Merc Report - Spring Into Field Improvements

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Hey Mercs,

With your next assignment heading this way, we felt you were due for a briefing on updated and changing conditions in the field. So let's take a look at the upcoming Quality of Life improvements for all our favorite Zed slayers.

Medics, you know the drill, you do your best to keep the team alive and are often left holding all the complaints. Well this one's for you and your teammates to enjoy together: HUD indicators for medic buffs.



Medics using Adrenaline Shot, Focus Injection and Coagulant Booster will now trigger the following HUD indicators when the effects are in play.

The initial DOSH a player is granted on joining a mission has also been updated. Horzine has decided to be a little more generous so that those joining late in a mission have more opportunity to provide a meaningful impact and not just another meal for a hungry Zed.

Value Changes:
  • Short:
    • Wave 1 - from 550 to 700
    • Wave 2 - from 650 to 850
    • Wave 3 - from 1200 to 1650
    • Wave 4 - from 1500 to 2200
  • Medium
    • Wave 1 - from 450 to 600
    • Wave 2 - from 600 to 800
    • Wave 3 - from 750 to 1000
    • Wave 4 - from 800 to 1100
    • Wave 5 - from 1100 to 1500
    • Wave 6 - from 1400 to 2000
    • Wave 7 - from 1500 to 2200
  • Long
    • Wave 1 - from 450 to 600
    • Wave 2 - from 550 to 700
    • Wave 3 - from 750 to 1000
    • Wave 4 - from 1000 to 1300
    • Wave 5 - from 1200 to 1650
    • Wave 6 - from 1300 to 1800
    • Wave 7 - from 1400 to 2000
    • Wave 8 - from 1500 to 2200
    • Wave 9 - from 1600 to 2400
    • Wave 10 - from 1600 to 2400

Several weapons and perks have also been adjusted to help improve the merc experience. Please keep in mind that these values are subject to change as we progress through our internal testing and public beta process. First up, the weapons:

  • SA80 L85A2 Bullpup
    • Weapon weight reduced from 6 to 5
    • Bullet damage increased from 30 to 32
    • Initial spare magazines on Trader purchase reduced from 4 to 3
    • Ammo price per magazine increased from 30 to 32
  • Freezethrower
    • Rate of fire of default fire reduced by 30%
    • Minimum ammo consume of default fire reduced from 4 to 3
    • Alt-fire damage type changed from “Freeze” to “Ballistic_Shotgun”
    • Alt-fire base damage increased from 20 to 35 per ice shard.
    • Number of shards of alt-fire reduced from 12 to 9
    • Spread of alt-fire shards reduced by 20%
    • Default fire horizontal recoil reduced by 30%
    • Alt-fire vertical recoil increased by 50%

And the perks, starting with the Dual 9mm, which has had several perk skills reactivated for use, which are:
  • SWAT's Tactical Movement, Suppression Rounds, Rapid Assault and Tactical Reload
  • Support's Tactical Reload
  • Sharpshooter's Tactical Reload
  • Demolitionist's Tactical Reload
  • Commando's Tactical Reload, Prepared, Machine Gunner and Tactician
Other perk skills that have been updated to help provide more meaningful perk choice are:
  • Berserker
    • Dreadnaught
      • Total Health bonus increased from 75% to 100%.
    • Resistance
      • Resistance to all damage increased from 20% to 25%.
      • Additional resistance to Poison and Sonic damage increased from 20% to 25%.
  • Field Medic
    • Resilience
      • Max amount of resistance increased from 50% to 70%.
  • Sharpshooter
    • ZED TIME - Ranger
      • Updated the way this perk skill applies the stun, to be more consistent. Now every shoot of any perk weapon will stun any Zed.

Have you ever ended up on a server that may have their own set of rules that may be different from the standard gameplay rules and found yourself removed from the server? This last change brings a new filter and menu element, for PC players, to the server browser and matchmaking. It’s now labeled the “No Local Admin” filter. With this new option, players will be able to look for- and filter out- servers that are using web admin kicking and banning features.


The last thing we would like to bring to your attention is an upcoming new option for how you can obtain weapon DLC , as we experiment with another optional solution to better meet some player expectations. We are doing this in the form of an Armory Season Pass. Starting at $29.99 USD with regional pricing available for supported markets, it would grant players all of 2021’s new paid DLC weapons as they become available, and this first season pass will also include all previously released DLC weapons as well. Upcoming weapons will continue to be available to purchase via individual packs and double bundles when applicable to the update but this should provide players a one stop-shop solution at a bulk discount.

Keep an eye out next week for the latest news in the world of Zed slaying tools.
 
