I've made so many suggestion about game balance or fixing things, but never write about popular, but in most cases useless stuff like new specimens, weapons or perks. So here are my insane ideas about a new specimen 
I think KF lacks of fast, medium-health enemy, with a ranged weapon. Sajpoc's general power should be speed, ranged weapon and a slightly more AI than regular KF zeds. He should have medium amount of health - we already have a lot of retard specimens with huge amount of HP.
Size: Average. Tall as Gorefast, but a bit wider.
Health: amount and scaling per players same as Siren.
Ranged weapon: Firing 2 projectiles, 10 damage points each (on Normal diff, un to 17 on HoE). One projectile shot directly in the target, another - in the moving direction. If player stands still, both projectiles hits him. No splash damaged, heavy attack force or after-burn - i.e. projectile can do damage only on direct hit, doesn't push away player and doesn't set him on fire.
Specimens shouldn't dodge Sajpoc's projectiles like they do Husk's firebals. But shouldn't react on them too - or else most Skaars will be killed by teammates (i.e. "zedmates"). Even Clot needs to receive 13 Skaar's shots to die, so Sajpoc will not help players a lot. Maybe he shouldn't fire at all, if there are some other zeds on the path.
Melee damage: Sajpoc makes single hits, dealing 20 damage points Normal (up to 35 on HoE). Attack from the back does double damage, so "taking from behind" could be almost deadly.
Speed: Normal speed same as Stalker. Raged speed same as running Gorefast.
Stunning: Sajpoc, like Siren and Fleshpound, can't be stunned.
Normal behavior: Sajpoc doesn't move straightly to player, but strafing left-right with the variable sidestep delta. While doing this he shoots 2 projectiles every 2-4 seconds.
Rage condition: after receiving 50hp damage. Rage ends only when target is dead and no more players in Sajpoc's line of sight. When Skaar is raged, he moves and shoots much faster: 2 projectiles every second or maybe shooting projectiles one by one each 0.5-0.7 seconds.
Rage behaviors:
#1: Same as his Normal behavior, sidestepping while moving towards to target, but with increased speed and rate of fire.
#2: Completely stop moving to the target, just spamming shots while strafing, with dodging elements. This behavior should be used mostly if Sajpoc's target is Support or Berserk - those 2 perks are most vulnerable to ranged attacks. After some time or if lost line of sight - switch to #1.
#3: when Sajpoc comes closer to target, he stops shooting and does 2-3 fast jumps (horizontal speed of the jump should be near to raged SC or FP speed) to the player (some kind of bunny-hopping), and switching to melee attack. Bunny-hopping trick can be used only once,
or else it would be impossible to run/jump away from him even for Berserk.
Special abilities:
#1 Dodging away from LAW rockets and M79/M32 nades.
#2 Hiding behind "meat-shields", i.e. Bloats and Scrakes. Run from random side of specimen, shoot and quickly dodge behind his back again.
#3 When raged and doing "bunny hopping" next to crouched player, Sajpoc can perform last jump behind the player, shooting 2 projectiles when flying over him, and doing melee attack to the back after landed. This trick on HoE does 104 damage points in summary [(2*10+2*40)*1.75] and it's lethal for non-armored player.
#4 Picking up weapons. Why there are no zeds, who can pick up weapon from the ground and use it against
players? Could be fun imo. After picking up the weapon Sajpoc shoun't be able to use any his special abilities - just running towards to the player and shoot (maybe strafing too). Weapon in Sajpoc's hands should do only 10% of its base damage - enough to badly hurt or even kill a player. Standard difficulty multiplier should be applied too - up to 17.5% weapon damage on HoE.
#5 "Ready Ike? Kick the baby!" Ability to kick Crawlers into the player's face from a big distance. Kick should wound Crawler, so it can be killed by a single body-shot from any Sharpstooter's or Commando's weapon. But if flying Crawler reaches player, it does double or maybe even triple damage.
Extermination:
Sharpshooter: Sajpoc has same health as Siren, so he needs only 1 headshot from LAR, M14 or xbow. But hitting strafing enemy's head is a very challenging task. And if you miss the head and hit the body - he'll rage.
