Edited: Link is to a buffed version of this Swat Rework. I think that the first version of the rework was a buff, but it was not enough to make Swat Viable.
Link: https://docs.google.com/spreadsheets/d/1qtWJrijI8T7VVSSHhbCWBG6c3P4awFnOLgZX5rBzjKg/edit?usp=sharing
Buffs in linked version: Turned Heavy Armor into a passive (with same strength by lv 25.) and replaced it with a, "regen 1 armor on zed kill while 30 or less armor.'' Tactical movement now also gives 5% sprint speed and another 5% sprint speed while you have no armor. Close Quarter Combat gives 5% more move speed while holding a knife. Utility Belt now also increases grenade damage by 50% and no longer gives starting grenades.
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Swat Rework
Preface:
The Swat class is one that doesn’t do much in later waves and is used primarily in wave one for the free starting stuff.
The point of the class is to be one that can take out fodder zeds easily while incapacitating larger zeds with some tankiness.
The problem is that the swat’s role is overshadowed by the firebug that can kill both small zeds and large ones, the Commando that can also kill small zeds easy while giving team support, and the Survivalist that is a tanky ranged fighter with some crowd control and a much larger weapon pool.
Rework Goal: To fix that swat is only useful wave one and to make it more differentiated from other classes.
Overall changes:
Buffs: Stronger Utility and conditional damage increase. More impactful skills thus more meaningful choices.
Changes/ Cost for Balance: Less free stuff from game start and weaker wave 1 at lower levels. Not as strong Mag size + Reload combo.
Rational for basics changes: By making the starting armor be part of the base kit it allows for a player to not be restricted with what skills to start. The reason for removing the mag size per level is to allow it to be a part of the tier 1 tradeoff to allow for more utility and uniqueness to both options. Added max ammo into base because max ammo is important to swat and I cannot think of a good way to balance it into a skill tier.
Tactical Movement
Rational for Tier 1: Mag size is an important part of using swat weapons so the mag size was redirected to Juggernaut. The reason the mag size scales off of armor is so that at lower levels you can reach 100% mag size without starting with it in the first wave. With starting armor being the same as mag size it has the same starting strength as it does when it is constant from base kit. As being good at Swat requires conserving ammo by headshotting zeds since max ammo can be low and expensive, having more mag size does not help with that. Having the ability to trade more mag size for other benefits when a player is skilled enough to not need it is what I added.
Arsenal
Rational for tier 2: Because of the desire to reduce the swat from being used to get freebies wave one then being switched to another perk; the idea of two 9mm is removed. To keep the idea of having a method of saving swat ammo (since swat ammo is expensive) for both halves and to keep them balanced I split fallback into a skill for the knife and another for the 9mm. Because of the many buffs the Swat would get from this rework and it being attached to 9mm, I made the reload speed less effective then Tactical Reload was.
Cognition Buster (reworked idea of Cripple; moved from tier 4.)
Rational for Tier 3: Since I wanted to increase the damage potential of the swat without making it too powerful I decided to make it conditional. Though both skills increase damage output and incapacitate they do it very differently. Suppression rounds make it easier to stumble zeds - which pairs well with rapid assault - and the damage received increases well with grenades. The skill helps the playstyle of spraying bullets for newer players or the skilled play style of well timed grenades for damage increased coordinated attacks. Cognition Buster is a skill about rewarding the ammo conservative approach of Headshoting.
Utility Belt
Rational for Tier 4: The point of these two perks is to strengthen past skills. Heavy Armor increases Max and Starting Armor which synergizes with Juggernaut for more max magazine size. Utility Belt Synergizes with suppression rounds by giving easy damage increase and Cognition Buster for easy headshots.
Rational for tier 5: Both zed skills work well with Swat and are not weak, so I don’t see a reason to change them.
Link: https://docs.google.com/spreadsheets/d/1qtWJrijI8T7VVSSHhbCWBG6c3P4awFnOLgZX5rBzjKg/edit?usp=sharing
Buffs in linked version: Turned Heavy Armor into a passive (with same strength by lv 25.) and replaced it with a, "regen 1 armor on zed kill while 30 or less armor.'' Tactical movement now also gives 5% sprint speed and another 5% sprint speed while you have no armor. Close Quarter Combat gives 5% more move speed while holding a knife. Utility Belt now also increases grenade damage by 50% and no longer gives starting grenades.
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Swat Rework
Preface:
The Swat class is one that doesn’t do much in later waves and is used primarily in wave one for the free starting stuff.
The point of the class is to be one that can take out fodder zeds easily while incapacitating larger zeds with some tankiness.
The problem is that the swat’s role is overshadowed by the firebug that can kill both small zeds and large ones, the Commando that can also kill small zeds easy while giving team support, and the Survivalist that is a tanky ranged fighter with some crowd control and a much larger weapon pool.
