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Merc Report - Tricks for Zeds and Treats for You!

I'm not talking about weapons, I'm talking about perks and skills. I rarely see survivalist mains, that tells us enough about it
Well, can you truly main a character that does nothing special and instead scavenge his stuff from others...?

There's no need for extra movement speed. His appeal is that he can mix-up any kind of weapon he desires, and can even choose extra weight to gain even more guns ! It wouldn't be fair if he was also faster while doing so.

Same goes for higher mags... Why? It's also difficult to apply to EVERYTHING.

The perk sits in arguably the "best" way it could be without a major revamp.
 
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True, it's a bit of a double edged sword really.

On one hand, surv could use extra ammo as his passive ability, since his dmg output is worse than the other perks and he runs out of ammo quicker... So having larger ammo stock would definitely help out.

On the other hand, it would give surv even more ammo to play with the most powerful weapons that he can use to stay relevant.
 
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I'm not talking about weapons, I'm talking about perks and skills.
It only got the most base kit buffs since its introduction compared to all the perks in the game.

Melee Expert has been overbuffed since the perk's intro.
Lockdown and Madman are both pretty ridiculous (even Sharpshooter has to hit headshots for its guaranteed stun in Zed-Time).
Make Things Go Boom has been buffed to match a good portion of Demo's kit.
The one downside to Weapon Harness has been completely removed now that Flashbangs are available to Survivalist regardless of skill choice, making SWAT even less of an attractive pick for the broad majority of the playerbase.
It's been given free weapon swap speed for everything.
It's had weapons that are disproportionately good for a perk that isn't supposed to specialize in anything (Freezethrower, Frost Fang, etc.)
At this point you don't even need to aim well to play with it on a perk where the non-aim weapons suck and don't get inherent boosts; you come armed to the teeth with so many incaps and stuns that you can literally CC most things to death. No headshots needed. Which is stupid, but hey, it's there.

The devs have resisted the siren song of "more damage" but that's where all the broken weapons come into play.

Stop asking for class buffs. If anything we need some nerfs.

I rarely see survivalist mains, that tells us enough about it
Ugh. That's a feature, not a bug.

Not that we need survivalist mains in a game about picking compatible specialists, but literally every week on the subreddit or Steam forums someone posts a "what's your favorite Survivalist loadout."
 
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True, it's a bit of a double edged sword really.

On one hand, surv could use extra ammo as his passive ability, since his dmg output is worse than the other perks and he runs out of ammo quicker... So having larger ammo stock would definitely help out.

On the other hand, it would give surv even more ammo to play with the most powerful weapons that he can use to stay relevant.
I understood it as more ammo PER MAG, which is something I really don't get why the Surv should get. But I wouldn't mind extra ammo... Not that much though, I feel the "point" of the perk is also to force you to have multiple weapons in your loadout.
 
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I understood it as more ammo PER MAG, which is something I really don't get why the Surv should get. But I wouldn't mind extra ammo... Not that much though, I feel the "point" of the perk is also to force you to have multiple weapons in your loadout.
Survivalist does get Ammo Belt, which is extra total ammo for all weapons; it just comes at an opportunity cost of not being Weapon Harness. Although, as I mentioned, Weapon Harness losing its one main downside is so ridiculous that an extra weapon just replaces extra ammo in most "do whatever" loadouts. (There's a reason why weight factors tie(d) into weapon balance, and why WH had such a downside in forcing the player to use the molotov.)

Humam2104, from what I infer, is talking about effectively doubling base magazine sizes for Survivalist, which...no. Leaving aside how that blanket buff would be too good on the already good weapons while being completely useless on others such as single-shot weapons that aren't coded to be affected by higher magazine sizes (hi, M99!), the solution to "I want weapons to have better magazine sizes" is to pick the perks that specialize in those weapons so you can use them to their full potential.

So much of this game is already gimmes and mulligans as it stands. With the amount of nonsense Survivalist already has at its disposal it absolutely doesn't need double magazine size for existing, or even more runspeed (for the love of Gaia and Mother Earth please stop asking for runspeed; it encourages players to run and never shoot things and I am so very beyond done with people turning every other game into a chaotic kitefest), free recoil reduction (recoil is part of weapon and perk balancing), or faster reloading on top of its faster reloading.
 
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@SnapJackalPop : damn ! You rarely if ever see something like that in the hands of Belgian police forces. At most (and even that is really when they need tons of security) you'll see a P90. And even then, when max security is needed (like when the King is meeting the crowd during National Day), they usually call upon a few soldiers with FALs.
In fairness they're not that common a sight to see as they're used by specialist firearms officers, UK police not being armed as standard. You'll mostly seem them at airports as a matter of routine. Outside of that, when the security situation demands it. Such as 1am at a train station for some reason which was the last time I saw police with them. Amusingly to me, with Briar's standard outfits and some specific cosmetics he'll pretty much look nailed on for his real life counterparts.
 
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