it.

And armor purchases in blocks is also something that people have been asking for a long time. 25% is at least something!

Have no idea what the 9mm toggle means, never had issue with that, is this for console players or something.
 
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Nerf hemoclobber this is sad you get only 30 hp for heal and still get nerf sad people think hemoclobber are deadly and to much health and damage sad people playing normal,hard,suicidal, and because you get most players on there mods this doesn't mean you don't have players who playing hoe or harder than hoe hemoclobber is nothing on that mode you lose your ammo fast and you get only 30hp heal before you nerf something go play hoe on hard map or harder than hell on earth and see how work hemoclobber
 
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Well, that's a lazy presentation. But oh well, it gets the point across I guess.


-Tactical Movement: so basically the SWAT will become a new meta perk for kiting strategies? I'm not exactly giddy about that change, as many people already pointed out that spriting in KF2 is quite often a life-saver and too effective for its own good. Having the SWAT joining the Medic and Zerk on the matter, especially considering how effective of a trash cleaner AND a stun/debuff he is... That's not a good thing.

-Close Combat Training however is a nice improvement. Nothing crazy, but it's pleasant, definitely.

-The Mine Reconstructor was underperforming? How so? From what I remember, it used to be better than many Demolition weapons. It's pretty much a combo or a grenade launcher and a trap-laying tool.

-I'm happy with the Hemoclobber changes. Compared to what everyone is saying, I'm not sure it's truly a nerf and more like a rebalance. It heals less but hurts more... Although I believe it should be flipped considering the medic is supposed to HEAL GODDAMIT, at least having a weapon that can't do both is way better. More weapons should get that treatment.

-The ability to buy 25% shards of armor is however laughably stupid. It's part of the Killing Floor meta and strategy to choose between grabbing that extra mag or repairing your armor. Purchasing a T2 or saving your bacon by having armor on first. Not having to make such a drastic choice will affect both early and late game. And in my opinion, that's actually touching part of the franchise's very soul. I'm really unhappy with that decision. Some perks being able to spawn with armor or having more of it was more than enough.

-I pretty much never use the Quick Swap function and pretty much just memorize with key I have to press and how many times to get what I need. I'm also a paranoid reloader, who's always loading a new mag whenever I got two seconds to breathe. So I'll never use that, but good for those who do!
 
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Nerf hemoclobber this is sad you get only 30 hp for heal and still get nerf sad people think hemoclobber are deadly and to much health and damage sad people playing normal,hard,suicidal, and because you get most players on there mods this doesn't mean you don't have players who playing hoe or harder than hoe hemoclobber is nothing on that mode you lose your ammo fast and you get only 30hp heal before you nerf something go play hoe on hard map or harder than hell on earth and see how work hemoclobber
You're missing the point. For an experienced player it shouldn't be difficult to heal midcombat using your own syringe but to be able to heal yourself, panic zeds, kill trash, stumble big zeds, heal teammates and also have a weapon that is pretty good outside of the healing, well, This ultimately leaves the hemoclobber being the most obviously overpowered weapon for both berserkers and medics and also the survivalist with their defenses and healing. No weapon should be able to do everything and before somebody says "it's not a ranged weapon" lol it weighs nothing for what it can do meaning you can carry so many other weapons. It also isnt expensive... like they should have made it a t5 weapon so people would stop skipping the katana or Fireaxe. There is virtually no need to get anything else. In 6 man hell on earth have you seen the grenade rifle? It is also borderline told strong but it will never save you like the clobber does
 
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Hopefully the Tactical Movement movespeed increase is significant so we can do takedowns like GS and backpedal while applying Cripple, will also be an indirect buff to Battering Ram.

Close Combat Training I am not impressed with since that usually gets switched off for Tactical Reload and I don't see why SWAT would need even more wave 1 survivability but maybe there are people out there that like slow reloads on already low damaging SMGs so they can bash ZED more efficiently for some reason and risk getting teared to shreds.
Try giving Close Combat Training an overall flat damage increase to everything and people will start thinking if slower reloads are worth the damage.
 
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The "Medic remains broken" patch. Why is he not getting nerfed? I thought people would agree he is the main outlier now. Having a medic with healthrower in your game is like playing one difficulty level below. At least fix his resistance so he can't kite big zeds and bosses forever after the rest of the team is dead.

The hemoclobber nerf is a good idea but I'm concerned that simply tuning the healing value will either have no impact on its use (it's still a "get out of jail" weapon that stuns every zed around you), or make the weapon useless (and if it would, zerk would deserve a slight buff to compensate because this weapon carries him tiers above where he would be without).
 
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Tactical Movement-
SWAT meta is now. Well, if it's anything over 10%.

Hemoclobber-
I'd like a mag size of 1. Want a heal? You must reload. Could also do with lower reserve ammo and pickup amounts while leaving all effectiveness of the healing untouched. Idea being yes it's a stick you can heal yourself with but you have to be tactical about when to use it, you can't just spam it and heal more or less indefinitely for more healing and faster than your syringe. Maybe something like mag/reserve/pickup of 1/8/1, down from (currently) 3/12/3.

Buying 25% Armor-
Been waiting 16 years for this.
 
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Hemoclobber-
I'd like a mag size of 1. Want a heal? You must reload. Could also do with lower reserve ammo and pickup amounts while leaving all effectiveness of the healing untouched. Idea being yes it's a stick you can heal yourself with but you have to be tactical about when to use it, you can't just spam it and heal more or less indefinitely for more healing and faster than your syringe. Maybe something like mag/reserve/pickup of 1/8/1, down from (currently) 3/12/3.

That sounds like a clever idea that could work. I dig it. Although it would still be a "get out of jail free" card, it wouldn't be as spammy at the very least. You can have a quick slap, then you're back to using your gun.

Although you can also just spam grenades still... Gosh, that perk is a mess.
 
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