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NON beta testers 1015 comments

masteriamamind

Grizzled Veteran
Oct 12, 2010
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Evil Lair
Don't want to dbl post. I feel this is a thread that needs to be had. Those guys are doing some serious tweaking and feedback. I trust them enough (now) to stay the hell outta the way. Being human, I still want to put my $1.50 worth of comments. Let me kick this off with my likes and not so likes.

Likes:
*SS class makes a difference now with the ANSWER!
*Zerker is still a beast even with tweaks. In any case more than what I got now.
*general feed back from testers. They are lovingly playing the game.
*Tripwire. Using wisdom implementing tweaks.

Dislikes:
*medic speed reduction? WTF! I know people want the zerker to have a clear advantage over the medic/zerker variant. You already have that with melee abilities and faster zerker foot speed. That 5% can save lives! especially your own! Zerker as of now is tough. Fast and Mean. That 40% reduced damage applies to the shield AND his health. Zerker is a :IS2:. As soon as the god amour is gone, the medic is toast. No offensive buffs what so ever on the medic. Leave the medic alone!

*Scar is still craptacular! I pointed it out before. Devs felt scar was too powerful because expert comms could down a scrake in 1 (20)clip. Ok fine! Fp's and scrakes are hell raisin demons now! Can I get my scar back? Damage buff OR penetration please. This is the last patch. This must be addressed!

Wants (within reason):
*M14 damage increase. As Zeraan pointed out in the beta wave 2 thread. With the loss of ROF. The M14 should have greater damage to balance. Need to point out Zeraan also suggested lowering ROF even more to emphasize accuracy. Couldn't agree more!
* after balancing include the Horizine M7A3 and Mk23. -=Ivan=- and Jack-Carver worked hard and made something great! They will be done with the kinks before 1015 goes official. Possible try hosting on the beta just to see the reactions of the beta team. Let this last update be a doozy!

*Give the modding community greater abilities to add perks, skins&models, and alter trader array. I know Tripwire has a lot on their plate. It's unfair for us to keep making demands on them. The community can keep the game freshand Tripwire can become more profitable by focusing energies on new projects.

* best idea eva! http://forums.tripwireinteractive.com/showthread.php?t=46932 As a MW2 (ps3/360) junkie this little addition will give KF ridiculous longevity! Trust me. Please read Fedorov's excellent idea.


Well that's it for now. I will comment further as more info is placed before me. Giving credit or debt where it is due. Masta Out!
 
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Dislikes:
*medic speed reduction? WTF! No offensive buffs what so ever on the medic. Leave the medic alone!

*Scar is still craptacular! I pointed it out before. Devs felt scar was too powerful because expert comms could down a scrake in 1 (20)clip. Ok fine! Fp's and scrakes are hell raisin demons now! Can I get my scar back? Damage buff OR penetration please. This is the last patch. This must be addressed!

Wants (within reason):
* after balancing include the Horizine M7A3 and Mk23. -=Ivan=- and Jack-Carver worked hard and made something great! They will be done with the kinks before 1015 goes official. Possible try hosting on the beta just to see the reactions of the beta team. Let this last update be a doozy!

i totally agree with you on the medic, not so much on the rest though. Due to the upcoming change that you won't benefit as much as you used to if you use a weapon which wasn't made for your Perk(which is an aswome change to be honest) the Medic needs a second Weapon (every other class got 2 or more Weapons). The Medic only got the Mp7 (which i love), and needs a stronger main Weapon so he don't need to use ohter perk class weapons.
 
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i totally agree with you on the medic, not so much on the rest though. Due to the upcoming change that you won't benefit as much as you used to if you use a weapon which wasn't made for your Perk(which is an aswome change to be honest) the Medic needs a second Weapon (every other class got 2 or more Weapons). The Medic only got the Mp7 (which i love), and needs a stronger main Weapon so he don't need to use ohter perk class weapons.

