Lorkenpeist;n2264874 said:Not to mention that the new level 5 support skills blatantly plagiarize from Commando.
Since when was reloading faster a Commando-only thing?
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Lorkenpeist;n2264874 said:Not to mention that the new level 5 support skills blatantly plagiarize from Commando.
+1Veny;n2264857 said:I am not against changing weapon mags trough perks/passives, but dual shotgun with 3 shells? SCAR with... how much? 50 rounds in it tiny funny box magazine? 12 rounds in m4 shotgun?
I loved how weapons were made in this game (ZED time animations etc) but without visual upgrade (bigger/different mag - drum, belt, whatever) this game is becoming Borderlands-like game with infinite pistols, 100+ rnds assault rifles and 3-in-one-barrel RPGs.
Bring 100rnd p90 and i will be really annoyed... yeah, minor issue, i know... but i believe i am not the only one who likes realism here.
Yoshiro;n2264814 said:Gunslinger
We're pretty happy with gunslinger skills but felt it wasn't to the refinement level the last few perks were at so we've modified some skills and redid others. Gunslinger fans should really like these changes!
Perk Changes
New Passive added
- Zedtime reload: 2% increase in zedtime reload speed per level max 50%
Passive change
- Movement speed: gain 4% every 5 levels to max 20% (was max 25%)
LvL 5 Quick Draw
- No recoil penalty for shooting in hip while moving.
- Move 5% faster
LvL 10 Rack em Up
- every head shot you get increases damage by 10% up to 5 head hits maxing at 50% extra damage. Now if you miss a shot the counter doesn't go down, as long as you get another head shot every 2 sec your counter will keep going up.
LvL 10 Bone Breaker
- arms and legs now take additional 30% extra damage on top of the 20% general extra damage.
LvL 15 Line em Up
- no damage reduction for shooting through any zed.
LvL 20 Skull cracker
- Head shots on zeds will slow their speed by 30%
LvL 20 Knock em Down
- Shooting zeds in the legs while sprinting will knock them down and chest shots massively increase stumble.
I think the important part to figure out is whether burning over time can trigger fire panic (and do so effectively). If we're going to have gorefast and slashers just flail away at your team for 10s while the fire makes them harder to hit then I'd rather not attack them at all.DoctorDragon;n2264853 said:FIREBUG
Barbecue - No, no and no. One of the biggest problems with Firebug right now is that KF2 is rather fast-paced and the zeds don't burn to death quick enough if you tag them with fire. When lack of time is the real problem, ADDING more required time is just hilariously exacerbating the problem to begin with! Firebug players want fire DoT to be something viable, but that's not going to happen when it is stuck at its default rate. Therefore, Barbecue needs to quicken the pace of fire DoT instead of attempting to extend something that doesn't act fast enough anyway. Probably would be a better idea to double the speed at which the ticks of fire DoT occur.
Napalm - For the same reason as Barbecue above: extending the burn duration will solve nothing. If anything, I would consider doubling fire DoT damage for those who choose Napalm over Shrapnel/Pyre.
Firestorm - My concern with this is that this level 20 skill doesn't do anything to help the Microwave Gun or Trenchgun, while Heat Wave benefits all 4 Firebug weapons and is better for survival prospects overall.
Nondetachable tubular magazines are magazines, boomstick is the only magless support weapon in kf2.Lorkenpeist;n2264874 said:Plus non of the shotguns besides AA12 even have mags, so naming the skill High Capacity Mags is nonsense.
That's gone, since bullseye, test for yourself with solo ~(console) enablecheats nospread. It's just a matter of getting pellets on target now, and tight choke will be a huge help with that, effectively doubling the range for getting enough pellets on a target, at the cost of ease of use when you don't need all the pellets on target.RoastinGhost;n2264892 said:With the damage dropoff, encouraging long-range shooting seems like a bad idea.
Ah yes, good point. While we're suggesting changing the appearance of commando mags when you take the large mag skills, support should also get mag tubes that extend well beyond the length of the barrel, and the boomstick should get a third barrel!Azukki;n2264931 said:Nondetachable tubular magazines are magazines, boomstick is the only magless support weapon in kf2.