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Have you considered adding a “2021 only” bundle for somewhere near $20? For those of us who bought even one of the previous weapons, that’d still equal or surpass the $30 two-year pass in price.
Despite kicking myself for being an early adopter of the DLC, I still think this new plan of yours is a much better way to go.
 
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Skirmisher needs to be slightly nerfed.
You've forgotten something important. Perks can't be nerfed anymore. I don't know why but for the last two years or so the only changes that have been made to perks have been buffs. If there is a nerf it's extremely minor and/or the only one in a group of 3+ other buffs. Similar but less strict trend with weapons as seen in this report.

As a RLLLR zerk(when I do play as one)... Yeesh. Zerk was already game-breakingly good and these buffs are going too far, IMO. Zerk was already nigh-immortal and I don't see the point of increasing his durability further. Like, it feels pointless. I guess I can afford to make even more mistakes now? I can pay even less attention to the game?

I get and agree on the concept of balancing perk skill choices but find it odd they are or have been prioritized over inter-perk balancing. Surely the latter will disrupt the former and require more work in the long run?
 
Thank you for the zerker changes, Now after many years this dreadnought perk has a viable choice. 100 more HP on top of resistance gives a lot of potential extraHP. Will make boss encounters easier.

And its alright pick now, compared to glasscannon hit&run Skirmishers ( hp regen and mov speed ). It will allows zerks for wider gameplay patterns, those who preffer "take one for the team" and usage of heavier swinging weapons.

Medic change, I think it should be buffed slightly in the opposite way. Picking 25 more HP over 50% dmg resistance is not very good choice. Adding ( hp regen would make it more interesting choice, even 1hp per second + 25 more HP ). Resilience perk option offers a high risk high reward, and is still better choice from my pov

btw you might alter Zerker health replenish during ZED time ( Berserker Rage ), now with 200 max HP it will be way too strong. Revert it back to original value before buff. Also from my experience, when zeds "feared" away from you was much better than "immobilizing zeds". Since getting blocked as zerker in tight-room scenarios was worst feel to experience and this perk could save not only your life but others.
 
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You've forgotten something important. Perks can't be nerfed anymore. I don't know why but for the last two years or so the only changes that have been made to perks have been buffs. If there is a nerf it's extremely minor and/or the only one in a group of 3+ other buffs. Similar but less strict trend with weapons as seen in this report.

As a RLLLR zerk(when I do play as one)... Yeesh. Zerk was already game-breakingly good and these buffs are going too far, IMO. Zerk was already nigh-immortal and I don't see the point of increasing his durability further. Like, it feels pointless. I guess I can afford to make even more mistakes now? I can pay even less attention to the game?

I get and agree on the concept of balancing perk skill choices but find it odd they are or have been prioritized over inter-perk balancing. Surely the latter will disrupt the former and require more work in the long run?
Well, a peculiar and implicit rule of thumb isn't truly a rule, is it? I've always been a strong advocate of "buff the weak instead of nerfing the strong" but my POV regarding the medic's polyvalence is now a running gag at that point. Anyhow, even though the official word about it is that after five years of updates, the game is now quite fragile and it's pretty much impossible to change something meaningful without having to rework a bunch of other things...But as I said numerous times before as well : stop wasting resources on weapons we don't want and instead use that last push to bring closure to the game. Better to inject one last sprint to secure victory than to keep a steady pace and lose in the long run. Call it "rebalancing" if "nerfing" is a taboo word. But just do something to make it so the medic isn't a mere walk in the park anymore.

Totally agreed on the zerk tho, which makes @Kazaanh's comment downright incomprehensible (no offense dude !) It's already a very tough perk, that becomes damn near unkillable if he's paired with a good medic. And the funny thing is that no matter how good those buffs are, it still seems less valuable than the damn Skirmisher perk ! I personally believe that an innate health regen is just too good to pass up. Again, call me crazy, but I believe Skirmisher should be nerfed rather than buffing Dreadnaught. Kazaanh is calling the perk a "hit'n'run glass cannon" with Skirmisher, but I believe it's the wrong way of looking at it. Regardless of the skill chosen, the zerk IS a hit'n'run perk. Because your main purpose is to strike a powerful blow without leaving the possibility to any zed to retaliate. It's parry ability and extra speed makes that very clear, but also it's main source of damage ( melee weapons : they obviously can't provide a steady flow of damage the way a flamethrower or SMG does. It's more akin to the sharp or demo => once you fired, you have to fallback slightly to "reload" and bring the pain again). As for being a glass cannon, it's the complete opposite : you can stay in the fight longer because your health keeps being regenerated. And assuming you picked the skill that allows you to heal on kill, you're actually even encouraged to be ballsy. That perk is a glass cannon under NO circumstances. He's certainly the tank of the team. Along with the SWAT and Medic to some extent.

