MWAHAHAHA!
Prepare for a reading headache >:]
----PERKS----
*Berserker*
- Maybe get some health back on melee kills? You know, like a bloodthirsty sadist

- Reduce the screen shaking from Siren, Stalker etc
- Max health increased by (from level 0-6) 10 / 15 / 20 / 25 / 30 / 40 / 50.
*Commando*
- Increase the Stalker requirement to level up, BUT, also include Crawlers in the count! Crawlers are so easy to kill as a Commando, not only with automatic weapons, but also because on darker maps, the Commando is basicly the best spotter of these, due to the health bar vision.
*Sharpshooter*
- Reduce the weapon damage bonus by half (= At level 6 only 30%, down from 60%).
- Reduce the recoil reduction bonus a little, at least for the M14, to require more aiming than spamming.
- Take away all the handgun bonuses! (Given to the GUNSLINGER!) This is slightly "compensated" by weight adjustments to the Rifles.
*Demolitions*
- Should also get a big discount on the regular grenades.
*Field Medic*
- Reduce the damage resistance on the body armor a little.
*Support Specialist*
N/A
ADD THE GUNSLINGER!
*Gunslinger*
Perk is based on using Pistols and is the variable perk, the "jack-of-all-trades". Also has a "run and gun" style to it.
Bonuses are:
- Pistol damage bonus (Level 6 = 80%?)
- Pistol discount (Level 6 = 60%?)
- Pistol reload speed (Level 6 = 30%?)
- Pistol ammo increase (Level 6 = 30%?)
- General recoil reduction (applies to all weapons, not only Pistols) (Level 6 = 30%?)
- Reduced Ironsight movement speed reduction and reduced Ironsight "weapon sway" (easier to run and aim) (Level 6 = 75%?)
- Run speed bonus (Less than Zerker and Medic though) (Level 6 = 15%?)
- Siren damage resistance (Level 6 = 50%?)
- Level 5 starts with Dual 9mm and Level 6 starts with Dual HCs
*Firebug*
N/A
----ACTIVE PERK POWERS----
Note: This requires you to use a new key-binding. These perkpowers have a limited supply, and must be refilled at the trader for a minor fee. You gain access to these powers at level 1.
*Berserker*
- Berserk!
Activate this power to go into a Berserk. Doing so has lots of effects. What it does for each level (Level 1-6):
*First, hurts yourself for 10/9/8/7/6/5 health (yes, negative power, but for balance). Cannot kill yourself with this.
*Runs at max speed regardless of health for the duration (all levels)
*Each kill heals 1-10 health on you (all levels)
*Melee damage increased by 25% (all levels)
*Damage taken reduced by 50% (all levels)
*Lasts for 5/6/7/8/9/10 seconds
*Have 2/2/2/3/3/3 charges
*Commando*
- Battlefield Awareness
Activate this power to increase your alertness and to make the Commando guide your teammates. What it does for each level (1-6):
*Doubles the range which the Commando can see health bars and stealthed units (All levels)
*Allow your enemies also to see the healthbars and stealthed targets which the Commando can see. (He tells them what he sees... sorta

)
*Has 1/2/3/4/5/6 uses
*Lasts 10-ish seconds (All levels)
*Sharpshooter*
- No good idea here yet :S
*Demolitions*
- Pipebombs
Yes, drop pipebombs is what their active power is! So, no more Pipebombs for the other perks. It is now only available to Demolitions! What it does for each level (1-6):
*You start with 1/1/2/2/3/3 Pipebombs
*You can refill to a max of 2/3/4/5/6/8 Pipebombs at the trader.
*Field Medic*
- Emergency Syringe
Quick use, INSTANT heal items that can only be used to heal on others. Is a close range dart which you quickly inject in someone in front of you.
What it does for each level (1-6):
*Heals 25/30/30/35/35/40 health.
*This heal can overheal (Too powerful?), but depletes very fast if it actually heals above 100 health.
*You have up to 1/1/2/2/3/3 of these items.
NOTE: Has a bit longer cooldown on this ability than most other perk powers as it is rather powerful.
