Medic:
* Keep max speed at 20% for all difficulties, rather than have 25% on all difficulties except for HoE and Suicidal (just a change for consistancy)
Berserker:
* Reduce max speed to only up to 20% (down from insane 30%)
* Reduce general resistance to only up to 33 or 35% (down from 40%)
* Increase Chainsaw damage to 24-ish on primary (instadecap on lesser specimen even on HoE as a highlevel Berserker) and secondary's headshotmultiplier to 1,25x (can stun Scrakes with frontal headshots as a highlevel Berserker!)
* Increase base cost of Chainsaw to 2000
* Change weapon spawn to Fire Axe at level 5 and Katana at level 6, or possibly Fire Axe + Armor at level 6
* Perhaps (very alternate idea) increase the speed of the primary attack on the Fire Axe so it can just BARELY chain ZED time, at level 5 and/or 6. As a counternerf, possibly reduce the primary attack's damage a little, so the DPS remains roughly the same. If so, then i'd say the spawn equipment at level 6 would be more suitable with Fire Axe + Armor
Commando:
* Add penetration to SCAR, 2nd hit dealing 50% damage
* Increase weight of SCAR to 6 or 7
* Reduce weight of Bullpup to 5
* Increase the Commando level 6 damage bonus to 60% (Even though that will make the Bullpup able to decap trash specimen on 6-man HoE with one shot, it won't be able to KILL them outright though, as they will still have plenty of health left)
Demolitions:
* Increase damage of LAW to 980
* Reduce basecost of LAW ammo to 25 a piece (down from 30)
* Include M79 in the Pipebomb discount (Makes levelling Demolitions easier at lower levels while also making the spawn values more equal)
* Give Handgrenades a discount too, 25% discount from level 0 to 2, and a 50% discount on them from level 3 to 6
* Change weapon spawn to 7 extra handgrenades (= 10 total) at level 5 and get only M79 at level 6. This is, with the other above changes, MUCH more equal to all other perks' starting values at both levels. While the handgrenades cannot be sold (referring to the level 5 spawn in particular), neither can the Medic's armor spawn at level 5, but they are still useful for combat and whatnot, so it's all good imo.
Support Specialist:
* Change the weight carrying to work a bit differently: When carrying less than 15kg, the perk scales normally like all other perks. However, when carrying more than 15kg, limit his speed like if he carries 15kg, no matter how much he carries above that. For programming: That means he will (with 100% health) move with a unit speed of 174, wether he carries 15 or 24kg. This was a great compromise idea by Undedd Jester, which keeps him slow when carrying heavy weights, but never SLOWER than any other perk which carries 15 weight.
* Remove all grenade bonuses
* Increase Hunting Shotgun's base cost to 1000 (up from 750) (also equalizes starting money at level 6)
* Reduce baseammo of Hunting Shotgun to 40, rather than 48 (which will reduce maxammo at level 6 to 52, rather than 62), as i think it has way too much ammo considering its power.
* Reduce ammocost to 25 per 4 shells, rather than 15 per 2 shells
* Maybe reduce damage of each pellet to 45 (down from 50). That will bring the total damage down to 900, from 1000. Perked at level 6, it will be reduced to 1440, from 1600.
* Reduce AA12 baseprice to 3000 (from 4000)
* Add one more mag for AA12 (from 80 base ammo to 100)
* Reduce headshotmultiplier for all shotguns down to 1,25x (from 1,65x)
Firebug:
* Keep the total burn damage of Firebug weapons, but make it deal its damage over only 8 seconds (better DPS) rather than over 10 seconds
* Flamethrower and Mac10 both get bonus magsize and ammo, but bonuses readjusted so at level 6 it is lowered to 50% (from 60%)
* Perhaps compensate the Flamethrower's slight loss of ammo from the above change with 1 more initial fueltank (Meaning, up from 400 to 500 base ammo, and up from 640 to 750 ammo at level 6)
* Since the Mac10 now also scales in maxammo (and gets other boosts), reduce base ammo to 240 (which will then be up to 360 shots for a level 6 Firebug!)(This is up/down from a constant 300 max ammo)
* Increase Flamethrower's price to 1000 (from 750) (also equalizes starting money at level 6)
* Reduce flamethrower weight to 8 or 9
* Change weapon spawn to Mac10 at level 5 and Flamethrower at level 6
* Reload speed bonus the same on both weapons (60%) (up from only 30% bonus on the Mac10)
* Reload speed should also speed up the sheathing of the flamethrower, so it isn't so incredibly slow to switch away from
* Mac10 should scale in the burn damage (readjusted overall too ofc, so it doesn't get overpowered. Damage it currently deals could be the damage it does at level 4 or 5 for example)
* Mac10 should ignite targets offperked too, but could have an offperk restriction, like, you need to deal 62 damage (= max 3 bodyshots or max 2 headshots) to ignite the target when it is offperked shots. When used for the Firebug it should always ignite on the first hit though, like currently.
* Mac10 initial damage should also count towards levelling the Firebug perk, both when using it perked or unperked
* Rename the Mac10 into "Mac10 Incendiary", so it makes more sense as a Firebug-weapon
* Perhaps make the Mac10 have more visually "illuminated bullets", so it also looks more incendiary?
* Fix the Mac10 burn bug on Crawlers (if you ignite a Crawler with the Mac10, it will never die from the burn damage + it will remain with the burn animation on it for as long as it remains alive)
Sharpshooter:
* Increase headshotmultiplier on M14 to 2.30x (from 2.25x), to make you able to headshotkill Sirens and Husks in one shot even on 6-man HoE (works all the way up to 5-man HoE...)
* Increase base cost of LAR to 400, but give it the perk discount
* Increase base cost of Xbow to 1250, but give it the perk discount
* Reduce base cost of Xbow bolts to 15 each, down from 20
* Increase damage of the Xbow to 325 (from 300)
* Do NOT change the spawn weaponry for the Sharpie, as above changes will fix all the money problems! (The Xbow won't be worth a hefty 600