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Levelling requirements

Aze

Grizzled Veteran
Mar 19, 2010
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Hello everyone!
Yes, i know that people have made vague suggestions about changes to the perks' levelling requirements. But with this thread I'm posting some ideas for all perks that only have 1 requirement each, to get a 2nd requirement as well. I'd like to see what you like/dislike about them, discuss them and also if you would like to post other good ideas (that fit).

As Commando and Support Specialist already have 2 requirements, i won't talk about them (only Commando a little bit :p).

MOST of the suggestions im throwing out here are requirements that will hopefully make you play your perk to the fullest and use its strengths more. And yes, i know, THIS PROBABLY WON'T BE IMPLEMENTED, but i still like to talk about these kind of ideas. I mean, this is the "Ideas & Suggestions"-board, isn't it? ;)

Anyway, here they are:

FIREBUG
On top of requiring fire damage, how about:
Burntime - A rather simple requirement. You want to make enemies burn as long as possible. It emphasizes that you will only barely lit them on fire and make them burn out from the dot, saving you lots of ammo. It also emphasizes that you want to lit as many enemies on fire as possible, as that will make this timer tick a lot faster. Imo, you should also get +1 on this requirement instantly when you ignite a target (in case enemies die faster than within a second)

DEMOLITIONS
On top of requiring explosive damage, how about:
Explosive multikills - A little bit more advanced requirement in terms of maths, but still very easy to understand. The ideas is that, with explosives (all of them, including handgrenades ofc), you want to kill as many enemies in one explosion as possible. You only get +points towards this requirement for every enemy you kill beyond 1 at once with explosives. So, if you kill 1 enemy in an explosion, you get nothing. If you kill 2 enemies in one explosion, you get +1. If you kill 5 enemies in one explosion, you get +4. If you kill 10, you get +9 and so on.
A little exception could be Fleshpounds. They could be worth +3 on their own or something like that (to emphasize that Demolitions is one of the best anti-fleshpound-perks)

BERSERKER
On top of requiring melee damage, how about:
Melee brutality (decapitations and/or backstab kills) - The Berserker has 2 great things he can do with his melee weapons: He can decapitate targets and he can attack enemies in their backs dealing double damage. So, to promote that, his second levelling requirement could be to get backstab kills and decapitation. If you decapitate a target, you get +1 to this requirement. If you kill an enemy by meleeing them in their back, it also gives +1. However, decapitating a target from the back still only gives you +1.
Note: If you think decapitating makes you gain less experience points from your kills, you are wrong. Scary_ghost (among others) have proven that if you kill a target by decapitating them, you still get up to 100% of the damage done from that specimen. The only time, however, you won't get 100% of the experience, is if you decapitate it and it doesn't die from that + that you let it wander around and die by itself. If you don't believe me, look up the decapitation mechanics that Scary_ghost has posted here on the forums and see for yourself :)

MEDIC
The medic will get a change on his primary requirement, plus a new second requirement:
Change to his first requirement (the healing done):
Medicweapon useage (healing done + dealing damage with medicweapons) - This change might seem weird, but let me explain. You get an increase on this requirement if you deal damage with your medicweapons (currently only the MP7), to make sure those shots aren't "wasted bullets" in terms of levelling. You also increase this requirement when you heal others (and yourself?). While you might think now: "Wait, no, that allows you to increase your medic perk when you go solo!", but no, you can't, as the 2nd requirement will keep you from doing that :p
Also, to make sure it's not easier to level this requirement by just killing things, it can have a little modifier:
1 point of damage from medweapons gives you +1 to this requirement.
1 point of healing could give you +100 (or more?) to this requirement.
So a heal, which heals around 30-ish as a Medic, gives you +3000 to this requirement. That way, it's still faster to level this one up by just healing people :)
Second requirement:
Allies healed - Each time you heal an ally (not yourself), you get +1. So, due to this requirement, you still can't solo this perk ^^ Also, this requirement makes sure that you will not just heal people who are severely hurt, but since you get +1 even from the tiniest heal, you will (hopefully) try to top of players' health as much as possible and as soon as possible, keeping them alive much longer :)

