Your Top 10 of ideas and suggestions.

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Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
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.

Yeah, because EVERYBODY has the time to pump 4 whole mags of scar ammo into a fp. Totally. I hardly consider needing 4 whole mags "easily" taking out a fp. If you had 4 commandos? sure. But that's teamwork and how you're supposed to kill a fp before the SS became king with his xbow.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!

Funny, if they asked your least favourite suggestions that would be my list for sure.

One shotting lower specimens with a headshot is fine, bodyshot = too much.
And yeah im not too sure about the Katana, on its own it's fine, but when coupled with the Crossbow it creates an overpowered loudout. And Scrake stunlock should definitely be Berserker only.
.

After they nerf the crossbow, the combination might not be as overpowered anymore.
 

SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,815
804
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Yeah, because EVERYBODY has the time to pump 4 whole mags of scar ammo into a fp. Totally. I hardly consider needing 4 whole mags "easily" taking out a fp. If you had 4 commandos? sure. But that's teamwork and how you're supposed to kill a fp before the SS became king with his xbow.

Yes it is teamwork, but it's still too easy.
I remember reading somewhere that the FP was meant to break the team up, and just cause general chaos. But 4 Commando's (Who don't even specialize in taking out big guys) could take him out comfortably without much effort...on suicidal...

My claims of the SCAR being overpowered may be a bit "controversial" right now.

But wait until the Sharpshooter is finally nerfed,
I'm betting we will begin to see an overpopulation of SCAR commando's after some time.

The SCAR isn't anywhere near as overpowered as the M14 or Godbow, but it's still pretty overpowered. Enough to make rounds boring.
 
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Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
Yes it is teamwork, but it's still too easy.
I remember reading somewhere that the FP was meant to break the team up, and just cause general chaos. But 4 Commando's (Who don't even specialize in taking out big guys) could take him out comfortably without much effort...on suicidal...

My claims of the SCAR being overpowered may be a bit "controversial" right now.

But wait until the Sharpshooter is finally nerfed,
I'm betting we will begin to see an overpopulation of SCAR commando's after some time.

The SCAR isn't anywhere near as overpowered as the M14 or Godbow, but it's still pretty overpowered. Enough to make rounds boring.


If you can't take out a FP fast with a whole team, the fp is going to kill some people. and if a team can't do enough damage to fps as to where he anhilates half the team before he dies, i think that's unbalanced on the specimen side.

Sure SCAR users will increase after the m14 nerf, the scar and the m14 are almost the same damn thing swapping laser for sight.

Commando, Support, and SS are the only real offensive perks you can play in suicidal because one is OP and the other two are fairly balanced and can hold their own. The scar is only a smidgen more powerful than the AK which is slightly more powerful than the bullpup.

If your argument is anything that can take down 25% of a suicidal fp's hp in a mag, might as well say firebug is too. because i'm sure a whole tank will get the fp down to about at least 70% or so if not less.
 

Aze

Grizzled Veteran
Mar 19, 2010
1,423
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If i would say my top ten it would probably be something like (in no particular order):

1. Gunslinger.
2. Generic balancing of all the "numbers" (Weight of weapons, like M14 and SCAR heavier while LAR and bullpup 1 block lighter, mag numbers, recoil, weapon and ammo cost plus discounts (the sell and rebuy issue), damage, headshot multipliers etc etc).
3. Swap laser and scope between M14 and SCAR.
4. Fix dualwield pistol ammo bug.
5. Able to switch between single and dualwield.
6. Changeable perk levels that you have unlocked.
7. Changeable spawn weapon at level 6.
8. Grenade cooking/priming.
9. Put a pipebomb limitation to a max amount on the map for a person.
10. New weapon ideas i like are the Dual Machine Pistols (any kind really), Revolver, Bow n Arrow, Shield and more firebug weapons.


Oh and @Yomommassis: Those animations look sweet :cool:
Dualwield machete could be quite cool actually. But like someone else also sorta said, how about having the main attack being attacking alternately with the machetes, making a really fast attack speed, and then the power strike could be those dualstrike animations you have?
Thus, power strike for damage spikes (hit and run) and the main attack for pure dps:ing a durable target.
Dual Machete could be almost as strong in DPS as the Katana, but the difference is that while Dual Machetes is much cheaper, the Katana is slightly lighter (Dual M. would be like 2+2 weight? (Yes one only weigh 2 imo))
 

SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,815
804
0
If your argument is anything that can take down 25% of a suicidal fp's hp in a mag, might as well say firebug is too. because i'm sure a whole tank will get the fp down to about at least 70% or so if not less.

No mate. I shouldn't have to explain why.
 
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Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
One thing I will say is for a L6 Commando: -

- the Scar in 1 clip does 3200 across 2.4 seconds.
- the Ak does 2368 damage across 3.922 seconds.
- Fleshpound has 5906 health on 6man suicidal.

