Your Top 10 of ideas and suggestions.

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SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,815
804
0
Omg nerf fireaxe omgomg.

So nerfing the katana actually is on the verge of becoming a fad, eh?
Let's throw the SCAR right into it too while we're at it, shall we?
Hey, you know, you can kill things larger than sirens with the AA12.
Let's nerf that too, shall we?

Someone didn't read. Obviously I was refering to the Crossbow.
And yes, SCAR nerf please.
 
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Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
On the Scar issue

I like having more weapons to pick from for my loadouts, but there are a few I consider too powerful. Any weapon that is great or good against all specimens is overpowered. In this list I would place:

Orange = Badly overpowered
Yellow = Kinda overpowered
Green = Not really overpowered

Xbox - 1 shot kill or stuns EVERYTHING, regardless of perk or level. Nuff said.
M14 - Never runs out of ammo, can be spammed like the dickins and rip everything apart, headshot or nay.

Scar - Great against low and mid specimens, and good against Scrake and FP. Before the SCAR the Bullpup/Ak Commado was the class designated as the one to take out all the hard to see sneaky speicmens who would interfere with other classes taking on the big stuff.
Commando was the best friend of the Support class and when the Ak came out I'd say he was about perfect balanced, as he had a niche to fill. Now he deals so much damage with both the AK and Scar he encrouches on other perks territory as a reasonably heavy hitter, and is known to take on Scrakes and FP's single handed about on par with Support specialists... but is way better than support against small foes.

AA12 - The AA12 only gets 5 pellets per shot, and although it had a huge clip, it does have a bit of trouble getting its damage down fast enough to cut the big guys down before they reach him. PLus it consumes ammo lie mad. Its main draw back is the cost as it takes a player at least until level 5 to save the money, and thats if he is not a team player. This weapon has sufficient drawbacks to make it a well balanced weapon unlike the other ones.

Scar is a little overpowered. Not game breakingly so, but it does make the commando a viable choice to try and take on things like Scrakes and Fleshpounds when really he should be focused on the stuff following in behind them.
 
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C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
SCAR is known to take on FPs single-handed? Really? On Normal as level 4-6 and maybe Hard, sure, but that can't be done on 6-man Suicidal.

This ^

If the SCAR is going to get a nerf, it should drop from 15 mags total to 10 mags total IMO.
 

SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,815
804
0
SCAR and M14 need a weight increase.

And about the SCAR, tons of ammo, very powerful, it can comfortably take out Scrakes and do significant damage to the Fleshpound.

It should at least be completely useless against these two.
 
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C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
Maybe increase its weight too?

Hmmyes.

The tiny bullpup weighs 6 blocks and the SCAR weighs 5. (?)

I think the two should switch around or something, or bump SCAR up to 7 or 8.
 
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Deafmute

FNG / Fresh Meat
Oct 22, 2009
2,071
1,023
0
knee deep in pussy.
SCAR and M14 need a weight increase.

And about the SCAR, tons of ammo, very powerful, it can comfortably take out Scrakes and do significant damage to the Fleshpound.

It should at least be completely useless against these two.

I wouldn't say it has tons, although I usually have 2-3 mags left at the end of each round depending on which wave. It can take out Scrakes, yes, but you waste ammo doing it. If a Commando is dumb enough to try to solo Scrakes in Suicidal, he'll run out of ammo fast. It does good damage to the FP but won't kill it without help from the team.

If Tripwire does anything to the SCAR, just reduce the number of mags slightly. The damage is fine. Also the fact that it weighs less than the humble bullpup is weird. Weight increase please.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
The damage is fine. Also the fact that it weighs less than the humble bullpup is weird. Weight increase please.

Bullpup should weigh less as well.

That thing is essentially a pistol, so it should be let off with 5 KG weight instead of 6.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
SCAR is known to take on FPs single-handed? Really? On Normal as level 4-6 and maybe Hard, sure, but that can't be done on 6-man Suicidal.

Well I did say "takes on Scrakes and Fleshpounds single handed about on par with the Support Specialist."

In other words, he doesn't take them on and kill them alone, but he is able to keep up with the Support Speicalist in how effective he is overall.

You kinda glanced over the actual point

Scar is a little overpowered. Not game breakingly so, but it does make the commando a viable choice to try and take on things like Scrakes and Fleshpounds when really he should be focused on the stuff following in behind them.
 

Deafmute

FNG / Fresh Meat
Oct 22, 2009
2,071
1,023
0
knee deep in pussy.
A viable choice if you want to waste a lot of ammo maybe. The SCAR is effective against Scrakes (not really FPs) to an extent, but you're much better off sticking to the smaller specimens.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
Might waste alot of ammo... but its not like his supply is all that limited to be fair :)

Nah I do see your point, and the Scar isn't insanely overpowered. Not enough that if it weren't fixed it would break KF like the M14 and the Xbow does, but it is a little on the powerful side.

I might be wrong in saying this, but I would consider him the second most powerful class in the game.
 

SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,815
804
0
One mag of SCAR bodyshots takes a little over a quarter of health of a 6 man Suicidal Fleshpound. Too powerful.
 