SHARPSHOOTER
On top of requiring sharpshooter-weapon headshotkills, how about:
Sharpshooter-weapon damage - Yeah, i know, it's a boring addition. It makes all damaging perks more even though, as then all perks need simple damage done from their perked weapons and you need a special requirement (and the special requirement for this perk is what it has already; headshots).
Levelling damage won't be a problem for this perk though, as you get the quickest damage out of decapping enemies anyhow (as explained in the Berserker part)
EDIT: DolphinBuffMan made a great point too (in a different thread though) about the headshot requirement: A headshotkill on Beginner and a headshot on HoE is worth equal experience at the moment, as both of them only gives you +1 to the headshot requirement. By implementing this second "damage done" requirement, you would get more of a bonus from headshots on higher difficulties (since the enemies also have higher max health, which means a headshot-decapitation/kill would grant more damage-experience to this 2nd requirement!). Which is another great reason for it to be added as the 2nd requirement!
EDIT 2: And horzineplumpudding made another great point about adding the damage done requirement: It would encourage you to shoot the bigger specimen (as this perk should!), cuz bigger specimen have more health. More health on a specimen means a headshotkill/decapitation grants more "damage done"-experience :)

COMMANDO
This is just a small adjustment:
Stalker kills - Why not add Crawlers to the count too? Commandos already have so many advantages killing Crawlers:
1) Uses a few cheap bullets to kill these little bugs
2) Can see them in dark/hard-to-see areas, due to detecting healthbars
3) Can dispose of many of them quickly, due to full-auto-weapons.
4) The SCAR can (on Hard and below) kill Crawlers in one bodyshot, making the Commando super-effective in killing them.
Since they are so good at it (and since Commandos are "supposed" to kill them) why not just add them to the killcount? Would make levelling Commando a bit smoother too. If it is deemed TOO quick, then increasing the required amount would not be too hard to do.


Of all the suggestions, i think the Firebug's burntime and the Demolition's multikill requirements really, really synergizes the most with how the perk should be played. Need more help with the other perks though...

And with the worry of "but im already level 6, will i drop the level 0 then if all this is implemented?", i have an idea how to that will not happen, but instead, it will be a very smooth transition:
Depending on the progress you have on your first requirement, you get the same percentual amount on the second one!
For example - Sharpshooter requires 8500 headshots for level 6. If you have 17000 headshots on the Sharpshooter you would have 17000/8500 = 2, which means 200% of the required amount. If the newly added "damage done" requirement would be added, and that requirement would be 5.5 million at level 6 like the others, you would get 5.5 million x 2 = 11 million damage done on the Sharpshooter "damage done" progress bar :)

Another example:
Let's say you have 3,75 million damage done on the Firebug. 3,75 million / 5,5 million = 0,75 as the factor. Let's say the max amount of this new "burntime" requirement will be... let's say 250000. Then, if this was implemented when you have 3,75 million damage you would get: 0,75 * 250000 = 187500 burntime. That way, the 2 requirements will be equal in percentage :)


Thoughts, opinions and further ideas? :)


EDIT - A quick listing of what all perks' requirements would be:

Firebug - Damage done + Burntime
Demolitions - Damage done + Explosive multikills
Berserker - Damage done + Melee brutality (decapitations and/or backattack-kills)
Medic - Damage and/or healing done + Number of heals done
Sharpshooter - Damage done + Headshots
Commando - Damage done + Crawler&Stalker-kills
Support - Damage done + Welding
 
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FIREBUG

You want enemies to die as quickly as possible. And I can just see the *****ing about other players killing specimens just after they have been lit.

DEMOLITIONS

I like the multi-kill idea but I wouldn't stagger it. Anything above 3 kills increments the counter.

BERSERKER

HS are for sharpies. Want to show skill for the zerker? Have machete kills.

MEDIC

Medic should be healing.

SHARPSHOOTER

Sharpie is going to be using his pistol anyways.

COMMANDO

No to crawlers. Too often suggested. Killing stalkers is not a problem. There are plenty in the game.
 
