Money Ballance suggestion.
The Idea is that you loose money when you get hit/held by a specimen. and boost a litle bit money by the end of a wave.
The Idea is in example. that perks like Berzerkers, firebugs, commando and medic is kinda dirt cheap to play. against the Demolition, sharpshooter and support which are the exspensive ones.
but another fact we know about cheap perks. is they usually stay in the frontrow. which means that they well be more ganged up on. which also means they will lose more cash and get less cash to spend. but the expensive classes will most likely not loose so much cash since they are in the backrow (unless they play like a noobish rambo)
my thoughts:
so players which are skilled and can keep away a good mob would get more money. but it might cause less team play since they now most likely wont share so much cash with eachother, since they now have the cash they need
(im talking about the expensive classes when i say that)
The Idea is that you loose money when you get hit/held by a specimen. and boost a litle bit money by the end of a wave.
The Idea is in example. that perks like Berzerkers, firebugs, commando and medic is kinda dirt cheap to play. against the Demolition, sharpshooter and support which are the exspensive ones.
but another fact we know about cheap perks. is they usually stay in the frontrow. which means that they well be more ganged up on. which also means they will lose more cash and get less cash to spend. but the expensive classes will most likely not loose so much cash since they are in the backrow (unless they play like a noobish rambo)
my thoughts:
so players which are skilled and can keep away a good mob would get more money. but it might cause less team play since they now most likely wont share so much cash with eachother, since they now have the cash they need