I like EDARs. I like how there are enemies that are not just "shoot in head" to kill... But what frustrates me is that the upgrade system and the "balance" that has to be promised is just such a wasted opportunity... So I'm going to go down all the perk skills and all the weapons IN THE GAME and bring up the problem children.
Berserker: This class is wonderfully balanced: most of the skills actually are hard-to-make choices that are all appealing, and also the resistance vs parry skill is a nice demonstration of having a skill that rewards skill, while having a easier alternative that is weaker. That said...
Spartan vs Berserker rage: Why does the only melee class in the game want zeds to run away from it exactly? That is self defeating. spartan in the infinitely superior pick for this reason. Replace it with battering ram from SWAT… it fits the perk much better, and gives the zerk an incap role in zed time.
Also the evis is in an ok spot, i think, but maybe buff i a bit… like a midpoint between where is was, and where is is now.
Commando: The upgrade system broke this class… to wit:
Take the scar and AK-12: upgrade both to tier 5, and the damage breakpoints they hit on small zeds are the same (you save a bullet on husk headshots with the scar i think; that's it.) while the ak-12 has 15 more bullets per mag and makes scrake killing so easy. They both kill bots equally as well too, so what is the point? OFC the only choice here is AK-12…
It's choices like that that confound me… there is no niche role for the scar anymore… the ak 12 does it better… the scar can't match the stumble power of the med SMG, or the sheer ammo capacity of the Stoner (a weapon that is also weak), so what is the point? The scar needs to have a niche roll killing armored opponents, or big zeds to differentiated from the perfect multi tool that is the tier 5 AK.
Then there is Eat Lead vs HPR: eat lead gives you larger mags to kill yet more trash that you don't really need, while HPR solves rifles biggest problems: recoil and damage… again no real choice here. Why can't eat lead be something like: extends mag size 80% and *while crouching and stationary* gives a 50% recoil reduction and a 15% damage increase: more situational, but can compete with HPR.
Support: A class that does not care about upgrades, because he can carry more weight.
Most if his weapons are fine… I said MOST.
The doomstick turns him into a large, effective zed killer. I know people prefer the AA-12 (i do) but you can mess up that takedown, especially with boomstick nerfed.
-M4 combat shotgun (who saw this coming?): the problem is not damage, TWI, its the fact that it has huge recoil, take forever to reload, and is very difficult to use against large zeds unlike the boomstick, doomstick, aa-12, and heck, even the HZ-12. Also, why does support need more penetration skills? He has, what, 8 penetration at level 25, so why would you need even more?
Medic: Love what has been done with the hemogoblin, the display and put away times were the main issue here. The only issue is with the medic poison… a skill i don't even take in solo because of the poison dance… it makes aiming with all classes impossible, does basically no damage to anything above a gorefiend… again… why is it still in this state? Zedative by extension shares the same issues.
Demolitionist: A class that is really limited into 1 skill build (LLLLL), with only a couple of Bad weapons:
-Seeker 6 (S6): does not have the damage to kill large zeds, does not have the splash to kill small ones. Can auto-aim, true, but when you have the m-79 splash radius, who needs to aim?
-M16-M203: same problem as above, made worse by the fact that unlike the S6, the m203 has no mag, and the m16 does not get demo bonuses.
These are the 2 weapons that frag grenades and the upgrade system could actually make good but… TWI put sonic resistant rounds with frag rounds… Demo NEEDS siren resistance...and frag founds nerf the damage of 2 weapons that already have poor damage negating any bonus gained from upgrading them… The damage nerf with frag rounds needs to be somehow removed or the S6 and the m203, while keeping siren resistance.
Firebug-_-: the bottom of the barrel in terms of weapons and skills:
-Spitfires: Projectiles arc, inaccurate, flares too big to see the actual projectile inside. What is the point of this weapon, especially since we have the mac-10 now, and DoT is awful in kf2?
-Trench Gun: Slow as hell reload, pellets actually arc for some reason, the spread is HUGE Again what is the point?
-Mac 10: better than the last 2, but goes through its mag in 2 seconds.
The point is, none of these are better at killing any small/med zed, even husks, that the flamethrower is (hey at least the mac 10 can detonate the tank). They also bad against EDARs compared to flamer.
-Overnerfed Husk Cannon: Worst projectile weapon: terrible rate of fire, can't kill FP anymore, which is what made it interesting, long reload, long deply time, projectiles slow and hard to aim. Please turn it into a FP killer for firebug.
-Microwave gun: can now barely kill scrakes in a mag with upgrade, so now there is that, but it still makes the scrake panic, the scrake will hit you, and the takedown is messy. It's bad against small zeds dues to resistance and that the ground fire damage is HALVED, and the zeds that it is good with (sirens, EDAR, Husk) Firebug either has resistance to or can kill with flamer anyway. The alt fire knockdown power needs to be higher, more zeds need to have vulnerability to microwave damage… gorefast and fiends have metal, yet they are resistant to microwave… wot?