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FIREBUG

You want enemies to die as quickly as possible. And I can just see the *****ing about other players killing specimens just after they have been lit.
I think Undedd Jester wants a word with you :p
While i agreed that you wanna kill asap, the Firebug is most ammo-effective when not spraying down a single target, he should be setting as many enemies on fire (as it slows them down and DoTs them up, making them easier targets for your teammates)

DEMOLITIONS

I like the multi-kill idea but I wouldn't stagger it. Anything above 3 kills increments the counter.
At least it fits, no? :)

BERSERKER

HS are for sharpies. Want to show skill for the zerker? Have machete kills.
So you want a levelling requirement which only can be done with 1 of the perk's many weapons... Great design dude -.-

Another idea could be "backstab damage/kills" though, promoting teamwork...

MEDIC

Medic should be healing.
Yes, so? But he can kill stuff too, no? The MP7 is excellent for killing Stalkers, Clots, Crawlers and Gorefasts, which can be nice to save your teammates from. And note that i said it only requires a little bit of damage...

SHARPSHOOTER

Sharpie is going to be using his pistol anyways.
Ummm... yeah? What's your point? I guess you confused the pistol/rifle thing. I meant ALL sharpshooter weapons. Will edit to clarify.

COMMANDO

No to crawlers. Too often suggested. Killing stalkers is not a problem. There are plenty in the game.
But it promotes teamplay and a smoother levelling, so why is it bad?

Those you disliked (which seems to be almost all of them -.-), what would you suggest instead?
 
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I think Undedd Jester wants a word with you :p
While i agreed that you wanna kill asap, the Firebug is most ammo-effective when not spraying down a single target, he should be setting as many enemies on fire (as it slows them down and DoTs them up, making them easier targets for your teammates)

Yes, I know. http://forums.tripwireinteractive.com/showthread.php?t=43503

So you want a levelling requirement which only can be done with 1 of the perk's many weapons... Great design dude -.-

Don't be so defensive.

Yes, so? But he can kill stuff too, no? The MP7 is excellent for killing Stalkers, Clots, Crawlers and Gorefasts, which can be nice to save your teammates from. And note that i said it only requires a little bit of damage...

If it is just a little bit of damage, then the medic will accomplish it anyway.

Ummm... yeah? What's your point? I guess you confused the pistol/rifle thing. I meant ALL sharpshooter weapons. Will edit to clarify.

While leveling with HS, every shot that isn't a HS that hits will be damage anyway.

But it promotes teamplay and a smoother levelling, so why is it bad?

That same argument could be make for every specimen.

Those you disliked (which seems to be almost all of them -.-), what would you suggest instead?

I like the leveling the way it is now. (Other than the support welding requirement)
 
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Not as clear cut as one might think, I'd like some of these ideas if there was an in game tutorial that new players could learn the advanced techiques of the game. Without a tutorial they seem rather confusing and anti intuitive. I'll explain in more detail :)

Ones I kinda like:

Firebug


Lighting them up early and letting specimens burn out from a safe distance is the bread and butter of the Firebug. If this kind of implematation would get that ideology across to new players, I can't say I'd dislike the idea.

Although 1 concern I might have is players being silly to grind their levels and not actually kill specimens, also ingiting Scrakes and Fleshpounds would be a good way to rank it up at the risk of getting yourself killed. This is where a tutorial is needed to get the principle across.

Commando


I always felt that crawlers are akin to stalkers in threat to players, and the Commando is a perk meant to focus on them. I'd be happy with crawlers being added to the list of target speicmen for Commando as long as the overall requirement were at least doubled.

Again a tutorial explaining this is the Commando's focus wouldn't got amiss.

Demolitions

Killing multiple foes is the main role of the Demo, once again it pushes new players into the correct mindset for the perk. Same again however and tutorial to explain why would be very beneficial.

Ones I'm not so fond of:

Berserker


Not a bad idea, however I feel its kind of unneeded. Attacks from behind might be worth considering, but it just makes levelling the class impossible in solo mode.

