BERSERKER
* Resistance - Mixed feelings about this. I'd say, to keep him as a teamplayer, giving him general resistance is more helpful (even 40%, or at least 35%), as he then is a frontline "tank" for the team. If he distracts enemies to attack him (instead of attacking the team), i think he would need this power. Making it melee resistance only COULD work, but he would then be less useful as a teamplayer, and it would basicly FORCE him to kite and avoid Husks/Sirens, which we don't want to do, do we? So give him back 35 or 40% general resistance but...
* Speed - ... i really don't think he needs so much
speed. Reduce it further, to 20 or even 15%. This it what makes the perk so strong alone and at kiting. If the Fleshpound mechanics proves to make kiting hard/impossible, i would only reduce it to 20% movement speed though. 30% is overkill regardless though, and i think even the beta's 25% is still too much.
* Chainsaw - I think the fuel is quite neat really, makes it less of a "hold down M1 to kill all the small stuff". But it could honestly be also removed again, to make sure the Chainsaw is
the beast of the Berserker weaponry
* Fire Axe PRIMARY fire and Katana SECONDARY fire - Is it possible to make them hit up to 1 additional enemy? That would be cool and make them more special
* Spawning weapons - This I'm not too sure about. The Chainsaw has to be
the tier 3 beast to make the Katana a justifiable weapon spawn at level 6, considering just how good the Katana is. Otherwise, here is my list of spawning ideas:
Level 5
a) Machete
b) Fire Axe
Level 6
a) Machete + Armor
b) Fire Axe + Armor (my vote goes to this if the primary can cleave an additional enemy)
c) Katana
MEDIC:
* Speed - Whatever speed it is given, try to make it faster than Berserker (so he can run and heal a moving Zerker with Syringe), and keep it consistant on all difficulties. (22% a good number?)
FIREBUG:
* DoT - The DoT change seems like a nice buff.
* Spawning weapons - Awesome. The way it should be.
@Jester = The reason why you think it seems odd to give him the "strongest" weapon at level 6 is not a problem with his actual given spawning weapons, it's a problem due to the lack of weaponry!
COMMANDO:
* Bullpup - Reduce its weight to 5
* SCAR - With the awesome penetration it has gotten, i'd say increasing its weight to 7 is more than justifiable.
* 60% damage - Im split on this. It's a better number at 60% (all other perks, bar Medic and Zerker, has this), but i don't know wether a oneshot decap/kill against trash for the Bullpup is too strong or not.
I'd say: Go back to 50% bonus
* Pistols - Give 9mm and HC (single and dual of both) to this perk. While single might be nice for the Sharpie, dualies fit way better for the Commando. The singles have to be moved as well though (due to discounts / levelling terms and similar flaws that might happen otherwise etc).
And i think everyone agrees that Dual 9mm/Handcannons are also just so amazingly beautiful in (extended!) ZED time, making them perfect for the Commando
The pistols should get all perk bonuses and levelling stuff etc, except for one thing imo:
Don't increase their mag sizes! However, maybe increasing the total ammo would still be a good idea for the pistols (not necessary imo)?
* 9mm - Any possible way to change the max ammo to 150/180 when using single 9mm, and max ammo to 300/360 ammo when using dual 9mm? Also, change the dual 9mm weight to 2 or 3, would perhaps make them used more (both perked and unperked), which is nice for a change, considering how useless they are at the moment.
* HC - Scary, do you think you would be able to solve the Handcannon pickup bug? (I've tested thoroughly and the bug works like this: When you pick up a 2nd HC, you only get the ammo from the one on the ground you picked up, all the ammo you had for the first one in your hand gets ignored completely and thus that old ammo is lost!)
And/or another idea: How about
Single HC has 80 max ammo and 4 weight (or 3?)
Dual HCs has 160 max ammo and 7 weight (or 6?)
Doing this change for both pistols would make dropping a 2nd pistol less of a penalty (since you drop half ammo AND half the ammocap!)
SHARPSHOOTER:
* Pistols - As said in the Commando section: Move them over to the Commando entirely. Fits better there, due to the dualies nature. Xbow+HC combo is compensated by a change in the Xbow (read further down)
* M14 - Love the added tiny HS-multiplier. It's can now finally oneheadshotkill Sirens and Husks on 6-man HoE, without changing anything else!
* LAR - Price increase + discount included is a great change!
* Xbow - Increase its price to 1000 or 1250, include it in the discounts, reduce its weight to 8 (to make it pairable with LAR, which compensates the loss of the HC!) and reduce the base boltprice to 15.
* I
heavily dislike the HC spawn at level 6 for multiple reasons (you just get a different tier
1 weapon compared to level 5, you actually spawn with less worth of money at level 6 than level 5 due to discounts etc). With above changes to the Xbow and the pistol removal, starting with the Xbow once again is much more suitable and balanced ^^
DEMOLITIONS:
* Spawning weapons - Brilliant idea by Poosh -
Give the M79 the same discount as the pipebombs! Makes it easier to play Demolitions on the earlier levels, and it sells for more similar values at level 5/6, and also makes the M79 a more viable starting weapon at level 5 (economical sellvalue point of view), thus if that happens i would suggest:
Level 5 = M79
Level 6 = M79 + 5 extra handgrenades
* Handgrenades - Give a discount for them as well, 25% discount for level 0-2, and 50% discount from level 3-6.
SUPPORT:
* Handgrenades - Keeping its ability to carry extra handgrenades, can that be brought back? The damage bonus is good if gone forever hehe, but the extra capacity was ok, as it fits with his carrying bonus and they are useful to breach doors too (which fits with his (un)welding bonuses).
* Maybe reduce the Shotgun's headshot-multiplier? From 1.65 down to 1.5, or even all the way down to 1.1? Just to reduce the Doubleblast-Hunting-Shotgun-to-Scrake's-head-power, so it can't instakill them anymore.
* Movement/speed-ratio - Imo, i think this is unnecessary, as it makes the weight and shotgun balancing seem counterproductive. I'd say, revert this penalty.
* Just a thought about the weight bonuses and Shotgun weights (just curious how it would become, not something i think is necessary at all), is it possible to make it like this:
Shotgun - 7 weight (from 8)
Hunting Shotgun - 8 weight (from 10)
AA12 - 9 weight (from 10)
Perk weight bonus:
Level 0 = 0 extra weight, level 1 = 1 extra weight ...etc... stopping smoothly with level 6 = 6 extra weight.
That would make the different Shotgun combos quicker to attain (Shotgun + HSg would be pairable already at level 1 Support, instead of at level 3 etc) and everything remains the same otherwise, except the Shotgun+AA12 combo (it now only has 4 spare weight at level 6, instead of 5)
STALKER:
Moving attack is awesome
FLESHPOUND:
Love the "pausing" rage-stuff on it. Makes it basicly impossible to kite, to remove the rambo/kite Zerkers. The 1710 damage to make it rage though, is that necessary at all with all the other changes? Why did you add it?