*Support Specialist*
- Ammo Boxes
Drops an ammo box (just like the ones you can find in the map) in front of you, just like dropping money. Can be used selfishly too, but could have some penalty, like, less ammo dropped if you pick it up yourself.
What it does for each level (Level 1-6):
*Can throw 1/1/2/2/3/3 boxes
Maybe sounds like a low amount, but with more than that it would be way too good. If this power would be added to the Support, then at least the tier 3 weapons, the M14 and SCAR in particular, could easily be nerfed in the amount of extra mags they maximumly can carry.
*Gunslinger*
- Reflexes (ZED time)
Activates ZED time manually. What it does for each level (Level 1-6):
*You have 1/1/2/2/3/3 charges.
*This Zed Time lasts 100%/150%/150%/200%/200%/250% in time of a regular one. (And yes, it can be extended by Zerkers and Commandos!)
*Firebug*
- Molotovs / Fire Grenades
Instead of having the regular Grenades morphing into Fire Grenades at level 3, the Grenades no longer morph for the Firebug. They always stay the same. Instead, the Fire Grenades become the active perk power for the Firebug. If they are Fire Grenades or Molotovs, doesn't matter, but Molotovs can be more powerful, as they could then also burn a little while on the ground. What it does for each level (1-6):
*You start with 1/1/2/2/3/3 Fire Grenades.
*You can refill to a max of 2/3/4/5/6/8 Fire Grenades at the trader.
----CHANGES TO THE OLD WEAPONS----
* Knife
-Secondary attack no longer "sweeps", but instead stabs.
-Can no longer decapitate (but still does extra damage to the head).
* Machete
-Weight reduced to 2, from 3.
-Damage and attack speed increased slightly.
* Fire Axe
-Primary attack can hit multiple targets (The animations of the Primary attacks all go on a horizontal axis, so it's "logical").
* Katana
-Secondary attack can hit multiple targets.
* Chainsaw
-Damage increased significantly, should be the strongest melee weapon by far.
-Headshot multipler corrected to not be weaker than bodydamage (lol)
-Now has limited ammo (fuel). Amount... i don't know. Could instead also just have "recharging" ammo, like the Syringe and Welder.
* Bullpup
-Weight reduced to 5, from 6.
* SCAR
-Weight increased to 6-7, from 5.
-The scope is swapped with the M14's lasersight. (Toggled with the Flashlight button, or always on?)
-Reduce extra mags a little, like down to 11 from 14 (as Level 6 Commando, that is 300 bullets, down from 375)
* 9mm
-The weight for dualwielding 9mm is reduced to 2, from 4.
-Secondary fire toggles (if you have 2 guns) between dualwielding and singlewielding. Flashlight has to be done with the F-button.
* Handcannons
-Secondary fire toggles (if you have 2 guns) between dualwielding and singlewielding.
* LAR
-Weight reduced to 5, from 6.
* Crossbow
-Weight reduced to 9, from 10. (So you can pair it with LAR)
-Headshot multiplier reduced to 4x, from 6x.
-Cost increased to 1000, from 400. (Sharpie discount?)
* M14
-Weight increased to 7-8, from 5.
-The lasersight is swapped with the SCAR's scope.
-Silencer added. Silencer makes the targets which are shot less prone to go after the M14-shooter if multiple players are around. Or something like that

(Similarlly could be passive for the Crossbow, as it doesn't have a loud shot either)
-Extra mags reduced to 9, down from 14. (= 200 shots total, instead of 300)
* MP7 Medic Gun
-The spread is reduced slightly for slightly incresased aiming.
* Shotgun
-Weight reduced to 7, from 8.
* Hunting Shotgun
-Reloadable if you have only 1 shot in the barrel.
* Flamethrower
-Weight reduced to 8, from 10.
-Add 1 or 2 more extra fuel canisters.
* Welder (!)
How about making the Welder able to (at the very least only as Firebug) deal damage and set enemies on Fire (weak burn though)? That way, the Firebug gets a tier 0 weapon (Sorta like Knife is tier 0 for Berserker)
----NEW WEAPONS!----
* Shield
A defensive addition! Some notes:
-Is used together with Knife and Machete.