Sharpshooter

Not really needed, the requirement for headshots already puts the focus of the perk forward pretty well.

Medic

Weapon damage isn't the Medic's focus, although he does play a role assisting in covering his team. Getting the importance of focusing on healing across though is hard if you have a conflicting damage bonus.



Overall a decent set of suggestion, but I think the only real reason to add them would be to influence newbies to get into the correct mindset for the perk, something that would be alot easier achieved by a simple tutorial level, kinda like KF 1.0 had.

Soz Aze, like the thought process, but I think the method would cause a few more problems than it would solve. Only one that may be worth adding is the Crawlers for Commando one, because beating your allies to the punch can be a real pain in the neck. :)
 
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Yes, I know. [URL="http://forums.tripwireinteractive.com/showthread.php?t=43503"][URL="http://forums.tripwireinteractive.com/showthread.php?t=43503"][url]http://forums.tripwireinteractive.com/showthread.php?t=43503[/URL][/URL][/URL]

Don't be so defensive.

If it is just a little bit of damage, then the medic will accomplish it anyway.

While leveling with HS, every shot that isn't a HS that hits will be damage anyway.

That same argument could be make for every specimen.

I like the leveling the way it is now. (Other than the support welding requirement)

Firebug) I know you love the Firebug. Then, you of anyone should know that, unless you are in an emergency, just barely litting enemies on fire is THE way to go. Just because my burntime-suggestion promotes optimization of the Flamethrower/Mac10, doesn't mean you CAN'T use them to spray down enemies in the occasional emergency. Besides, that will level your Fire-damage anyway :)
Teammates killing your targets and other "counterproductive" stuff like that can't be removed through the levelling requirements though, that's a player problem.

Berserker) Don't be so defensive? Your suggested requirement is just weird. Why should a Berserker require to always carry just the Machete, when he has so many melee weapons to choose from? I just think that your suggestion was bad, nothing else. I mean, it's like requiring the Demolitions to ALWAYS use specifically pipebombs, or else you won't be able to level. It's quite bad design, period.

Sharpshooter) Yes, you will get an increase in damage if you hit the body, which also means that, even though you didn't get the headshot requirement, it still wasn't a wasted bullet (in terms of levelling). That's sorta the point of having all perks with a damage requirement: That means that all bullets (or whatever ammo used) that hits a target is not wasted even if it doesn't fulfill it's specific other requirement (Stalker kill for Commando, Headshot for Sharpshooter etc). Every hitting bullet/rocket/whatever is beneficial to both levelling AND in terms of helping the team killing stuff.

Commando) Your missing the point here. The Crawler and Stalker are the hardest enemies to spot by far (tiny+dark and small+invisible), making them prime target for the Commando to shoot at to help the team...

General) Alright, opinion versus opinion there :)

Not as clear cut as one might think, I'd like some of these ideas if there was an in game tutorial that new players could learn the advanced techiques of the game. Without a tutorial they seem rather confusing and anti intuitive. I'll explain in more detail :)

A tutorial would be great yes. Something that could also be done is to have a little box with a questionmark next to the levelling requirements, and hovering over that box with your mouse reveals requirements, explanations, examples and general tips (Like on damage done: "Shooting/attacking the head grants more damage, and if you decapitate enemies you get MUCH more and faster damage done.") Would be easier to do i guess *shrugs*


Ones I kinda like:

Firebug

Lighting them up early and letting specimens burn out from a safe distance is the bread and butter of the Firebug. If this kind of implematation would get that ideology across to new players, I can't say I'd dislike the idea.

Although 1 concern I might have is players being silly to grind their levels and not actually kill specimens, also ingiting Scrakes and Fleshpounds would be a good way to rank it up at the risk of getting yourself killed. This is where a tutorial is needed to get the principle across.

Commando

I always felt that crawlers are akin to stalkers in threat to players, and the Commando is a perk meant to focus on them. I'd be happy with crawlers being added to the list of target speicmen for Commando as long as the overall requirement were at least doubled.

Again a tutorial explaining this is the Commando's focus wouldn't got amiss.