What I used to do for fleshpounds was throw down 3 nades in front of it, using my ak spray him so he rages in the middle of the grenades, and as he got close I would quick swap get an entire Scar clip off in his face. I would usually get through about 2/3rds of my AK ammo and finish off my Scar round.

Nades do 250, so lets say with regards to proximity they do 200 each, thats 600. Fleshpound is weak to nades and takes double damage from them. That is 1200 damage.

Body shots from 2/3rds of my AK clip are equivelant to about 1562 damage and body shots on a full clip of the Scar are worth 3200 = 4762 damage overall.
Fleshpound is resistant to bullets, but I don't know how much, so if its
50% = 2381
25% = 3572

Either way the minimum damage the commando does to the fleshpound this way is 3581 damage, and potentially 4772 or more.

Bottom line the Commando can do at least half damage to the fleshpound this way (APproximately half of this is attirbuted to the Scar), and that is without considering any headshots. So a commando is a reasonably heavy hitter against the fleshpound, and given he can see the Fleshpounds health, he can time this so that he is able to judge whether or not he is going to be able to kill the fleshpound on either this move or the next.

Does this make it overpowered? Well considering what the role of the Commando is supposed to be filling, I personally would say so. I usually find if I survive the fleshpounds hit and reload my Scar I can finish of the fleshpound before it hits me again. However you slice it, 50% of the biggest enemies health to a class that is supposed to be weak against them does seem a tad strong to me.

Then again, I'm not a very good commando so I don't play them that often. So what evs :)
 
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Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
No mate. I shouldn't have to explain why.

You shouldn't have to explain? Then how am i supposed to understand your reason behind WHY you think it's OP? Please, enlighten me with the real reason it's OP if that original claim wasn't your argument.

Because in about 90% of kf players eyes the scar is not OP at all, maybe it could use a few less mags, but not OP at all.

As for jester's above post, it takes a lot of skill to be able to stop firing a weapon just before it runs out of ammo. You need to watch your ammo VERY closely as you do not trigger the reload animation then quickly swap to the scar.

Not many average joes can do that while being chased by a fp. They're too focused on backpedaling and their surroundings to pay attention to how much ammo they have in the clip.
 
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SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,815
804
0
You shouldn't have to explain? Then how am i supposed to understand your reason behind WHY you think it's OP? Please, enlighten me with the real reason it's OP if that original claim wasn't your argument.

Because in about 90% of kf players eyes the scar is not OP at all, maybe it could use a few less mags, but not OP at all.

As for jester's above post, it takes a lot of skill to be able to stop firing a weapon just before it runs out of ammo. You need to watch your ammo VERY closely as you do not trigger the reload animation then quickly swap to the scar.

Not many average joes can do that while being chased by a fp. They're too focused on backpedaling and their surroundings to pay attention to how much ammo they have in the clip.

I was saying that I shouldn't have to explain why the Firebug isn't overpowered, maybe an entire canister would take a quarter of FP health, but that's like what, a third of his ammo? Plus the length of time it takes. Completely different and I don't know why you brought it up.

Read my countless other posts about the SCAR if you still don't know why I think it's overpowered.

Look, I know I'm not going to change your opinion about the SCAR, and you won't change mine.

We will just have to wait and see if the SCAR becomes a problem after this balance patch, I'm betting it will. You seem to think otherwise. So let's just await the outcome and save this sort of discussion until then.
 

Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
I was saying that I shouldn't have to explain why the Firebug isn't overpowered, maybe an entire canister would take a quarter of FP health, but that's like what, a third of his ammo? Plus the length of time it takes. Completely different and I don't know why you brought it up.

Read my countless other posts about the SCAR if you still don't know why I think it's overpowered.

Look, I know I'm not going to change your opinion about the SCAR, and you won't change mine.

We will just have to wait and see if the SCAR becomes a problem after this balance patch, I'm betting it will. You seem to think otherwise. So let's just await the outcome and save this sort of discussion until then.

Even if it did become a problem, it's not like TWI would rectify the problem for another 8 months to a year.
 
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Vaecrius

FNG / Fresh Meat
Aug 2, 2010
633
131
0
Burnaby, BC
members.shaw.ca
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.
Ugh, this is terrible!

It's like you want each perk (not class, though you'd probably like it better that way) could only damage one type of enemy like some kind of retarded RPG elemental-attack sort of thing!

"The ZEDex says Fleshpound is a Snipe type ZED! Commando (Flack type attacker) uses AK on Fleshpound! It's not very effective..."


EDIT: And really if it's become too easy because the whole game feels like it's in your muscle memory and you're level 6 everything, there's always the non-whitelist servers.
 