That's is why I suggested the modded weapons! You really should check it out! http://forums.tripwireinteractive.com/showthread.php?t=46433
 
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I already tested them and they seem to be pretty neat. the M7A3 would be a nice asset to have, plus it is pretty balanced due to the high recoil and slow firing rate. the mk23's are a tad to overpowered at the moment with the ability to pierce through multiple zed's.

It is a really nice idea to make the weapons weaker if you aren't using the specific perk which they were made for(they just have to make sure that the medic gets his next tier weapon).

I am really excited about the beta testing and i can't wait until it's finished and how it all plays out .

That is one the reasons why tripwire is one of the best Developers, no other Game Company would consider working together with their customers to make their game better and much more enjoyable for everyone.
 
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I think you've mistaken the general discussion forum for the ideas and suggestions forum... though seriously, any suggestion that uses 'It was in MW2' as its only reason is not going to earn you any points and just make people ignore everything else you had to say. And attachments have been debunked an infinite number of times already.

You seem to misunderstand the point of balance. Reducing the rate of fire of the M14 does not mean its damage should be increased to compensate. 5-6 bullets a second down to 4 is not a gigantic change.

And please. The Medics armour, bloat bile resistance and move speed were great in the time before the MP7M when they had to get in close on allies and might take hits. Now they merely leant to it being broken in some respects which has mostly been alleviated with nerfs to the Katana and Xbow. The Medics armour in the beta does nothing more than allow him to meat shield allies from Fleshpounds, a VERY useful attribute if done correctly.
 
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That is one the reasons why tripwire is one of the best Developers, no other Game Company would consider working together with their customers to make their game better and much more enjoyable for everyone.
Had to call you out on this. ;) HiRez Studios does the same thing. (And you get to communicate/play with the CEO/GMs regularly)

//Back on topic
Scar needs something done to it. AK seems to be better in most situations now.
 
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Looking back on medic history,

The current movement speed was how it used to be when the game first came out. Then it was nerfed a bit to balance that, and I was completely ok with that. Mind you we didn't have the MP5 then, so we actually had to work to heal people. When level up hit, it put the medics back to the same broken speed they had before, with the addition of a ranged healing gun, and even tougher body armor. That there made the medic even more broken then when the game first came out. I am a little sad that the stun effect on melee weapons are only going to be given to the Zerkers, but its ok with me, medics shouldn't be medzerkers anyways.

M14, I say leave it. It is now more balanced, if you don't know how to juggle between using the 9mm, deagle, and M14, then you shouldn't be playing SS then. 15 spare mags for the 9mm, 10 mags for the deagle (I think thats right, might be 8-9, can't remember right now) and 7 for the M14. Thats plenty.

Increased head resistance for the Scrakes and Fps. :D:D:D:D Suicidal will chaos again like the good ol' times.
 
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From what I can tell.. the new meta weapon sets will be..

Sharpshooter: LAR/handcannon + M14 Based on the beta 1 notes.. this would be extremely optimal as none of these weapons have had a damage nerf.. the crossbow pretty much lost half of its power and therefore render it useless.. 40 shots was little before? Imagine having only 20 now..
The beta 2 notes states that the hs multiplier for the crossbow is back to normal which implies that it can still one to two shot FP.. the meta is now back to crossbow + LAR/handcannon
If the xbox buff on scrakes/fp's are as ridiculous as it sounds.. then LAR/hC + m14 is still the way to go..

berserker: beta 1 and beta 2.. katana wasn't nerfed.. so it is still top choice for the berserker as it does not hinder speed like the chain saw.. and it is one hell of a fast weapon...Chainsaw can still be effective if and only if the map is small and there is no room for movement.. i don't have the damage data.. but the chainsaw damage looks buffed now.. the problem here .. is what will the berserker use as it's secondary.. crossbow is a big no now..

