Support Specialist should be able to fix armor?

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ketamine

FNG / Fresh Meat
Apr 12, 2010
64
11
0
Well me and my friend were all like, dude he's supposed to support the team so why not let Support Specialist be able to heal armor? Or like let him make armor at one percent with a full charge of the armor maker. Opinions about this idea?
 

brphoenix

FNG / Fresh Meat
Dec 15, 2009
479
82
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S
brphoenix.deviantart.com
No.

Far too powerful. Do you have any Idea what would happen if this was implemented?

Teams would be made of 1-2 medics, 2-3 supports and 1-2 sharpshooters.
Enter a romm, put a medic in front of each door and a support to repair armor. Support takes down weak zeds, sharpshooter takes down medium zeds.
There. The game couldn't be any easier.
 

Uk1t4k3

FNG / Fresh Meat
Oct 21, 2009
454
88
0
Singapore
Well me and my friend were all like, dude he's supposed to support the team so why not let Support Specialist be able to heal armor? Or like let him make armor at one percent with a full charge of the armor maker. Opinions about this idea?

I don't like your idea.
 

Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
It is impossible to resurrect/revive a dead person. Defibrillator are for reactivating the human heart aka patients suffering from cardiac arrest.

QFT... now if only i could understood why the hell Valve put them into L4D2. Don't even get me started on how utterly broken that ****ing game was on vanilla config.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,059
881
0
Sheffield, England
No.

Far too powerful. Do you have any Idea what would happen if this was implemented?

Teams would be made of 1-2 medics, 2-3 supports and 1-2 sharpshooters.
Enter a romm, put a medic in front of each door and a support to repair armor. Support takes down weak zeds, sharpshooter takes down medium zeds.
There. The game couldn't be any easier.

^This.

Killing Floor needs things to be balanced in order to be fun. Right now Sharpshooter and arguably the Commando and Support are overpowered and as a result I've temporarily stopped playing. The game just isn't fun if there is no threat to overcome.

All I do lately is sit in the same old camping spots watching the big 3 classes rip everything apart, and stand bored out of my mind knifing coffee tables and brick walls. The alternative is go rambo medic/firebug, probably get myself boxed in and killed then watch the big 3 rape everything from spectator view.

This idea would perhaps kill off entirely the fond memories I have of KF when it was challenging and fun.
 

Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
Support?

Why?

I always wondered why people keep saying Support is overpowered too... nothing strikes me as particularly wonderful. AA12 is strong but overrated and the Shotgun/HS don't have anywhere near the same amount of killing power as Sharpshooter or Commando weapons.

You could probably argue its stronger than the other perks but not that its overpowered like Commando/Sharpshooter.
 
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SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,811
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I would say its balanced fine, the AA12 isnt really a huge upgrade to the HS like the SCAR is to the AK.

Its a good example of how tier 3 weaponry should be
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
Support Specialist is very powerful but I wouldnt call it overpowered. If he gets cornered/surrounded and he doesnt have his AA12 fully loaded, he is most likely dead. Ive died countless of times even sometimes on wave 1 with support simply because I got surrounded by clots and the shotgun wasnt fast enough at killing them xD
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,059
881
0
Sheffield, England
This pretty much summarises it for me :)

Personally I agree with EvilSod, the Berserker class isn't underpowered or overpowered, the problem is the overpowered classes reign over it. Said it before, will say it again

Medic, Zerker, Firebug, Demoman = Balanced

Support, Commando = Debatable Overpowered

Sharpshooter = Overpowered.

The balanced classes all have things they are good against and bad against. Its usually quite hard to clutch (CSS term for being the last player and still winning the round) solo as one of these classes unless you get a bit of luck on the spawns.
e.g. the Firebug will fair well if there are no scrakes or FPs. If there is a Scrake, if played right, he might beat it, if there is a Fleshpound, he is toast.

Support and Commando are extremely versatile classes. The support lacks in range and due to his reloads and firing speed can find it hard to get his damage down, but in the hands of a decent player he can usually clutch the round without a massive deal of difficulty. The commando is the same. Although he isn't great against Scrakes and Fleshpounds, he isn't bad either, and his weaknesses are not bad enough to prevent him from clutching fairly regularly.

Sharpshooter... dick...

Thats why I reckon the support is argueably overpowered, because there isn't really anything he is decidedly poor against. His ability to weld like lightning gives his a few more options on the run, and his sheer power/weapon versatility gives him a number of options that other classes simply don't have.

That being said I do reckon of all tier 3 weapons the AA12 is the most well balanced. IF the support is overpowered it isn't by much at all, I jsut feel he has a number of strengths and no clear cut weaknesses (other than perhaps reloading).

Eitehr way it wasn't really the main point of my original post :)
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
2,502
0
Canada
How about a med-syringe that injects kevlar into your Vest? Yeah I like that idea, knowing that it "exsists" in real life why not let KF have it? :rolleyes:
 

Sammers

FNG / Fresh Meat
Jul 2, 2009
1,646
547
0
Scotland
The problem with perk balancing is that if we create them with specific zed-strengths and weakness', one perk should be strong against the Fleshpound. But every player seems to say that being able to kill a fleshpound easily is game breaking. It'll just 'end' in an endless circle of idiocy, flaming and fail.
On topic, armour is already repairable. Notice when you go to the trader, you no longer pay the full price for your armour; you instead repair it.
 

Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
The problem with perk balancing is that if we create them with specific zed-strengths and weakness', one perk should be strong against the Fleshpound. But every player seems to say that being able to kill a fleshpound easily is game breaking. It'll just 'end' in an endless circle of idiocy, flaming and fail.
On topic, armour is already repairable. Notice when you go to the trader, you no longer pay the full price for your armour; you instead repair it.

Against all other specimens i'd agree, but the FP is supposed to require a team to take down. It goes without saying that some perks will be stronger than others against it, but being able to kill it in 1 shot is beyond unbalanced.