The perk skills are also poor: Cant take HC fuel tanks b/c you need the damage from bring the heat, can't take barbeque b/c the damage from ground fire is so good. Napalm and zed shrapnel are both of little use, because the expulsion does so little damage and only annoys perks that aim (all of them), while napalm tends to set big zeds on fire, which annoys perks that aim, firestorm is ruled out by heatwave, which FB needs to control big zeds (his only use at high level is a stumble on demand). Why can't the skills have a path oriented to stream weapons (microwave, flamer, c&b) and another for projectile weapons (the rest). Also reduce the inaccuracy and remove arcing and spread for spitfire and trench gun. Flare gun could also "mark" targets it hits (on perk, ofc), increasing damage against them or something, to give it a use seperate from Mac-10. Some suggestion I have for the perk tree:
Tier 1 skills: 35% more stream damage vs 35% projectile damage
Tier 2 skills: High capacity fuel tanks vs high cap mags.
Tier 3 skills: ground fire vs more afterburn damage
Tier 4 skills: heatwave for stream weapons vs stuns for projectile weapons.
Tier 5 skills: as they are now.
Sharpshooter: Fine as is. People say the railgun is still better, but being able to headshot a 6m hoe FP with 4 9mm hits and 1 m99 seems strong to me. The perk skills are perfect.
Gunslinger: Weapons are fine, but line em up is bad vs speedloaders (and in general), and knock em' down seems a little weak. Can we replace line em up with something like if you decap a large zed, all your weapons are reloaded? Hurts the GS against small zeds, but allows him to kill big zeds in fast succession if he has the skill.
SWAT: Another perk with well balanced weapons, but pretty one sided skills. The problem with the armor skills is that they are useless once armor is gone, especially since armor gets chipped away quite easily by trash throughout the course of the game. Heavy armor training should always have an effect, and i would like to see assault armor have mechanic that allows you to get armor mid round, through a mechanic like getting x amount of successive headshots that give you, say, 10 points of armor. Also give the berserker rage to SWAT. Rename it to something like "tactical Superiority/Shock". Swat does not want to run toward zeds during zed time… If he finds himself surrounded after it, he is screwed, even with armor.
Survivalist needs a rework, but i think TWI is working on it from rumors I've heard…
Anyway, that is all. Sorry for the wall of text, but these are the issues that need to be solved.
Berserker: This class is wonderfully balanced: most of the skills actually are hard-to-make choices that are all appealing, and also the resistance vs parry skill is a nice demonstration of having a skill that rewards skill, while having a easier alternative that is weaker. That said...
Spartan vs Berserker rage: Why does the only melee class in the game want zeds to run away from it exactly? That is self defeating. spartan in the infinitely superior pick for this reason. Replace it with battering ram from SWAT… it fits the perk much better, and gives the zerk an incap role in zed time.
Also the evis is in an ok spot, i think, but maybe buff i a bit… like a midpoint between where is was, and where is is now.
Commando: The upgrade system broke this class… to wit:
Take the scar and AK-12: upgrade both to tier 5, and the damage breakpoints they hit on small zeds are the same (you save a bullet on husk headshots with the scar i think; that's it.) while the ak-12 has 15 more bullets per mag and makes scrake killing so easy. They both kill bots equally as well too, so what is the point? OFC the only choice here is AK-12…
It's choices like that that confound me… there is no niche role for the scar anymore… the ak 12 does it better… the scar can't match the stumble power of the med SMG, or the sheer ammo capacity of the Stoner (a weapon that is also weak), so what is the point? The scar needs to have a niche roll killing armored opponents, or big zeds to differentiated from the perfect multi tool that is the tier 5 AK.
Then there is Eat Lead vs HPR: eat lead gives you larger mags to kill yet more trash that you don't really need, while HPR solves rifles biggest problems: recoil and damage… again no real choice here. Why can't eat lead be something like: extends mag size 80% and *while crouching and stationary* gives a 50% recoil reduction and a 15% damage increase: more situational, but can compete with HPR.
Support: A class that does not care about upgrades, because he can carry more weight.
Most if his weapons are fine… I said MOST.
The doomstick turns him into a large, effective zed killer. I know people prefer the AA-12 (i do) but you can mess up that takedown, especially with boomstick nerfed.
-M4 combat shotgun (who saw this coming?): the problem is not damage, TWI, its the fact that it has huge recoil, take forever to reload, and is very difficult to use against large zeds unlike the boomstick, doomstick, aa-12, and heck, even the HZ-12. Also, why does support need more penetration skills? He has, what, 8 penetration at level 25, so why would you need even more?
