New edits: Completely returned mag size buff in base kit. Juggernaut's armor scaling is now damage increase instead of mag size. Tactical movement changed from 5% move speed to 10% sprinting speed. Battle hardy reworked and renamed to Hardy. (Tier 4 renamed to Perseverance.) (reworded some rationales to account for these changes. removed tier 3 rational because it was outdated form the transition of v1 to v2.)
Old Edit: Halved the base mag size buff instead of completely removed. Halved the effect Juggernaut has on mag size. Combined starting armor and max armor into one bonus (with the same values.) to keep the six basics maximum.
Swat ReworkRework Goal: To fix that swat is only useful for free starting stuff. To make the class unique with its ability to be a Tanky Class.
Buffs: A Lot Tankier, damage increase, Move speed options. More impactful skills thus more meaningful choices. Some Skills moved into the base kit and were replaced.
Cost for Balance: No free 9mm from game start.
Rational for basics changes: By making the starting and max armor be part of the base kit it allows for a player to not be restricted with what skills to start with (Less Starting armor for lv 5-8. More Starting armor at all other lvs). 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: Juggernaut is about rewarding players who can maintain high armor with extra damage. Tactical Movement is designed to be a strong tradeoff for players who want to dodge and reposition often.
Arsenal
(Note: Elite reload has different animations for each weapon causing different values of effective reload speed increase. Most of the swat weapons seem to range between 20-30%. The only exception is the starting weapon with a reload speed difference of about 40%.)
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. The knife skill gives damage resist for more tankiness while 9mm reload speed is for better offensiveness.
Cognition Buster
Hardy
Rational for Tier 4: The point of these two perks is to give longevity. Riot Gear restores Armor which synergizes with Juggernaut for damage and saves money when buying armor. Hardy is about keeping you mobile by preventing health loss slow and some small healing to be balanced with Riot Gear.
ZED TIME - Battering Ram
ZED TIME - Rapid Assault
Rational for tier 5: Both zed skills work well with Swat and not weak, so I don’t see a reason to change them.
Link to a Spreadsheet version (+ A Survivalist rework, a Scientist perk idea, and some new weapon ideas.):
https://docs.google.com/spreadsheets/d/1qtWJrijI8T7VVSSHhbCWBG6c3P4awFnOLgZX5rBzjKg/edit?usp=sharing
Old Edit: Halved the base mag size buff instead of completely removed. Halved the effect Juggernaut has on mag size. Combined starting armor and max armor into one bonus (with the same values.) to keep the six basics maximum.
Swat Rework
Overall changes:
Buffs: A Lot Tankier, damage increase, Move speed options. More impactful skills thus more meaningful choices. Some Skills moved into the base kit and were replaced.
Cost for Balance: No free 9mm from game start.
Basics
- Add 4 starting armor per level and Increase armor by 2% per lv (Max armor Increases also gives the same amount to start the game with.)
- Increase max ammo by 3% per 5 lvs (max 15%.)
Rational for basics changes: By making the starting and max armor be part of the base kit it allows for a player to not be restricted with what skills to start with (Less Starting armor for lv 5-8. More Starting armor at all other lvs). 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 perk weapon damage by 0.1% for every point of body armor you have. (added) (Max 15% when you have 150 max body armor at lv 25.)
- While you have body armor, you only take Health damage from sonic attacks and clots can’t grab you. (same as before)
Tactical Movement
- Gain 10% sprinting Speed. (added)
- 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: Juggernaut is about rewarding players who can maintain high armor with extra damage. Tactical Movement is designed to be a strong tradeoff for players who want to dodge and reposition often.
Tier 2 - Assault Techniques
Close Quarter Combat- Gain 20% resistance to all damage.
- Increase knife damage by 85%.
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%.
(Note: Elite reload has different animations for each weapon causing different values of effective reload speed increase. Most of the swat weapons seem to range between 20-30%. The only exception is the starting weapon with a reload speed difference of about 40%.)
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. The knife skill gives damage resist for more tankiness while 9mm reload speed is for better offensiveness.
Tier 3 - Crowd Control
Suppression Rounds- Increase stumble power by 100% for perk weapons.
- Zeds you Incapacitate take 10% more damage. (damage boost is for everyone and can occur from weapons, grenades, or skills.)
Cognition Buster
- 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”.)
Tier 4 - Perseverance
Riot Gear- Restore your Body Armor by 1 point for every ZED you kill with perk weapons. While you have 25 or less body armor, Kills and Assists restore 2 points of Body Armor.
Hardy
- You do not lose move speed from missing health. (normally losses 0.15% per % of missing health. Max 15% lost at 0% health.)
- After taking Zed damage (except DoT.), Regen 1 health per second for 4 seconds. (Could alternatively be written, "Regen 1 health per second if you took damage from zeds (except Dot.) within 4 seconds.")
Rational for Tier 4: The point of these two perks is to give longevity. Riot Gear restores Armor which synergizes with Juggernaut for damage and saves money when buying armor. Hardy is about keeping you mobile by preventing health loss slow and some small healing to be balanced with Riot Gear.
Tier 5 - Specialist Training
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)
ZED TIME - Rapid Assault
- 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 not weak, so I don’t see a reason to change them.
Link to a Spreadsheet version (+ A Survivalist rework, a Scientist perk idea, and some new weapon ideas.):
https://docs.google.com/spreadsheets/d/1qtWJrijI8T7VVSSHhbCWBG6c3P4awFnOLgZX5rBzjKg/edit?usp=sharing
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