Demolitions

Killing multiple foes is the main role of the Demo, once again it pushes new players into the correct mindset for the perk. Same again however and tutorial to explain why would be very beneficial.

Ones I'm not so fond of:

Berserker

Not a bad idea, however I feel its kind of unneeded. Attacks from behind might be worth considering, but it just makes levelling the class impossible in solo mode.

Sharpshooter

Not really needed, the requirement for headshots already puts the focus of the perk forward pretty well.

Medic

Weapon damage isn't the Medic's focus, although he does play a role assisting in covering his team. Getting the importance of focusing on healing across though is hard if you have a conflicting damage bonus.

Firebug) Glad you like it (I guess?). Regarding your Scrake/Fleshpound concern, while i agreed that they might be bad targets to attack (especially Fleshies), it DOES help a little if you get them to panic and you can slow down all enemies. In the possible tutorial/questionmarkthingy it should have tips towards that, like "Try not to lit Scrakes and Fleshpounds on fire, unless your team is focus firing those targets. In addition, Fleshpounds receive less damage from fire, so burn wisely!" Stuff like that :p

Commando) Yup, exactly. Although, what is there in the tutorial to explain? It kinda makes sense... "point your Commando weapons at the enemy and shoot it" hehe.

Demolitions) Makes a lot of sense yeah ^^ I think it's understand why it makes sense too: Low ammo and aoe-attacks, go figure ^^

Berserker) I understand what you mean. And the backstab i agreed with, it would make it dreadful to level alone. Which gives me an idea... Why not change this requirement into a "brutatility"-requirement? What do i mean by that? Well, if you decapitate a target OR if you backstab-kill a target, you get +1! (Decapping from behind should still only count as +1). That would teach players something very important: You kill/level faster from both decapitations AND attacking enemies in the back. Is this suggestion better?

Sharpshooter) I know what you mean. However, like i sorta answered to nutter, if ALL perks require general damage done with their perked weapons, a shot to the body of any weapon is never a wasted bullet/rocket/whatever (in terms of levelling), even if it less worthy than being a headshot/multikill etc. The tutorial/questionmarktip should be very clear to point out that headshots are more efficient in killing AND in levelling damage, for all perks.

Medic) I agreed on this one being a bit weird, but i just wanted to make sure that MP7 bullets (and other possible future medic weapons) are never wasted in terms of levelling. But you gave me another idea! :)
This medicweapon damage requirement could be changed into medicweapon USEAGE (both healing AND damage) instead. To explain:
By USEAGE, i mean that you get this requirement levelled by either attacking or by healing with the medicweapons (so far, only the MP7 exists a medicweapon though)
This does 2 things:
1) It doesn't REQUIRE the Medic to fight at all, you can still level by purely healing your mates.
2) When the emergency calls for it and you have to shoot with your MP7 though, it's not wasted bullets levelling-wise.

Overall a decent set of suggestion, but I think the only real reason to add them would be to influence newbies to get into the correct mindset for the perk, something that would be alot easier achieved by a simple tutorial level, kinda like KF 1.0 had.

Soz Aze, like the thought process, but I think the method would cause a few more problems than it would solve. Only one that may be worth adding is the Crawlers for Commando one, because beating your allies to the punch can be a real pain in the neck. :)
No need to say sorry lol! I gladly enjoy your constructive and detailed critizism, as it actually even gave me more ideas how to improve these suggestions :)
Imo, adding a tutorial AND that questionmark thingy i talked about earlier would be really, really good to add to help noobs what to do.
 
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Ultimately changing the leveling system to encourage better teamwork would be a good idea, but with the game out for so long already, the effect of doing this wouldn't be very dramatic overall, particularly with the amount of grinding and hacking that occur, along with the number of lower difficulty players that would be appathetic. A better way to encourage teamplay is with per-match rewards to playing well, such as revisiting the scoreboard, having post-game stats, or even restricting access to weapons or having cash rewards.
 