Demolition: beta 1 and beta 2.. didn't change a dam thing.. LAW is still useless.. so demo's will still do what a demo does best.. blow stuff up.. with nade launchers... pipe bombs is really meh.. as it's just a secondary weapon.. and shouldn't be relied on in the first place anyways :| ..

Firebug: beta 1 beta 2 nothing changed other than the burn effect of the mac10 which is probably nerfed to prevent 2 shot DOT scrakes... removing dual weapon spaws is really no problem at all.. Firebug can do mac10 + katana (i think?) or mac10 + flamethrower... use to be crossbow.. but it's nerfed so bad for all non ss classes now..

Support Specialist: beta 1 beta 2.. almost nothing happened to them.. beta 1 increased hutting shell price.. but then reduced on beta 2... so support specialist will just carry Hunting + aa12 + pump shotty ... looks like the new ss imho .. not nerfed enough to be hurt.. and still have crazy damage outputs.. remember aa12 were capable of taking out Fp's before.. and should still be able to take out Fp with little to not effort now.. one hunting alt + aa12 spam should take care of the FP

Medics: beta 1 beta 2.. neglected.. they basically only need to carry katana and the mp7 now... based on the 2 beta patch notes.. there is no change to medics.. and they should play the same way as they are now.. use to be mp7 + crossbow... meh... I vote for a better healing weapon :D ... like a shotgun that shoots out multiple syringes for Aoe heals.. or a crossbow that shoots syringes in 40 degree FOV directly in front of you.. (FOV = field of view) .. but yeah medic needs an improvement..
 
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There is no need to change the Medic, except perhaps its speed boost but i don't think thats necessary now. All the nerfs the Medic needed came from the fix to melee as a whole, the nerf to the Katana's speed and the major nerf to the Xbows damage. Now its upto the Medic, do you try and fail at playing Zerdic, do you pick up the Katana to try to frontline and backoff to heal allies or do you pick up the Xbow and focus on Husks and Sirens. Medics role is still critical to the team.

AA12 is so overrated...
 
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I think you've mistaken the general discussion forum for the ideas and suggestions forum... though seriously, any suggestion that uses 'It was in MW2' as its only reason is not going to earn you any points and just make people ignore everything else you had to say. And attachments have been debunked an infinite number of times already.

You seem to misunderstand the point of balance. Reducing the rate of fire of the M14 does not mean its damage should be increased to compensate. 5-6 bullets a second down to 4 is not a gigantic change.

And please. The Medics armour, bloat bile resistance and move speed were great in the time before the MP7M when they had to get in close on allies and might take hits. Now they merely leant to it being broken in some respects which has mostly been alleviated with nerfs to the Katana and Xbow. The Medics armour in the beta does nothing more than allow him to meat shield allies from Fleshpounds, a VERY useful attribute if done correctly.

I started this thread so people who wanted to talk about it could do so without cluttering the official beta thread. I know the beta thread is open to the public, but that doesn't mean the public get's to take a dump in it. Here its ok. Everyone is heard and happy.

Did you even go to the link? The MW2 reference was in regards to taking perks to level 10 with NO ADDED BENEFIT! Just to add longevity and purpose to the game. How many lvl6 would enjoy a few more stars? I think all! I said nothing about attachments. You take that bias and feed to a FP :). I linked to Fedorov post so as to not steal his thunder.


Did you read Zerasn's post on the M14? I thought he mad a good point. Let me link you http://forums.tripwireinteractive.com/showthread.php?p=642686#post642686 Thought his argument made sense.
  1. What's the point in giving the ability to add perks when using mods disables perks?
  2. Don't have much to say, I guess being able to add skins would be nice.
  3. You can alter the trader items from a mutator.

1. Ideas like the Gun Slinger perk would see light of day and get a chance to be properly tested. Mutators like perk selector get around that.
2.Cool
3. I know. Multiple creations from different authors loaded at the same time is a problem now. People in the community are working on it. I just thought having official support is better than having a Mutator as a work around for another Mutator.
 
