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The State of Balance in Killing Floor

I agree that Commando needs either a significant buff to make it WORTH leveling, or to keep it as-is and decrease leveling time. Perhaps mix in a bit of both?

Maybe remove the "Kill X amount of Stalkers" part, or reduce the numbers needed. At least reduce the amount by half or so, I mean really? 4,000 Stalkers for level 5. They are scarce as it is in my experience which is the reason I'm level 3 and not 4.

For a perk class as underpowered as Commando, I think just having a "Do X amount of damage with the Bullpup" is sufficient. That is unless they intend to buff the Commando in the near future.

Maybe if not that add an ammo increase which increases per perk level. It's pretty easy to run out of Bullpup ammo if you're not careful.
 
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Tbh they should just remove the damage clause completely if they refuse to buff it. Its main use is to headshot everything possible and to clear away Stalkers/Crawlers.

I could at least understand killing x Stalkers, even if i do hate the insanely slow progression of it. But x damage is a direct contradiction of it. A stealth foe with sod all health and a damage requirement equal to that of Shotguns and Flamethrowers on a weapon that is 1 of the weakest in the game?
 
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A lot of thought went into this and I full heartedly agree, especially with the Commando and Support idea.

I posted my idea in the Ideas and Suggestions about adding Crawlers to the Commando's kill count instead of just Stalkers. Both are problem specimens, and if the Commando is meant to kill Stalkers, why not add in the other annoying specimen?
 
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I've been playing commando since 2.51, and honestly, theres a reason. It's awesome to run around with an automatic assault rifle shredding every zombie you see. First off, the gun's already recieved a massive boost since the mod, making it actually viable. But theres a few things I wanted to comment on. First: Commando is godly efficient at clearing out weaker mobs. Second: Health Bars are excellent in low-light areas/places where your vision is obscured. For example, when in the corn-fields of KF-Farm a pack of Crawlers can take down an unsuspecting player easily because you can't see them until it's too late. But health-bars act as an early warning radar. Also, Stalkers can be spotted quite easily but in the heat of the moment de-cloaking Stalkers helps, although I agree that it should work on the Patriarch. It might *actually* make them viable on the boss wave. Finally, I also agree that Commandos need a viable way to fight off larger enemies. "Thats why you have multiplayer" is a BS excuse in Solo/when the perk has godly damage requirements. Adding maybe a gun that did 1.5X dmg, 30 bullets to a clip, 300 ammo total but with an underslung grenade launcher that does damage in-between a normal grenade/a LAW.
 
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To rebalance the classes I suggest:

1) remove capacity bonus at all (I don't need anyone when I can carry hunting shotgun and crossbow same time);
2) remove "grenade capacity", "grenade damage", "penetration" perks from support and assign them between medic/commando/sharpshooter in following order:
a) give 9mm pistol/dualpistols and grenade capacity perks to medic;
b) give grenade damage perk to commando;
c) remove penetration ability from all weapons;
d) give penetration perk to sharpshooter (but only with hand cannon, rifle and crossbow).

After this shotgun and crossbow aren't the ultimate weapon (without specific classes), medic and commando takes theirs power up.

The weight perk may be given to machine-gunner class, that only he can carry HMG.
 
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To rebalance the classes I suggest:

1) remove capacity bonus at all (I don't need anyone when I can carry hunting shotgun and crossbow same time);
2) remove "grenade capacity", "grenade damage", "penetration" perks from support and assign them between medic/commando/sharpshooter in following order:
a) give 9mm pistol/dualpistols and grenade capacity perks to medic;
b) give grenade damage perk to commando;
c) remove penetration ability from all weapons;
d) give penetration perk to sharpshooter (but only with hand cannon, rifle and crossbow).

After this shotgun and crossbow aren't the ultimate weapon (without specific classes), medic and commando takes theirs power up.

The weight perk may be given to machine-gunner class, that only he can carry HMG.

The crossbow already has decent penetration. Handcannon and rifle need more though, I'll agree there.

I still stand by my call for a proper bolt-action sniper with a scope, though. That'd be freakin' awesome.
 
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I read the post and i learned some things about the classes that i did not know but also agreed with a lot of the stuff said. The specilist is probably the strongest class in the game as its advantages seem greater than any other class. I think that perhaps some the perks for the specialist should be copied to the other classes such as the commando.

The bullpup does need a slight damage increase as it is pretty weak.

I think that being a medic you need something to help identify the health of your team mates more. Perhaps some stats on the hud telling you how healthy someone is. Something to make the identification of the weak easier, perhaps even something glowing over their heads a bit more. I was playing medic last night and i had three people infront of me and i was having trouble reading their health easy enough, though i could use the scores panel but its hard enough to bring it up and read its data. I'd rather just be able to instantly tell who needs healing.
 
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I also hate the fact that the afterburn recieves no dmg benefit from the "% Flamethrower damage perk"

Have any idea how long it takes to kill a Fleshpound on Hard or Suicidal?
At least 3 mins per.

As for medic, they really need something like in TF2 rather than that lousy melee injector. I mean if a medic has no offensive way to support his team, then allow him to at least keep out of harms way while assisting his team mates.

Also would really love a fix on the fire animation sometimes not showing up, kinda blows that your soul purpose for the patriarch fight gets tossed out the window because of a graphics bug.
 
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To rebalance the classes I suggest:

1) remove capacity bonus at all (I don't need anyone when I can carry hunting shotgun and crossbow same time);
2) remove "grenade capacity", "grenade damage", "penetration" perks from support and assign them between medic/commando/sharpshooter in following order:
a) give 9mm pistol/dualpistols and grenade capacity perks to medic;
b) give grenade damage perk to commando;
c) remove penetration ability from all weapons;
d) give penetration perk to sharpshooter (but only with hand cannon, rifle and crossbow).

After this shotgun and crossbow aren't the ultimate weapon (without specific classes), medic and commando takes theirs power up.

The weight perk may be given to machine-gunner class, that only he can carry HMG.

ROFL, I disturbed my co-workers laughing at 'C' which was contradicted by 'D' which needs an 'E'xcuse to be anywhere decent... Sounds like you need to make your own KF game IMO.
 
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