Since 6 is the new cap...

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therajuncajun

FNG / Fresh Meat
Oct 20, 2009
214
18
0
That makes me wonder what exactly will happen with the current perk bonuses. Level 5 perks for medic and zerker were tweaked once already because they were "too fast" and could outrun anything. Will level 6 be super strong or are the other levels gonna be nerfed to bring level 6 to around our current level 5?
 

Cr@zY-$HeeP

FNG / Fresh Meat
Mar 21, 2009
197
15
0
New York
www.darkrepublicstudios.com
Currently, the only confirmation in terms of the new perk-age is the ability to start with a much better weapon.

Commando with either an AK or SCAR...
Sharpshooter with either M14 or XBow...
Berserker with the Katana...

Beyond that, I have no idea. I guess it's a wait-and-see scenario, since we are literally hours away from the new content.
 

therajuncajun

FNG / Fresh Meat
Oct 20, 2009
214
18
0
If level 6 just means we start with a better weapon and same as lvl 5 stats, then what will happen when 7 and above come? More weapons or are we just gonna get ridiculously overpowered? I know its a wait and see right now, just saying i'm kinda concerned.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
If it's truly a problem, they can just jack the HP and movement speed of all specimen starting at Normal and up.
 

therajuncajun

FNG / Fresh Meat
Oct 20, 2009
214
18
0
I'm not saying its a problem. I would actually prefer to have really high stats if I put in all that work for high level perks. I just dont want them to start lowering all the stuff again and make us as weaker so they can keep us at this invisible wall of how strong we can be.
 

omarfw

FNG / Fresh Meat
Jun 13, 2009
2,502
85
0
Here Be Dragons
www.last.fm
With all these perk upgrades and new weapons, I'm thinking that the husk isn't going to be enough to make sure the players don't completely rape everything.

Then again we don't know. It DOES shoot fireballs.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
Balance and revision are part of the process, so it's always a possibility.

Were I Tripwire, I'd start handing out the bonuses in smaller increments. Damage bonuses and ammo are really the least relevant bonuses given out, in the grand scheme of things, because of how the difficulties are scaled. Faster reload speed, movement, grenade capacity, recoil dampening...those bonuses are much harder to control for.
 

therajuncajun

FNG / Fresh Meat
Oct 20, 2009
214
18
0
Well then make the specimens more powerful or add better specimen. Don't steal from our awesomeness to make it easier on the AI. That's pretty much undoing all of our work to earn our better stats.
 

Bej-Bej

FNG / Fresh Meat
May 5, 2009
146
2
0
The Hinterlands.
What if at perk level 6, some of the bonuses of the chosen perk would apply to the other team members. For example, if there was a level 6 commando on your team, everyone would get a 5% increase in reload speed. A level 6 support would give a 5% increase in ammo capacity.
 

therajuncajun

FNG / Fresh Meat
Oct 20, 2009
214
18
0
That would be interesting, but could see it becoming quite crazy real quick. Put 6 level 6 zerkers on a team and you'd have insane damage reduction where you could probably knife fight a fleshpound and win. I wouldnt necessarily mind the idea of chrome/gold/platinum weapon skins as bonuses. Maybe... as a very nice perk bonus... new voice sounds!!! I would pay for a new voice pack D:
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
That'll be a detriment to all other classes.

Not sure what you mean by others (Medic?), as all classes have a damage role, and benefit from increased ranks and bonuses, although some get more direct benefits than others. It might make life tougher on low ranked people as well, but you can just rescale how many hps each difficulty adds. (Adding speed at normal difficulty might be overkill.)

Part of it comes down to what level of challenge people are looking for too. By Rank 3, Normal starts to feel pretty easy to me and I start playing Hard games.
 

therajuncajun

FNG / Fresh Meat
Oct 20, 2009
214
18
0
Personally I would really like to see tactical type bonuses lvl 6 and above.

Medic- Be able to revive a downed player if they have not been eaten, but takes awhile to do so others need to protect them the medic as this happens.

Support- Silencer for shotguns which lessen spread and recoil.

Sharpshooter- Laser sights for 9mm(s), handcannon(s), lever action, crossbow, and EBR

Commando- Set up pulsating beacons which upon pulse (certain radius) make any stalkers' or the patriarch's cloak spasm so you can see them temporarily.

Berserker- Add an AoE effect to melee weapons so it hits all targets within normal distance for a certain wide-angle infront of the zerker. (Possibly the frontal 120 degrees)

Firebug- Ability to drain fuel from tank onto ground (ammo depletes accordingly) and then light the fuel and create a burning area of land for a few seconds.

Demolition- Possible addition of medium range shrapnel to grenades, for example nails/metal hunks that fly 2 times as far as regular grenade explosion radius causing small damage.


Just new little things for each class that doesnt make them super overpowered but bring new mechanics to the gameplay.
 

Soanos

Member
Jul 2, 2009
569
8
18
Finland
an easy game is not a fun game.

Play higher difficulty? :p


Seriously, though, there should be a difficulty level after suicidal for those who feel overpowered. And if you are lvl 6 and feel it is all too easy, just play on Poundemonium. That should be challenging enough. :p