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Response to Nutter Butter

Response to Nutter Butter

Nutter Butter gives good feedback. I would love to address his comment in the beta forum. Alas, I have chosen to stay out as I am not a beta tester. That doesn't mean I can't have an opinion on the information given. I will start with a quote of NB QUOTE:

nutterbutter
user_offline.gif

Senior Member


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"A few general things first...

Money is still too prevalent on Normal. I have no problem getting a level tier 4 weapon by wave 3 and usually wave 2. Now, I scavenge like crazy and I use certain routes to check most of the weapon spawn points while fighting or going to the trader. Most people won't do this and usually those scavenged weapons will be spread out between an entire team so the dev team may want this weapon spawn behavior. A little too much money on Hard. Money feels good on suicidal.

Spawning with a $600 xbow needs to be fixed and I think it will.

The invisible reload bug /has/ to be fixed. With the "Clot Magnetic Grip
 
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I agree that Medic has already been nerfed. The lack of an effective Katana and Xbow will make him MUCH less effective. Everyone knows the MP7 is less then great as a weapon, and the healing dart is spotty at best especially if your teammates can't sit still for a second.


Nutter Butter gives good feedback.

Personally I think some of it caters to the non-casual play too often, but it takes all kinds. I do agree with his Commando appraisal though. However, Berserker is certainly not broken atm (with the katana anyway, chainsaw's useful but not TOO useful methinks).
 
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The medic should stay like it is, the only nerf he needs is he should loose the ability to use other effective weapons like the katana and Xbow. If you loose this ability as a medic you WILL need your Armor and your strong healing syringe with a fast recharge speed in order to keep your teammates alive. After the other classes got balanced it will be even more essential to take hits for your teammate while healing him.

Who cares if players with level 6 perk can solo anything below suicidal, in my opinion beginner, normal and hard are only a preparation for suicidal(if they decide to dick around in lower difficulties let them do it).


If the medic itself gets nerfed like slower movement speed and lower damage resistance just to point out that he isn't a zerker, people will stop using the medic and will play zerker or another class because this will be a lot more helpful instead of shooting healing darts from a corner(Even with good aim you will miss like 50% of your healing darts anyways because pub players usually spas out zig zagging and dodge jumping for no apparent reason, even if there aren't any husks around).

In my opinion take the healing darts out, but leave its movement speed and armor alone(hell i'd make him even faster, because zeds can grab him unlike the zerker which doesn't even need his speed to avoid being pummeled). Give him a weapon to kill the small zeds up to a gorefast which got behind the lines and make him even faster and better at healing but if he is on his own he gets annihilated because he can't take on big zeds(this will put him in his role).
 
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An easy solution would be to lock higher level perks in lower difficulties.

Beginner : no Perks above level 2

Normal : no Perks above level 4/no Perks below level 2

Hard : no level 6 Perks/no Perks below level 4

Suicidal : no Perks below Level 5

This way the players get more motivated to level certain Perks up in order to play on higher difficulties, plus the lower difficulties don`t get the random Level 6 Idiots which try to make the newer guys envious and stealing their kills. Another benefit is that it would automatically force players to play as a team because there aren't any overpowered high level perk players.
 
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An easy solution would be to lock higher level perks in lower difficulties.

Beginner : no Perks above level 2

Normal : no Perks above level 4/no Perks below level 2

Hard : no level 6 Perks/no Perks below level 4

Suicidal : no Perks below Level 5

This way the players get more motivated to level certain Perks up in order to play on higher difficulties, plus the lower difficulties don`t get the random Level 6 Idiots which try to make the newer guys envious and stealing their kills. Another benefit is that it would automatically force players to play as a team because there aren't any overpowered high level perk players.


What about if i'm 6lv support and 0lv fire bug? Or when I join a suicidal server firebug cannot be selet?
 
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