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Ultimately changing the leveling system to encourage better teamwork would be a good idea, but with the game out for so long already, the effect of doing this wouldn't be very dramatic overall, particularly with the amount of grinding and hacking that occur, along with the number of lower difficulty players that would be appathetic. A better way to encourage teamplay is with per-match rewards to playing well, such as revisiting the scoreboard, having post-game stats, or even restricting access to weapons or having cash rewards.
Well, those lasts thing you mentioned, why seperate them from my idea? Why not do those AND this kind of levelling requirement at once?
Besides, my suggestion is not only to make the levelling system more teamwork-encouraging, it's also to make it fair between all perks, that all perks have 2 requirements each.
Also, restricting access to weapons, what do you mean by that? Locking your perked weapons for only your current perk? That sounds... harsh? (And boring! :p)

I suppose this thing is brought up from time to time. Long time ago I had some ideas to make levelling more challenging: http://forums.tripwireinteractive.com/showthread.php?t=41324http://forums.tripwireinteractive.com/showthread.php?t=41324
Yeah i guess it's something that could need a little improvement as it seems a tad unfair at the moment, where 2 perks have 2 requirements. Would be better and more fair (imo) if there were 2 reqs on all perks.

Just a slight critique to your ideas though, imo the requirements are supposed to be as "vague" as possible, while still promoting the right gameplay of the class. For example:
My burntime idea for the Firebug is a vague requirement, you can do it to any specimen, but still "explains" the power of the class to utilize its dot as much as possible and not waste your ammo by spraying down single targets with continuous fire.
Compare that to your "Burn Scrakes to death with continuous flames", which promotes quite bad teamplay (Firebug are not really supposed to handle Scrakes ya know), promotes bad ammohandling, and it is way too specific with requiring to kill Scrakes, of all specimen! (And some of your other ideas are impossible to achieve, like 5 kills in a row in ZED time as berserker, which only works when you are at a HIGHER level of the perk! But how are you supposed to get 5 kills in a row in ZED time when you are level 0?)
Just a little fyi regarding better designs, i mean no offense at all.
 
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Like the idea.

How about this.


Add a 7th level, call it ''Elite'', or something along those lines.
The new leveling requirements would start at level 6 (or 5), upon reaching the 7th level, the classes would recieve bonuses with non-class weapons, IE, 10% to 15% damage increase, and / or 10% to 15% discount on weapons from other classes, much like the Commando's reload bonus, or some other variation there of.
 
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tl:dr
In short, some good ideas but I'd rather not see any changes.

FIREBUG


I think this will make it harder to acomplish. Even if you nail them from miles away an let them burn, chances are some kill whore will drop them.

DEMOLITIONS

I kinda like that idea, stops the demo from wasting that round on a single clot just for the sake of a kill (in which the money reward is probable less then the ammo cost.) Fits well I think.

BERSERKER

Decapitations I dont' really have an opnion on, the back attack thing... on larger maps with room to move it might be effective, but in close quaters it would be a nightmare. And I was never overly fond of the zerker becuase 9 times out of 10 they act as a bullet blocker. And are a pain to heal when moving.

MEDIC

I agree with some of the others, Medic is my fav class to play and I use it to act as a spotter as well. I think it also runs the risk of missing people that need healing, while I'm fireing down one corridor a siren could be nailing the guys behind me.

SHARPSHOOTER

I do think this one is a little uncessary. If anything it's the dammage meters I struggle to fill up. And thats on all perks that have the damage requirement on top.

COMMANDO

I think I'm on the fence on this one, I understand why it's suggested and I agree, yet I feel it's uneeded.

Vealck's [url]http://forums.tripwireinteractive.co...ad.php?t=41324[/URL] is an interesting idea.

But overall I think I'm rather happy with it. It's (IMO) better than all other lvl based FPS from Crysis, COD, Battlefield, and the rest. Becuase I don't have to play for ages to get the toys. The perk levels and difficultly levels have got it so that you can find a challenge at no matter the level but still have all your toys. I think TWI nailed it with this system.

I know not everyone is the same as me, but the perks are no so important to me that I have to level them all up. Depending on what I want to play as I'll go play in a certain difficulty. So my level2 demo I go play normal, but my lvl 6 medic or SS I'll go play Hard and above.
 