-Blocks with the Ironsight button.
-While Blocking and looking at a Siren, you are immune to the scream (The Shield becomes like a "wall" between you and the Siren)
-The Berserker gets increased durability for the Shield, price reduction and the general damage resistance also apply to the Shield!
-While wielding the Shield, the Machete weighs 0. (Sorta like dualwielding HCs, the second one doesn't add extra weight)
STATS:
Ammo: 100. (Has 100-(ish) durability or "ammo" if you will

When you block damage, the "ammo" lost is relative to the damage taken obviously.)
Cost: 1000-2000 (ALOT cheaper for Berserker)
Weight: 6
* Assault Rifle with underslung Grenade Launcher (AR+GL)
Some generic Assault Rifle (give a suggestion of what you think suits) which only has a burst fire mode (to add a new element of gameplay for Commando in particular) and has a Grenade Launcher under it for further variable gameplay. Meant to be slightly weaker than the AK47 bullet-wise (but stronger than Bullpup), but more versatile due to the GL.
STATS:
Ammo: 30 rounds + 1 grenade (8-ish mags and maybe 10-ish extra grenades)
Weight: 7
Cost: 1000 (?)
Primary attack = Burst shot (3 shots)
Secondary attack = Grenade shot (and press again to reload it?)
Ironsight = Ironsight
Stored in weaponkey slot 3 or 4
Counts as tier 2 for Commando (Different tier 2 style, burst fire and grenade instead of auto/semi of AK47). Commando gets all bonuses to the rifle rounds, but only the reloading for the GL.
Counts as tier 2 for Demolitions. Demolitions gets all bonuses to the GL, nothing to the rifle rounds though.
Weapon cost reductions apply from both perks!
* Lee Enfield with Bayonette
Reading these forums, lots of people have been screaming for a Lee Enfield. Why not add that weapon, with a Bayonette! That way, it's not only "new" with having a Bolt-action reload style, but also has a secondary "defensive" use. Removing the handguns for the Sharpie also makes this a viable addition to the arsenal imo. Being a Rifle and having a Bayonette means it's both a Sharpshooter and Berserker weapon. Rifle-wise, think of it something in between the LAR and Crossbow. It's better than LAR on the powerful targets like Scrakes and Fleshpounds (powerwise), but worse than X-bow to do so. However, it is a bit better than X-bow on lesser specimen (the Bayonette is handy for that too) but worse than LAR at that (speedwise).
STATS:
Ammo: 10 rounds (6-ish mags) + Unlimited stabbing
Weight: 6
Cost: 1000 (?)
Primary attack = Rifle shot (Bolt-action reload)
Secondary attack = Stab with the bayonette (Can shoot while stabbing for a combo )
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Sharpshooter (Different tier 2 style, Less power than Xbow, but has the bayonette-defense and is faster than Xbow). Sharpshooter gets all bonuses to the Rifle rounds, but nothing to the Bayonette.
Counts as tier 2 for Berserker (Bayonette-damage in between machete and axe/katana, slow speed, but very long range, plus has the rifle offense too). Berserker gets all bonuses to the Bayonette, but nothing to the Rifle, and the bonus run speed does not apply while running with this weapon (Or should it?)
Weapon cost reductions apply from both perks!
* PAW-20 Neopup
Grenade Launcher utilizing magazines. Shoots 20mm grenades, which are smaller than M79 and M32 grenades, so the area of effect and damage is much less, but the smoke is also alot smaller, and so is the self-damage-risks! Belongs purely to the Demolitions perk.
STATS:
Ammo: 7 rounds (10-ish mags)
Weight: 6-7
Cost: 1750 (?)
Primary attack = Grenade shot (Semi-auto)
Secondary attack = N/A
Ironsight = Ironsight (Has a scope similar to the Bullpup)
Stored in weaponkey slot 3 or 4
Counts as tier 2 for Demolitions. (M79 is more or less tier 1, M32 is more or less tier 3, so it fills a little gap, and is a safer weapon to use. Same goes for the AR+GL mentioned previously)
All bonuses apply as normal.