Rework Goal: To fix that swat is only useful wave one and to make it more differentiated from other classes.
Overall changes:
Buffs: Stronger Utility and conditional damage increase. More impactful skills thus more meaningful choices.
Changes/ Cost for Balance: Less free stuff from game start and weaker wave 1 at lower levels. Not as strong Mag size + Reload combo.
Basics Changes
- Add 4 starting armor per level
- Remove 4 mag size per level
- Increase max ammo by 1% per level (max 25%.)
Rational for basics changes: By making the starting armor be part of the base kit it allows for a player to not be restricted with what skills to start. The reason for removing the mag size per level is to allow it to be a part of the tier 1 tradeoff to allow for more utility and uniqueness to both options. Added max ammo into base because max ammo is important to swat and I cannot think of a good way to balance it into a skill tier.
Tier 1: Specialization
Juggernaut- Increase mag size of perk weapons by 1% for each point of body armor. (added)
- While you have body armor, you only take Health damage from sonic attacks and clots can’t grab you. (same as before)
Tactical Movement
- No movement penalty for using iron sights or crouch movement. (same as before.)
- Can reload single handed perk weapons while sprinting. (any perk weapon, but dual 9mm and riot shield weapon.) (added)
Rational for Tier 1: Mag size is an important part of using swat weapons so the mag size was redirected to Juggernaut. The reason the mag size scales off of armor is so that at lower levels you can reach 100% mag size without starting with it in the first wave. With starting armor being the same as mag size it has the same starting strength as it does when it is constant from base kit. As being good at Swat requires conserving ammo by headshotting zeds since max ammo can be low and expensive, having more mag size does not help with that. Having the ability to trade more mag size for other benefits when a player is skilled enough to not need it is what I added.
Tier 2 - Assault Techniques (dividing Fallback into 2 skills.)
Close Quarter Combat- Gain 10% resistance to all damage.
- Increase knife damage by 85%.
- While holding a knife, increase move speed by 5%.
Arsenal
- Increase 9mm damage by 85%. 9mm is treated by perk skills as a perk weapon. (specified skills so passive damage increases and max ammo does not apply.)
- Increase Reload speed of Perk weapons by 15%.
Rational for tier 2: Because of the desire to reduce the swat from being used to get freebies wave one then being switched to another perk; the idea of two 9mm is removed. To keep the idea of having a method of saving swat ammo (since swat ammo is expensive) for both halves and to keep them balanced I split fallback into a skill for the knife and another for the 9mm. Because of the many buffs the Swat would get from this rework and it being attached to 9mm, I made the reload speed less effective then Tactical Reload was.
Tier 3 - Crowd Control (placing both CC skills in 1 tier.)
Suppression Rounds- Increase stumble power by 100% for perk weapons. (same as before.)
- Zeds you Stumble, Stun, or Knockdown take 10% more damage. (damage boost is for everyone and can occur from weapons, grenades, or skills.) (added.)
Cognition Buster (reworked idea of Cripple; moved from tier 4.)
- Increase Headshot damage by 10% for perk weapons.
- Each consecutive headshot with a perk weapon adds a stack. Hits slow zeds by 5% for each stack, up to 25%. (Loses stacks like “Rack them Up”.)
Rational for Tier 3: Since I wanted to increase the damage potential of the swat without making it too powerful I decided to make it conditional. Though both skills increase damage output and incapacitate they do it very differently. Suppression rounds make it easier to stumble zeds - which pairs well with rapid assault - and the damage received increases well with grenades. The skill helps the playstyle of spraying bullets for newer players or the skilled play style of well timed grenades for damage increased coordinated attacks. Cognition Buster is a skill about rewarding the ammo conservative approach of Headshoting.
Tier 4 - Equipment
Heavy Armor- Maximum Armor increases by 50%. Start the game with 50 more armor. (same result as the current version but in less words.)
Utility Belt
- Increase the size of grenades by 30% and their carrying capacity by one. Start the game with two extra grenades. {if weak, could also increase Grenade damage.}
Rational for Tier 4: The point of these two perks is to strengthen past skills. Heavy Armor increases Max and Starting Armor which synergizes with Juggernaut for more max magazine size. Utility Belt Synergizes with suppression rounds by giving easy damage increase and Cognition Buster for easy headshots.
Tier 5 - Specialist Training (same as before)
ZED TIME - Battering Ram- During Zed time, you move fast in real-time and deal massive damage and knockdown to any Zed that touches you. (Same as before)
- During ZED Time, when using perk weapons you have unlimited ammo, shoot in near real-time, and increase stumble power by 100%. (Same as before)
Rational for tier 5: Both zed skills work well with Swat and are not weak, so I don’t see a reason to change them.
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