A thought I had earlier on perks and general game difficulty. This would be a 2-part way to make game balance more dynamic. It's not a "fix" to balance, but would have some beneficial effects.
1. Taking notes from the husk: It's a tough one to kill with the Firebug, but was an excellent addition. It makes it much easier when the team can handle them for the FB, as well.
The first part would basically consist of adding zeds that have resistances to various damage types. There've been examples of this floating around here already, the "hydra" suggestion, for instance. I'd imagine one example to have a husk-like 75% resistance, but to bullets and bolts instead of fire, and a plated head preventing headshots.
Zeds resistant to explosives are another one, and (for the medics) you could consider zeds that ignore their mega-armor... sirens, actually.
2. Link each perk to a "resistant" zed for their types of damage. Next, the game randomly spawns these just like any other zeds. However, it also keeps track of the number of perks in the player list that are being played. If the number for any single perk goes above 1, it adds more of the linked resistant zed, depending on how many of the same perk are in the game.
In other words, a game with a ton of SS would start spawning a lot of bolt/bullet-resistant, no-headshot zeds, and a game with (god forbid) all Firebugs would start spawning a ton of Husks.
The end effect would hopefully be:
1. Taking notes from the husk: It's a tough one to kill with the Firebug, but was an excellent addition. It makes it much easier when the team can handle them for the FB, as well.
The first part would basically consist of adding zeds that have resistances to various damage types. There've been examples of this floating around here already, the "hydra" suggestion, for instance. I'd imagine one example to have a husk-like 75% resistance, but to bullets and bolts instead of fire, and a plated head preventing headshots.
Zeds resistant to explosives are another one, and (for the medics) you could consider zeds that ignore their mega-armor... sirens, actually.
2. Link each perk to a "resistant" zed for their types of damage. Next, the game randomly spawns these just like any other zeds. However, it also keeps track of the number of perks in the player list that are being played. If the number for any single perk goes above 1, it adds more of the linked resistant zed, depending on how many of the same perk are in the game.
In other words, a game with a ton of SS would start spawning a lot of bolt/bullet-resistant, no-headshot zeds, and a game with (god forbid) all Firebugs would start spawning a ton of Husks.
The end effect would hopefully be:
- Team diversity is encouraged, since there will always be a zed you'll want other's help taking out. Bullet resistant zeds in general will make 'Zerkers and FBs more useful.
- The overall game difficulty might increase a bit, which I think is desirable.
- Even if a perk is overpowered, stacking it will at least no longer result in a team that is overpowered x 6.
Spoiler!
1. Immunity to the extra headshot damage would not prevent them from counting towards SS levelling if you happen to kill them with a shot to the head.
2. While some existing zeds "counter" certain perks in a way, new zeds (even if they are only Mark II versions of old ones) should be used, to simplify balancing... all the new zeds would likely be approximate in power. The suggestion is more to balance teams (and any accumulated team advantage from stacking overpowered perks), not to balance individual perks.
3. Assuming teams don't stack a single perk, one perk each in a team would have the effect that husks already do, except for the whole team; in other words we know it will not ruin anything since Firebug/Husk works fine and in fact is a great addition to the game.
4. Thanks for the suggestions guys. As it stands, the current list of "anti-zeds" might be:
75% resistance to damages, assume power/hp about equal to Husks:
"Harlequin Syndrome" Stalker, thick red skin protects against explosives and pellets. (vs Support and Demo)
"Metalhead" Gorefast, metal hockey mask and breast plate protects against bullets, charges from longer distances, no headshot extra effects. (vs SS and Commando)
Husk (FB obviously)
"Banshee" Siren, megaphone bolted to head, extra scream range (vs Medics, due to armor advantage)
"Widow" Crawler, semi-metallic skin, resistant to melee damage. (vs Berserkers)
2. While some existing zeds "counter" certain perks in a way, new zeds (even if they are only Mark II versions of old ones) should be used, to simplify balancing... all the new zeds would likely be approximate in power. The suggestion is more to balance teams (and any accumulated team advantage from stacking overpowered perks), not to balance individual perks.
3. Assuming teams don't stack a single perk, one perk each in a team would have the effect that husks already do, except for the whole team; in other words we know it will not ruin anything since Firebug/Husk works fine and in fact is a great addition to the game.
4. Thanks for the suggestions guys. As it stands, the current list of "anti-zeds" might be:
75% resistance to damages, assume power/hp about equal to Husks:
"Harlequin Syndrome" Stalker, thick red skin protects against explosives and pellets. (vs Support and Demo)
"Metalhead" Gorefast, metal hockey mask and breast plate protects against bullets, charges from longer distances, no headshot extra effects. (vs SS and Commando)
Husk (FB obviously)
"Banshee" Siren, megaphone bolted to head, extra scream range (vs Medics, due to armor advantage)
"Widow" Crawler, semi-metallic skin, resistant to melee damage. (vs Berserkers)
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