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Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
One mag of SCAR bodyshots takes a little over a quarter of health of a 6 man Suicidal Fleshpound. Too powerful.
So you want to be 6 shotting clots, right? If it was any weaker, you could barely even kill clots or gorefasts. It takes 2-3 bodyshots to kill a clot on 6 man suicidal as it is.

Before you go all "aim for the head" on me, remember that it's a commando weapon. Commandos can spam if they damn well want to. It's not SS for a reason.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
I'd like to say that besides too much ammo for it's weight, the SCAR is fine.
Sure, with half an AK mag and half a SCAR mag you can kill a scrake, but you're left with two half-empty weapons. FPs are still a no-go zone as far as i'm concerned, because there's no way a commando can solo an FP.


Also, M14 is fine as it is.
/mental lapse.

The Bullpup also weighs way too much, i think TWI needs to put it on a diet.
In comparison to the heavier gun with heavier ammo, it's got less mags and weighs more than the SCAR. The actual guns can carry the same amount of ammo, though the L22 carries 300 rounds in 9+1 mags and the SCAR does it in 14+1.

tl;dr, Bullpup needs to lose weight, or become the L85.
 

Rhenna

FNG / Fresh Meat
Jan 26, 2010
265
139
0
Alone in Penn's woods
Hmmyes.

The tiny bullpup weighs 6 blocks and the SCAR weighs 5. (?)

I think the two should switch around or something, or bump SCAR up to 7 or 8.

*If* the bullpup is supposed to be a 5.56mm L85, then it should weigh a bit more than the SCAR. There are several variants of each, but, on average, I'd say the L85 is likely to be about 0.5Kg heavier. (Give or take...) But, we may be slicing the baloney a bit thin, here.

I only have five for you.

1. Personally, I'd nick a few magazines from the M14 loadout, and provide an option to switch back and forth between single or doubles once you pick up a second, identical pistol, and call it a day. I seriously doubt the weapons will ever be perfect from everyone's perspective, and adjusting the weight and/or damage levels at this point might risk fracturing the KF community and still not end the cry for more "balancing." At the very least, I'd recommend we tread lightly, here.

2. I'd like to see a few female characters/voices, so I could play as my own gender. And a few more skins for the guys, too.

3. I think the ability to toss a flare into the gloom would be smokin'. Nice cherry-red zeds to shoot at. Or, to be eaten by.

4. I'd love to see a trader menu that *doesn't* take up the entire screen, so that players immersed in the shopping experience can see what is going on around them, such as:
a.) Just who was that generous benefactor who provided all that cash?
b.) That everyone else has long since completed their transactions and are already 100 meters away. How embarrassing...
c.) For any remaining maps/servers where it is still possible, that you're blocking the goddam door!

5. I still think there is too much of a delta between Beginner and Normal difficulty. No, it isn't the End of the World or anything, but the change in the hardiness of the specimens, the amount of damage they deal, the leaner economy, and the shorter trading interval have come as a unpleasant surprise to some coworkers I've introduced to the game, even after warning them what to expect. Now, I'm NOT advocating adjusting Normal difficulty, but I would like to see Beginner become a little more representative of what to expect once people get themselves educated a bit in the art of zed.
 

SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,815
804
0
So you want to be 6 shotting clots, right? If it was any weaker, you could barely even kill clots or gorefasts. It takes 2-3 bodyshots to kill a clot on 6 man suicidal as it is.

Before you go all "aim for the head" on me, remember that it's a commando weapon. Commandos can spam if they damn well want to. It's not SS for a reason.

2 shots for a suicidal Clot.

It's the sweeper class, it should only be effective at taking out swarms of lower tier specimens.

So I'd rather see Fleshpounds and Scrakes and maybe even Husks have an added resistance to SCAR damage.

Easily taking out the second toughest non boss enemy with a class that doesn't even specialise in doing that is out of order.

If it was up to me, Tier 3 would be nerfed to be alternative Tier 2 weaponry.
 

CA_Hiro

FNG / Fresh Meat
Nov 20, 2009
176
23
0
28
Denmark
Should I progress with this?
I like it. But why does he have swing both Machetes?
Make him being able to swing 1 at the time, but with increased speed.
And when he want to hit hard, he then swings both in random directions.

Men likes to quantify everything, which actually suprises me why there haven't been any top 10 topics yet. >_>

ON: (No order)
1. Balancing weapons
2. adding more standard maps
3. Make LAW weight less and do more DMG
4. More buyable/free? DLC
5. A new perk would be nice (hmpf)
6. BARREL ROLL (Who doesn't want to that feature? xD)
7. More end game boss'
8. New weapons which actually has a purpose
9. More akimbo style!
10. throwable weapons!
 

gusone

FNG / Fresh Meat
May 2, 2009
1,507
270
0
Sidcup
steamcommunity.com
Lots of interesting suggestions but what are people expecting? Are they expecting all these changes for free or are they prepared to stump up the readies for them? Given it's taken a year to balance the last update, add some community maps and add an upgrade to the Flame guy it looks like many here need to significantly lengthen their time line horizon for any further changes to KF (if at all) and significantly lower their expectation.