Support is weak against range weapons, so he's not a good choice. Even 1 shotgun pellet can rage Sajpoc, and then suspect a lot of projectiles flying to you from a distance, where shotguns are practically useless. On close distance Sajpoc performing his bunny-hopping trick, so it's hard to aim. HSg double blast can help, but if you miss - Scaarj will cut you in the parts before you relaod.
Demolition: Sajpoc is dodging rockets and nades, so making direct hit will be extremely hard. But shooting 2-3 nades to the ground at Sajpoc's feet will easy kill him - so expect a lot of smoke.
Commando could be #1 perk against Sajpoc. Small body health allows level 6 commando to kill Sajpoc on 6p HoE from a distance by using only about 1/3 of SCAR magazine. So even with loss of precision due to Sajpoc's strafing commando can kill 2 Sajpocs without reloading.
Firebug will need more fuel than killing Siren, but missed flames will burn specimens behind the Sajpoc, so this perk is good against it too.
Berserker has speed bonus to avoid Skaar's projectiles, and damage resistance allows to catch some shots without beeing heavy wounded. However, kitting Sajpocs during an entire wave could be lethal due to increasing projectile count. Strong melee attack and jumping trick make Sajpocs dangerous even for zerker in close combat. However, Sajpoc can be killed with 1 katana or axe alternate hit to the head... if hit is precise, of cource. So Zerker is kind of tied with Sajpoc - both can't seriously damage each other on distance, but both are fast and can be lethal in close combat.
Medic blocking Scaarj is not a good idea: while Medic is standing, he's also blocking teammates shots. If Medic is crouched, Sajpoc can perform his special ability #3, damaging medic's armor very bad.
Purpose
1. To slightly weak Support meaning in the team, because now Support is good against every specimen in the game.
2. Range attacks make kitting harder for zerkers.
3. Force camping team to move a little bit, because now you can stand still during an entire wave. Avoiding Sajpoc's projectile will require some mobility or maybe even taking cover/hiding around a corner, regrouping and going back.
I think KF lacks of fast, medium-health enemy, with a ranged weapon. Sajpoc's general power should be speed, ranged weapon and a slightly more AI than regular KF zeds. He should have medium amount of health - we already have a lot of retard specimens with huge amount of HP.
Size: Average. Tall as Gorefast, but a bit wider.
Health: amount and scaling per players same as Siren.
Ranged weapon: Firing 2 projectiles, 10 damage points each (on Normal diff, un to 17 on HoE). One projectile shot directly in the target, another - in the moving direction. If player stands still, both projectiles hits him. No splash damaged, heavy attack force or after-burn - i.e. projectile can do damage only on direct hit, doesn't push away player and doesn't set him on fire.
Specimens shouldn't dodge Sajpoc's projectiles like they do Husk's firebals. But shouldn't react on them too - or else most Skaars will be killed by teammates (i.e. "zedmates"). Even Clot needs to receive 13 Skaar's shots to die, so Sajpoc will not help players a lot. Maybe he shouldn't fire at all, if there are some other zeds on the path.
Melee damage: Sajpoc makes single hits, dealing 20 damage points Normal (up to 35 on HoE). Attack from the back does double damage, so "taking from behind" could be almost deadly.
Speed: Normal speed same as Stalker. Raged speed same as running Gorefast.
Stunning: Sajpoc, like Siren and Fleshpound, can't be stunned.
Normal behavior: Sajpoc doesn't move straightly to player, but strafing left-right with the variable sidestep delta. While doing this he shoots 2 projectiles every 2-4 seconds.
Rage condition: after receiving 50hp damage. Rage ends only when target is dead and no more players in Sajpoc's line of sight. When Skaar is raged, he moves and shoots much faster: 2 projectiles every second or maybe shooting projectiles one by one each 0.5-0.7 seconds.
Rage behaviors:
#1: Same as his Normal behavior, sidestepping while moving towards to target, but with increased speed and rate of fire.