* MP5/10
An MP5, but the /10 version (which shoots 10mm bullets, more powerful than 9mm). Thought to be the next tier for Medics, but this time a more offensive weapon. Also has a flashlight.
STATS:
Ammo: 30 rounds (8-ish clips)
Weight: 4-5
Cost: 750-1000 (?)
Primary attack = Full automatic shooting (still very accurate)
Secondary attack = Flashlight toogle
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Medic.
Could be added as a tier "1,5" for the Commando too, if the variety is appreciated?
* Slug Shotgun
Generic semi-auto shotgun, which uses Slugs (basicly one big bullet inside a shotgun shell) to use at longer ranges and for more accurate shots, which would be a helpful to the Support arsenal. Semi-automatic shooting suits as another tier 2, and with slugs, the weapon is "unique" and is such an accurate enough to use Ironsight alot more, and making headshots more precisely. Only question is: How much, or should it at all, penetrate targets?
STATS:
Ammo: 5-6 slug shells (+40-ish extra, reloaded just like the regular Shotty)
Weight: 7-8 (able to carry it with the regular Shotgun on earlier Support perk levels!)
Cost: 1000 (?)
Primary attack = Semiautomatic slug-shot
Secondary attack = -
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Support (Different tier 2 style, more accuracy and easier headshots, but not the same potential power as the Hunting Shotgun at close range and no/limited penetration)
Gets all bonuses as usual (Except penetration?)
* SMG (can be dualwielded)
Some cool lightweight SMG or Machine Pistol, like the Mac 10 or Glock 18 (I'm not being specific on the name of this weapon, as there is no need to be). Light enough to be held in a single hand, it should be able to be dual-wielded, which should be really nice at close quarters to spray looots of bullets. Can only fire at full auto. Is meant as a tier 2 weapon for the Gunslinger, shared with Handcannons.
STATS:
Ammo: 30 rounds per gun (13-ish mags, 6 while dualwielding)
Weight: 4 (+2 more when dual?)
Cost: 500 (1000 dual) (?)
Primary attack = Full automatic shooting
Secondary attack = - (Toogle Dual/Single wield, if you have 2 guns)
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as tier 2 for Gunslinger (Different tier 2 style, less raw power and less accuracy than HCs, but more total damage, more ammo and even higher firespeed!) and gets all the bonuses as normal.
* Revolver
A generic revolver, but a powerful one. (Like the Taurus Raging Bull kind of Revolver.) Just like the HC, the Revolver could penetrate and hit 2 targets if they are close enough. Meant as a tier 3 weapon for the Gunslinger. Could have a scope attached to it, a 2x zoom perhaps?
NOTE: CANNOT BE DUAL-WIELDED!
STATS:
Ammo: 6 rounds
Weight: 4-5
Cost: 2500 (?)
Primary attack = Semi-automatic shooting (Can't be fired as quickly as 9mm or Hc's though)
Secondary attack = Toogle speedshooter/normal mode (move the offhand back to the "cock" -.- and enable yourself to fire really fast (like the 9mm/HC), but less accuracy and can't ironsight. Ironsight also toggles the speedshooting off)
Ironsight = Ironsight
Stored in weaponkey slot 4
Counts as tier 3 for Gunslinger. Gets all bonuses as normal.
(The secondary attack, the speedshooting, is just there to spice up the flavour of the weapon a little. Although, the speedshooting could be scrapped too (Just a suggestion which i don't care for much myself, but maybe others would fancy for such a thing?

))
Possibly could count as a tier 2 for the Sharpshooter as well, due to being some accurate revolver with a scope?
* Modified Flare Gun
A strengthened Flare Gun, with metal plates and other stuff on it, to make it more durable. Why? Well, because this Flare gun not only uses Flares with higher impact, but also uses SHOTGUN SHELLS! (Sorta like a singlebarreled Hunting Shotgun!). This, is due to "multi-purpose". The Flares are meant to be used on targets at long range, or if there is just a single target around. The Shotgun shell is used for close up ranges, and if there are multiple enemies closeby as well.
STATS:
Ammo: 1 Flare in the gun (+19 Flares and 20 Shotgun shells extra?)