Medic: Love what has been done with the hemogoblin, the display and put away times were the main issue here. The only issue is with the medic poison… a skill i don't even take in solo because of the poison dance… it makes aiming with all classes impossible, does basically no damage to anything above a gorefiend… again… why is it still in this state? Zedative by extension shares the same issues.
Demolitionist: A class that is really limited into 1 skill build (LLLLL), with only a couple of Bad weapons:
-Seeker 6 (S6): does not have the damage to kill large zeds, does not have the splash to kill small ones. Can auto-aim, true, but when you have the m-79 splash radius, who needs to aim?
-M16-M203: same problem as above, made worse by the fact that unlike the S6, the m203 has no mag, and the m16 does not get demo bonuses.
These are the 2 weapons that frag grenades and the upgrade system could actually make good but… TWI put sonic resistant rounds with frag rounds… Demo NEEDS siren resistance...and frag founds nerf the damage of 2 weapons that already have poor damage negating any bonus gained from upgrading them… The damage nerf with frag rounds needs to be somehow removed or the S6 and the m203, while keeping siren resistance.
Firebug-_-: the bottom of the barrel in terms of weapons and skills:
-Spitfires: Projectiles arc, inaccurate, flares too big to see the actual projectile inside. What is the point of this weapon, especially since we have the mac-10 now, and DoT is awful in kf2?
-Trench Gun: Slow as hell reload, pellets actually arc for some reason, the spread is HUGE Again what is the point?
-Mac 10: better than the last 2, but goes through its mag in 2 seconds.
The point is, none of these are better at killing any small/med zed, even husks, that the flamethrower is (hey at least the mac 10 can detonate the tank). They also bad against EDARs compared to flamer.
-Overnerfed Husk Cannon: Worst projectile weapon: terrible rate of fire, can't kill FP anymore, which is what made it interesting, long reload, long deply time, projectiles slow and hard to aim. Please turn it into a FP killer for firebug.
-Microwave gun: can now barely kill scrakes in a mag with upgrade, so now there is that, but it still makes the scrake panic, the scrake will hit you, and the takedown is messy. It's bad against small zeds dues to resistance and that the ground fire damage is HALVED, and the zeds that it is good with (sirens, EDAR, Husk) Firebug either has resistance to or can kill with flamer anyway. The alt fire knockdown power needs to be higher, more zeds need to have vulnerability to microwave damage… gorefast and fiends have metal, yet they are resistant to microwave… wot?
The perk skills are also poor: Cant take HC fuel tanks b/c you need the damage from bring the heat, can't take barbeque b/c the damage from ground fire is so good. Napalm and zed shrapnel are both of little use, because the expulsion does so little damage and only annoys perks that aim (all of them), while napalm tends to set big zeds on fire, which annoys perks that aim, firestorm is ruled out by heatwave, which FB needs to control big zeds (his only use at high level is a stumble on demand). Why can't the skills have a path oriented to stream weapons (microwave, flamer, c&b) and another for projectile weapons (the rest). Also reduce the inaccuracy and remove arcing and spread for spitfire and trench gun. Flare gun could also "mark" targets it hits (on perk, ofc), increasing damage against them or something, to give it a use seperate from Mac-10. Some suggestion I have for the perk tree:
Tier 1 skills: 35% more stream damage vs 35% projectile damage
Tier 2 skills: High capacity fuel tanks vs high cap mags.
Tier 3 skills: ground fire vs more afterburn damage
Tier 4 skills: heatwave for stream weapons vs stuns for projectile weapons.
Tier 5 skills: as they are now.
Sharpshooter: Fine as is. People say the railgun is still better, but being able to headshot a 6m hoe FP with 4 9mm hits and 1 m99 seems strong to me. The perk skills are perfect.
Gunslinger: Weapons are fine, but line em up is bad vs speedloaders (and in general), and knock em' down seems a little weak. Can we replace line em up with something like if you decap a large zed, all your weapons are reloaded? Hurts the GS against small zeds, but allows him to kill big zeds in fast succession if he has the skill.
SWAT: Another perk with well balanced weapons, but pretty one sided skills. The problem with the armor skills is that they are useless once armor is gone, especially since armor gets chipped away quite easily by trash throughout the course of the game. Heavy armor training should always have an effect, and i would like to see assault armor have mechanic that allows you to get armor mid round, through a mechanic like getting x amount of successive headshots that give you, say, 10 points of armor. Also give the berserker rage to SWAT. Rename it to something like "tactical Superiority/Shock". Swat does not want to run toward zeds during zed time… If he finds himself surrounded after it, he is screwed, even with armor.
Survivalist needs a rework, but i think TWI is working on it from rumors I've heard…
Anyway, that is all. Sorry for the wall of text, but these are the issues that need to be solved.
Last edited:
Upvote
0