#2: Completely stop moving to the target, just spamming shots while strafing, with dodging elements. This behavior should be used mostly if Sajpoc's target is Support or Berserk - those 2 perks are most vulnerable to ranged attacks. After some time or if lost line of sight - switch to #1.
#3: when Sajpoc comes closer to target, he stops shooting and does 2-3 fast jumps (horizontal speed of the jump should be near to raged SC or FP speed) to the player (some kind of bunny-hopping), and switching to melee attack. Bunny-hopping trick can be used only once,
or else it would be impossible to run/jump away from him even for Berserk.
Special abilities:
#1 Dodging away from LAW rockets and M79/M32 nades.
#2 Hiding behind "meat-shields", i.e. Bloats and Scrakes. Run from random side of specimen, shoot and quickly dodge behind his back again.
#3 When raged and doing "bunny hopping" next to crouched player, Sajpoc can perform last jump behind the player, shooting 2 projectiles when flying over him, and doing melee attack to the back after landed. This trick on HoE does 104 damage points in summary [(2*10+2*40)*1.75] and it's lethal for non-armored player.
#4 Picking up weapons. Why there are no zeds, who can pick up weapon from the ground and use it against
players? Could be fun imo. After picking up the weapon Sajpoc shoun't be able to use any his special abilities - just running towards to the player and shoot (maybe strafing too). Weapon in Sajpoc's hands should do only 10% of its base damage - enough to badly hurt or even kill a player. Standard difficulty multiplier should be applied too - up to 17.5% weapon damage on HoE.
#5 "Ready Ike? Kick the baby!" Ability to kick Crawlers into the player's face from a big distance. Kick should wound Crawler, so it can be killed by a single body-shot from any Sharpstooter's or Commando's weapon. But if flying Crawler reaches player, it does double or maybe even triple damage.
Extermination:
Sharpshooter: Sajpoc has same health as Siren, so he needs only 1 headshot from LAR, M14 or xbow. But hitting strafing enemy's head is a very challenging task. And if you miss the head and hit the body - he'll rage.
Support is weak against range weapons, so he's not a good choice. Even 1 shotgun pellet can rage Sajpoc, and then suspect a lot of projectiles flying to you from a distance, where shotguns are practically useless. On close distance Sajpoc performing his bunny-hopping trick, so it's hard to aim. HSg double blast can help, but if you miss - Scaarj will cut you in the parts before you relaod.
Demolition: Sajpoc is dodging rockets and nades, so making direct hit will be extremely hard. But shooting 2-3 nades to the ground at Sajpoc's feet will easy kill him - so expect a lot of smoke.
Commando could be #1 perk against Sajpoc. Small body health allows level 6 commando to kill Sajpoc on 6p HoE from a distance by using only about 1/3 of SCAR magazine. So even with loss of precision due to Sajpoc's strafing commando can kill 2 Sajpocs without reloading.
Firebug will need more fuel than killing Siren, but missed flames will burn specimens behind the Sajpoc, so this perk is good against it too.
Berserker has speed bonus to avoid Skaar's projectiles, and damage resistance allows to catch some shots without beeing heavy wounded. However, kitting Sajpocs during an entire wave could be lethal due to increasing projectile count. Strong melee attack and jumping trick make Sajpocs dangerous even for zerker in close combat. However, Sajpoc can be killed with 1 katana or axe alternate hit to the head... if hit is precise, of cource. So Zerker is kind of tied with Sajpoc - both can't seriously damage each other on distance, but both are fast and can be lethal in close combat.
Medic blocking Scaarj is not a good idea: while Medic is standing, he's also blocking teammates shots. If Medic is crouched, Sajpoc can perform his special ability #3, damaging medic's armor very bad.
Purpose
1. To slightly weak Support meaning in the team, because now Support is good against every specimen in the game.
2. Range attacks make kitting harder for zerkers.
3. Force camping team to move a little bit, because now you can stand still during an entire wave. Avoiding Sajpoc's projectile will require some mobility or maybe even taking cover/hiding around a corner, regrouping and going back.
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