Similarly (sorry @Kazaanh , it's really not about you !), giving HP regen to the medic... Have you lost your damn mind? The medic can already heal better and more often than all his teammates. He can also heal himself with his grenades and got better armor. He doesn't need to regen on top of that, or we might as well have a team full of medics at that point.
 
I lack something from this update and that is a sharpshooter rebuilding.
You don´t even have to rack your brains since there are plenty of threads giving solutions, you only have copy and paste from them.
 
What is the net effect of the changes to the freeze thrower? Is it a buff or a nerf? I seldom use alt-fire because of ammo consumption.
 
What is the net effect of the changes to the freeze thrower? Is it a buff or a nerf? I seldom use alt-fire because of ammo consumption.

Oh you definitely should, it's the most damaging option ! I often choose to freeze trash zeds using the primary fire, and blast away the medium-to-big zeds with the alt one. I believe the best way is to actually freeze those medium zeds, then use the alt-fire to finish them off. But I still got the OP version in my head, so maybe it's a far less viable strategy idk.

But don't underestimate the alt-fire. Even more so since it's getting buffed.
 
Freezethrower alt fire "buff" aint all that much vs larges, especially FPs because freeze damage has a 1x and shotgun damage a 0,75x multiplier.
Before it did 240 per shot max vs both. Now it does 284 vs SC and 236 vs FP.
 
The QoL changes look good, I've been asking for that medic buff indicator forever so it's really good to finally see it in. I really wish the upcoming updates had more maps included though, if each update had like 3-5ish maps I feel I'd be way more inclined to reinstall the game and try out what the update has to offer. Community or dev made. I know spring time is usually the time for quality of life changes, but as a burnt out player with about 1k hours that's just how I feel
 
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..........

where is next merc report and firebug DLC weapon showcase ?
Wait, was it said anywhere that the firebug would get a new DLC weapon?

Also, they usually release Merc Reports on Thursdays. I'm fairly positive it has always been like that so I wonder why people still ask "update when?"
 
WTF TRIPWIRE? buffing Zerks and medics?! These perks are already strong enough... While SWAT, SURVIVALIST and other perks really need buffing.. the sharpshooter could use a real buff. And who the **** would say that berserkers and medics need a buff?! You're doing what you guys want... Not giving a **** about what players want
And the sharpshooter buff is not really a buff.. you fixed an issue with the game..
This perk balancing is a complete bullshit .. tripwire treats its players like idiots.. that's why KF2 won't be going anywhere .. looks like the developers only listen to themselves
to be FAIR.. Berserker does kinda need a buff, I mean can you imagine going up against a Matriarch with a melee weapon as berserker cause he runs out of ammo so fast or abomination who can bite you once or twice with an INSTANT death? THINK NOT.. As stupid as it may sound that berserker needing a buff. Zerker is a COMPLETE joke against Bosses, I understand why nobody wants to play berserker during boss waves on Hell On Earth. But yes i agree that other perks need a more priority of buffing. But Berserker does need a buff as well. Hopefully they will fix the other perks later on down the road. (even though they should of had a buff now).
 
to be FAIR.. Berserker does kinda need a buff, I mean can you imagine going up against a Matriarch with a melee weapon as berserker cause he runs out of ammo so fast or abomination who can bite you once or twice with an INSTANT death? THINK NOT.. As stupid as it may sound that berserker needing a buff. Zerker is a COMPLETE joke against Bosses, I understand why nobody wants to play berserker during boss waves on Hell On Earth. But yes i agree that other perks need a more priority of buffing. But Berserker does need a buff as well. Hopefully they will fix the other perks later on down the road. (even though they should of had a buff now).
How did you manage to write three times that the Zerk needs a buff in merely four lines of text?

Also no. He's arguably way better than he ever was in KF1 already. It's precisely because people like you expect every perk to be able to deal with everything that we're having streamlined perks that lacks flavor and uniqueness.
 
How did you manage to write three times that the Zerk needs a buff in merely four lines of text?

Also no. He's arguably way better than he ever was in KF1 already. It's precisely because people like you expect every perk to be able to deal with everything that we're having streamlined perks that lacks flavor and uniqueness.
What do you mean by streamlined perks?
 
What do you mean by streamlined perks?
That they end up being all the same thing. At first, every perk had a nemesis and something they truly couldn't do, making it harder if they were alone and/or didn't have the right teammates.

Now, any perk has so many tools in its arsenal that nothing feels like a threat anymore.