Ever since the last major update on Killing Floor, gameplay has definitely changed. The Husk is just perfect, hope more specimens will appear to make the game more harder... suicidal getting too easy...
Below are some views that ive collected from pro FPS players and my own view. Suggestions were based on every situation that can occur in the game from 'team play' to '1 man survivor saving the entire squad taking out 200+ zombies on suicidal with pure skill' So our suggestions below are quite mild but yet makes a huge difference in effectiveness throughout all type of situations and gameplay.
EBR M14:
The EBR M14 is a great weapon, excellent next to a xbow player. However this weapon is so beast that it makes the bad players look good. Puts the SCAR to shame.
Keeping in mind that this weapon exists in real life, the easiest, simplest and most effective way of balancing this weapon is 'clip reduction'. Period. Everything else stays. Theres no need to alter the sharpshooter perk in any way. You'll understand how effective this mod would do when you try running around with the M14 without purchasing extra clips(7clips). Xbow is great as it is.
CHAINSAW:
Ever since the extreme nerf on this weapon, everyone has found it useless. On wave 1, the knife is a much better weapon of choice than the chainsaw.
Since then, many uber pro berzerker players have stopped playing the game. Also not as many berzerkers in the servers anymore. This also contributes to the over population of a single perk.
The chainsaw had different qualities to the katana and is in some areas more superior vice versa. Seeing a pro berzerker play with both katana and chainsaw was simply amazing. It requires a lot of skill judgement and accuracy, it isnt a perk that anyone can play effectively, thats the beauty of having PERKS in KF to suit individual tastes.
Please bring it back to how it was. 'Variety' of players and weapons was a great concept in KF. The only reason we see too many sharp shooters is because its the obvious perk of choice. And to the ppl who were complaining about berzerkers camping in a spot clipping heads, I bet its nothing as frustrating than getting blinded by a flamer or smoked up by a demolition. Infact, this is where the berzerker revs up his chainsaw and blindly kill zombies in the midst of the smoke. lol
FIREBUG:
I have found this perk to be very annoying on the same level as the Demolition 'smoke'. Since the flame can be very blinding with bad players firing at other players targets, it defeats the purpose of team play and disrupts other players sight.
Maybe giving the flame some transparency would reduce the blindness. Still waiting on a 2nd tier weapon but If theres no suitable 2nd tier weapon then I'd suggest ancinerary ammo for any weapon they equip including 9mm.
DEMOLITION:
So far this perk had great appeal initially at the thought of using a grenade launcher, while its glory in appeal was short, its become THE most annoying trouble making perk in the hands of a bad player. Obviously no one likes smoke. I've only seen 1 good demolition player so far that plays this perk in a team contributing manner. The only reasonable suggestion I could think of is 'increasing the transparency of the smoke'.
SUPPORT SPECIALIST:
When you think of 'support speciallist' the first thing you think of is 'AMMO SUPPLY'.
Just imagine how the gameplay would change when players want atleast 1 support specialist to provide ammunition. I know a lot a thought is needed on this but providing more zombies per wave and ability to drop ammo crates would greatly increase the teamwork involvement.
So thats what I'm asking. Support Specialist regenerating or stock purchasing Ammo crates + 'some more small frie zombies per wave'
Another additional thought of providing amunition is for the support specialist to be the only perk able to purchase ammo crates and drop them on the floor.
AA12 AUTO SHOTGUN:
When we all heard this gun was coming out, we all thought it was going to be over powered. Most people these days stick to the traditional Shotgun + hunting shotgun simply because its a much more effective combo. Whatever the boost would be, more shards or damage or clips will give it the justice it deserves.
But I personally get frustrated when an extremely accurate weapon like the AA12 is fired at a dead-on target and only to result in a miss due to inaccurate random behaviour of the exploding shards. The shards needs to be modded so its dead on accurate for the AA12.
This will reduce the amount of firing wastage.
The other shottys are fine.
FNH FIVE SEVEN HANDGUN:
I cant help but ask to include this weapon in the game for those who want to upgraded their 9mm. Best handgun in the world hands down. It'd be expensive, but worth it to the players who love gunplay.