Weight: 3-4
Cost: 200-500
Primary attack = Shoot! (Reloaded after each shot)
Secondary attack = Toogle wether Flare or Shotgun shells should be the next reloaded shot. Pressing R after toggling also directly changes the ammo. (= Toggling doesn't immediately swap the ammo, it only does so after you shoot the previous ammo in the gun, or pressing R)
Ironsight = Ironsight
Stored in weaponkey slot 2
Counts as tier 1 for Firebug. Useful not only as a starter weapon, but also as a backup weapon. In my opinion, the burn of the Flare and the Flamethrower should stack, meaning you have a greater chance against the tougher targets (Still not easy to do so, but less impossible

)
Counts as tier 1 for Support Specialist! This weapon will be, in particular, handy on the earlier levels of the Support Specialist, due to not being able to use 2 regular shotguns until much later (too heavy, compared to this little bugger!)
* Thermal Lance
A close ranged superhot weapon. More details about it could be found in a thread called... well search for "Thermal Lance" and you will find it! This weapon is supposed to be a much burstier weapon than the Flamethrower, but also much less "ammonitious". Shares the tier 2 spot with the regular Flamethrower.
STATS:
Ammo: 20-ish "power" (+6 to 10 "mags" or so)
Weight: 6
Cost: 1000 (?)
Primary attack = Burn (depletes ammo FAST!) (Melee range, but long reach. Obviously also sets enemies on Fire)
Secondary attack = -
Ironsight = -
Stored in weaponkey slot 1 or 4
Counts as tier 2 for Firebug (Different tier 2 style, less spreadout damage, short range and no "aoe" like the Flamethrower, but powerful single target nuking at melee range) and gets all bonuses, except range bonus.
* Husk Cannon
Yup, that's right! HUSK CANNON! The trader has stolen a few of these and made them "normal people"-friendly hehe. This is the tier 3 weapon for Firebugs and with this weapon, the Firebug joins the Berserker with the "survival-through-unlimited-ammo-mentality", although not in the same way. (This is why i suggest the Welder too to be a weapon for the Firebug, as it is unlimited as well).
STATS:
Ammo: 100 "power" (Recharges over time, faster for higher Firebug levels)
Weight: 6
Cost: 2000-3000 (?)
Primary attack = Fireball (Takes a small moment to charge-up, then the Fireball shots just like the Husk, also dealing heavy impact damage on a single target, then spreads out some flames in a small area around the impact, able to make a few specimen start burning)
Secondary attack = Flame Wave (Just an idea. The Flame Wave is basicly a very short range quick burst of Flame, that basicly does the same damage as the Primary attack, but in a much bigger area.)
NOTE: Both shots take up alot of the "ammo" from the gun and they also have a kind of slow "cooldown" between each shot (Slow rate of fire)
Ironsight = Ironsight
Stored in weaponkey slot 3
Counts as the tier 3 for the Firebug, and get all bonuses as normal.
----NEW SPECIMEN----
Blob / Creeper / "Thing"
Think of something horrendous, a la "The thing" style. A quite big monstrous being, with multiple arms crawling around (no legs), disgusting leathery and slimey skin, muliple eyes and mouths everywhere, with no real head... Yeah, a real creepy "failed" cloning! Some "stats" it has:
* What the niche could be, is a bullet-stopper. It is highly resistant to bullets, but is very weak to melee and fire damage.
* It has multiple arms and can grab you with them, just like a clot.
* It attacks with its arms, swiping with its sharp fingerclaws arms and/or slimey bites. The arms have quite a nice range too.
* (NOT NEEDED, Just a thought!) Could spew out the same bile as the Bloat, and/or also explode with the gooey mess as well on its death.
* Has no head, so it is mostly a pain in the *** for the Sharpshooter.
* Moves kinda fast, like a crawler, and in a very creepy way.
* Is a rare specimen, sorta like the Husk and Siren, or even less like the Scrake. Could start appearing on wave 4 (From a 10-wave point of view)
* Health could be similar to that of a Husk, or more, but still less than a Scrake.
And the best part:
* The creepy looks of it hopefully can make the low age players start crying!
So... if you read all this: *CLAP*
