Merc Report - Improving Field Conditions

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Mercs,

As part of our efforts to continuously improve your in-field experience, the techs have lined up some enhancements across your perk abilities, arsenal as well as UI!

Starting with the Seeker Six and Mac10, two weapons that were not getting much field usage. The Seeker Six projectiles are getting a larger explosive radius as well as a slight damage increase combined with a reduced arming distance. This will allow for better trash clearing and nearer explosions, with some risk. The weight is also being reduced to see if this helps it better fit into loadouts.

The Mac 10 is getting a price reduction, sliding it more into a tier between 2 and 3 to better match its current performance against other perk weaponry. This should make it a good choice for Firebugs and Swats looking to step up their firepower a little sooner. As part of this change, we will likely be doing some minor upgrades to its damage and incapacitation power as well.

The following Perk skills are also being improved:
  • Field Medic - Acidic Rounds will have improved damage
  • Survivalist - Melee Expert will have improved damage
  • Berserker - Berserker Rage is being changed so Zeds will no longer flee, but stay rooted in their initial position

Finally, we have two UI changes to round things off. The Skip Trader vote has been added to the pop-up UI system, so after an initial merc has triggered it, other players will be asked if they want to proceed. This should make it easier for players to use and understand what's happening.


skiptrader.png




The last change also will help the team coordinate, by showing the Healing Over Time currently being done to a player in the in the world health bar. Medics will be able to see which players are on their way to being “topped off” and can better focus their attention elsewhere, such as their friend who somehow managed to get across the road and almost around a corner and is now somehow “needing a medic”.



Several new arsenal additions are on the way to help you survive in the jungle, and other ZED infested areas, and we’ll be sharing more over the coming days!
 
I 'm waiting for the 9mm gun to become 1kg. Since, there 's no point buying it now. In 90% of cases, the character only has 1 free kilogram when buying a powerful weapon. And it turns out that only the Medical Gun can be bought! For balance, I would make it 2 kilograms, and the usual 9mm gun on the contrary reduced to 1. Oh, yeah, what about Kriss Vector now? Why is HGR Nail for SWAT stronger in everything than Kriss Vector, a level higher and more expensive? Previously, Kriss didn 't want to take much because of the small amount of ammo in magasine. So, why can 't HGR Revolvers-Shotgun Support be used on Gunslinger?
 
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Wait, there's a dual G18C weapon coming our way? Where did you get that?

Unless you're speaking of the G18C+Riot Shield combo? Then yeah, you can select the fire-mode as you would with any other SWAT weapon.
 
@Aleflippy
No he's talking about a Gunslinger new dlc weapon the G18... that also can be dual wielded.
And also Blunderbuss that is support/demo crossperk
 
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Well... Ain't gonna lie, getting the G18 YET AGAIN when we already have the riot shield combo is kind of a dick move. Except if it's tied to the said riot shield...

But I ain't buying twice to get the same weapon.

And a blunderbuss always feels like a troll weapon whenever it appears in a game... I can't say I'm that hyped for them really.
 
Yep, just saw the official post on the forum yesterday night!

Unlike most people, I dig the look of it. Reminds me of the Automag-9 (RoboCop's pistol). The fact the GS is finally getting an auto-pistol pleases me too. Just a bit bummed that it's yet again the G18...And yet again another 10 bucks. I believe they could have made the basic G18+riot shield a crossperked gun, with the GS dropping the shield to instead dual-wield glocks.

Meh.