Below are some views that ive collected from pro FPS players and my own view. Suggestions were based on every situation that can occur in the game from 'team play' to '1 man survivor saving the entire squad taking out 200+ zombies on suicidal with pure skill' So our suggestions below are quite mild but yet makes a huge difference in effectiveness throughout all type of situations and gameplay.
EBR M14:
The EBR M14 is a great weapon, excellent next to a xbow player. However this weapon is so beast that it makes the bad players look good. Puts the SCAR to shame.
Keeping in mind that this weapon exists in real life, the easiest, simplest and most effective way of balancing this weapon is 'clip reduction'. Period. Everything else stays. Theres no need to alter the sharpshooter perk in any way. You'll understand how effective this mod would do when you try running around with the M14 without purchasing extra clips(7clips). Xbow is great as it is.
CHAINSAW:
Ever since the extreme nerf on this weapon, everyone has found it useless. On wave 1, the knife is a much better weapon of choice than the chainsaw.
Since then, many uber pro berzerker players have stopped playing the game. Also not as many berzerkers in the servers anymore. This also contributes to the over population of a single perk.
The chainsaw had different qualities to the katana and is in some areas more superior vice versa. Seeing a pro berzerker play with both katana and chainsaw was simply amazing. It requires a lot of skill judgement and accuracy, it isnt a perk that anyone can play effectively, thats the beauty of having PERKS in KF to suit individual tastes.
Please bring it back to how it was. 'Variety' of players and weapons was a great concept in KF. The only reason we see too many sharp shooters is because its the obvious perk of choice. And to the ppl who were complaining about berzerkers camping in a spot clipping heads, I bet its nothing as frustrating than getting blinded by a flamer or smoked up by a demolition. Infact, this is where the berzerker revs up his chainsaw and blindly kill zombies in the midst of the smoke. lol
FIREBUG:
I have found this perk to be very annoying on the same level as the Demolition 'smoke'. Since the flame can be very blinding with bad players firing at other players targets, it defeats the purpose of team play and disrupts other players sight.
Maybe giving the flame some transparency would reduce the blindness. Still waiting on a 2nd tier weapon but If theres no suitable 2nd tier weapon then I'd suggest ancinerary ammo for any weapon they equip including 9mm.
DEMOLITION:
So far this perk had great appeal initially at the thought of using a grenade launcher, while its glory in appeal was short, its become THE most annoying trouble making perk in the hands of a bad player. Obviously no one likes smoke. I've only seen 1 good demolition player so far that plays this perk in a team contributing manner. The only reasonable suggestion I could think of is 'increasing the transparency of the smoke'.
SUPPORT SPECIALIST:
When you think of 'support speciallist' the first thing you think of is 'AMMO SUPPLY'.
Just imagine how the gameplay would change when players want atleast 1 support specialist to provide ammunition. I know a lot a thought is needed on this but providing more zombies per wave and ability to drop ammo crates would greatly increase the teamwork involvement.
So thats what I'm asking. Support Specialist regenerating or stock purchasing Ammo crates + 'some more small frie zombies per wave'
Another additional thought of providing amunition is for the support specialist to be the only perk able to purchase ammo crates and drop them on the floor.
AA12 AUTO SHOTGUN:
When we all heard this gun was coming out, we all thought it was going to be over powered. Most people these days stick to the traditional Shotgun + hunting shotgun simply because its a much more effective combo. Whatever the boost would be, more shards or damage or clips will give it the justice it deserves.
But I personally get frustrated when an extremely accurate weapon like the AA12 is fired at a dead-on target and only to result in a miss due to inaccurate random behaviour of the exploding shards. The shards needs to be modded so its dead on accurate for the AA12.
This will reduce the amount of firing wastage.
The other shottys are fine.
FNH FIVE SEVEN HANDGUN:
I cant help but ask to include this weapon in the game for those who want to upgraded their 9mm. Best handgun in the world hands down. It'd be expensive, but worth it to the players who love gunplay.
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