Personally, I've been using the mod to balance the demo in Marco's ServerExt mod due to the perks not having all the skills like in vanilla. Since Skell allowed modification of damage against FP, I've decided on making the demo most efficient at taking out FPs by effectively boosting damage done by explosives.
I also use P1 to make the medic a bit more dynamic in that I've configured different healing attributes for their arsenal; essentially having the medic battle between which gun is best to use for dire healing situations.
In configuring the medic, I've also modified the pistol attributes a bit, such to that (while in normal games it is smart to have a medic pistol regardless) it is now very advantageous for the team to have everyone purchasing a medic pistol beginning mid-game.
Somewhere in between, I've tweaked values of "dead" or unbalanced weapons *cough M4 cough*.
It's tough to say which is the best attribute since being given options is the best attribute. Possibly the FP dmg modifier. Since I can specifically modify a FP's "weakness". This allowed me to give meaning to the demo class (outside of vanilla aka in marco's mod).
I also use P1 to make the medic a bit more dynamic in that I've configured different healing attributes for their arsenal; essentially having the medic battle between which gun is best to use for dire healing situations.
In configuring the medic, I've also modified the pistol attributes a bit, such to that (while in normal games it is smart to have a medic pistol regardless) it is now very advantageous for the team to have everyone purchasing a medic pistol beginning mid-game.
Somewhere in between, I've tweaked values of "dead" or unbalanced weapons *cough M4 cough*.
It's tough to say which is the best attribute since being given options is the best attribute. Possibly the FP dmg modifier. Since I can specifically modify a FP's "weakness". This allowed me to give meaning to the demo class (outside of vanilla aka in marco's mod).
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