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Uk1t4k3

FNG / Fresh Meat
Oct 21, 2009
454
88
0
Singapore
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.

If commando with SCAR is OP then what about the other class that could do better than commando alone? Demolitions could do stuff from sweeping weak zeds to dealing massive damage to the high tier ones.

Support specialist could do the same as demolition and can still carry extra weapon.

Sharpshooter basically is the same as other perk that could erase any zeds in the way with 9mm and crossbow.

Medic and berserker could use their movement speed bonus as an advantage to kite zeds in a single row and mass murder them with crossbow and katana.

Even if you can deal more than a quarter health to FP in 6-man suicidal but it still won't stop the fact that if the FP rages it will kill you in a single hit after you unload a full mag onto him.

Surely you can explain to me that commando ain't suppose to solo FP and be the first to engage it but when in game you should be expecting all kinds of bad scenarios before hand.
 
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Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
Just to clarify I'm not trying to be a douche by any means, but just to be clear the point is the SCAR is (a little) overpowered.The things you just compared it to are the Xbow, Katana and Demo weapons (and lets face it, its only multi stacking pipes that makes demo overpowered).
I think we can all agree these weapons are extremely or quite overpowered, but that doesn't mean the SCAR isn't overpowered.

As SMIFF said, the Commando is supposed to be a swepper class. That means its strengths are supposed to be having a large stockpile of ammo, being able to fire alot of shots very rapidly, spotting stalkers, spotting crawlers, and keeping an eye on spiecmens health to analyse when the best moment is to unload his weapons on them.

Before the SCAR was introduced this was the case, and this is the kind of thought process commandos should have been following. Right now he can take a pop at pretty much anything and do well against it.

Even something small like reducing its damage by just 15 or 20% and then it is 2560 - 2720 inside a full clip instead of the OTT 3200 it is now. The main advantages of the SCAR would become it can do more damage per bullet, and can unlock its damage alot faster than the AK, but it runs out of ammo faster when spamming requiring more reloads.

I can see why Commandos don't want to give up their weapon, hell I love the firebug and don't really want to see him changed. However for me weapon overpoweredness is as follows: -
1. Xbow
2. M14
3. Pipe Bomb (Stacks)
4. Katana
5. SCAR

As I have already said, the SCAR isn't badly overpowered, but it too strong for what the Commando should be doing.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
727
0
Will you shut up about the SCAR already?
It's been nerfed a metric crapton now. I hope you're happy.
 

Olivier

Grizzled Veteran
Jan 19, 2010
3,651
1,071
113
Removing a few mags could have been alright, but if you cant even bodyshot a cralwer on suicidal, there is a big problem,
 

Deafmute

FNG / Fresh Meat
Oct 22, 2009
2,071
1,023
0
knee deep in pussy.
Before the SCAR was introduced this was the case, and this is the kind of thought process commandos should have been following. Right now he can take a pop at pretty much anything and do well against it.

He really couldn't but alright.

This patch sucked.

Edit: From Anemia's post: "Looks like scar got quite a punch there. Damage nerfed from 75-85 down to 50-57, same rate of fire and recoil."

Niceee. Totally necessary.
 
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StarHero-D

FNG / Fresh Meat
Apr 13, 2010
246
98
0
my top 10

my top 10

1.[Perk: Commando] Stalker Bait: when thrown it will attract 5% of the stalkers in the targeted area

2.[Perk: Medic] Revolver Eagle: its the revolver version of a handcannon it comes equiped with medic needle ability its price will be 500 by defult and will be flightly less powerful then its handcannon counter part it will be a tier 1 weapon before you get the medic gun the medic gun will be bumped up to a tier 2 weapon its max clip capacity is 6 with 6 round max ammo per clip

3.[Specimen: ???] The Patton: a very fast dog like mutant his abilitys include: charge,bite melee claw swipe and weak cloaking.
Back ground history: realizing the stalker unit wasnt an effective enough unit he decided to mutate a fully trained k9 unit Behavior: this specimen will spawn with the patriach to hunt down his foes while he attempts to heal his hp will sit between a clot and a stalker

4.[Balance: Beserker] 5% increase in storage capacity obviously if hes strong enough to take down most enemys then he should be able to carry more equipment

5.[Perk: Medic] Sub Mini Medic Gun or SMMG: this bad boy is a modified medic gun that has been suited with a small version of a minigun barrel its max clips is 2 by default but may be increased depending upon the medic level but its max ammo capacity per clip is 500 this will be the tier 3 weapon for medic price range estimated to be 2500$ for the medic perk and 5000$ by default the reason its 500-$ is because it would not be easy to make and its firepower rivals that of a m14 but have a waaaaaay faster firing speed and will also have the medic needle ability

i cant think of anymore sorry youll have to exscuse any spelling errors or typos you see
 
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