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(And some of your other ideas are impossible to achieve, like 5 kills in a row in ZED time as berserker, which only works when you are at a HIGHER level of the perk! But how are you supposed to get 5 kills in a row in ZED time when you are level 0?)
Just a little fyi regarding better designs, i mean no offense at all.

Let me quote myself:

Instead of dealing 5,5M damage with melee weapons for LVL6 berserker -> deal 4M of damage + score 50x 5 kills in a row in zed time

As you can see, it was a proposition for LVL6 requirements. The background is that when I made this thread, most of people were LVL5, there weren't many new players and many people scorned mundane level grinding. LVL6 was supposed to be seen as something extra - so I came up with an idea of making achieving LVL6 challenging. For the burning scrakes - well, it is quite difficult to kill one as a firebug alone, but frankly, I suppose I just haven't got a better idea at the time.
 
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I still think that my point stands; i.e. that changing the leveling system is quite a bit of work and would yield very little change to the current gameplay since a lot of people already own this game and have leveled quite a bit. Also, leveling is hard enough already for people who play the game casually.

As for the edits:
In regards to the dual leveling goals (Medicweapon Usage and Decaps/Backstabs) it would be confusing as to what your goal exacty was and how you are rewarded in points for these. There really isn't anywhere in the perk boxes to stick a description of how these work, so they should either be changed or not included.

Berserker- Backstabs are relatively difficult to get so I wouldn't bother to include them anyway.
 
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Killwhores are not YOUR fault, that's other players' cooperating poorly. His second addition teaches you how to play Firebug more correctly, that's all. Killwhoring is not something you really can stop.

DEMOLITIONS
Thank you :)

BERSERKER
The reason i added both is to make sure that you use your perk's powers to your advantage as often as possible.
And just because you dislike Berserkers... so what? That's biasm.
Besides, if you consider them bulletblockers, if they learn to go and backstab enemies (+ decaping them), they will be BEHIND enemies more often = they are less of bodyblockers...

Not if you have the 2 requirements i have now: Yes, the first one is changed to healing+damage done with medweapons (although it heavily favors healing due to the ratio i added), but its second requirement should make you spamcrazy with healing (number of allies healed), so i don't really see a problem here...

SHARPSHOOTER
Then just keep shooting heads of and it will skyrocket quickly :)

Meh, opinion vs opinon

Imo, it's bad, cuz some of those examples promote poor playstyle

But overall I think I'm rather happy with it. It's (IMO) better than all other lvl based FPS from Crysis, COD, Battlefield, and the rest. Becuase I don't have to play for ages to get the toys. The perk levels and difficultly levels have got it so that you can find a challenge at no matter the level but still have all your toys. I think TWI nailed it with this system.
They pretty much nailed it yeah ;) But, being that i have a personality of "improving" everything i see (perfectionist :rolleyes:), i still think it can be polished to even greater lengths!


Let me quote myself:

As you can see, it was a proposition for LVL6 requirements.
Alright, but still, you want to have consistant requirements throughout your levelling so you improve your skills with all perks, not just when you are going from level 5 to level 6 ;)


As for the edits:
In regards to the dual leveling goals (Medicweapon Usage and Decaps/Backstabs) it would be confusing as to what your goal exacty was and how you are rewarded in points for these. There really isn't anywhere in the perk boxes to stick a description of how these work, so they should either be changed or not included.
Like i said in my response to Undedd Jester, you could always include a little question-mark-box next to your requirements to get explanations and tips. Even on the "damage done" ones, you could say (on those perks where it actually works) that decapitations levels this faster etc. So it would be a bonus anyhow to add those :)

Berserker- Backstabs are relatively difficult to get so I wouldn't bother to include them anyway.
If you stick to your team it's actually not that hard. In particular against Scrakes, you know why backstabbing double damage bonus is such an awesome thing (permastun is super easy that way).

I think the crawler addition might work for the Commando but to make it fair the total number of kills needed to level should probably increase accordingly. Everything else looks pretty much good too, I'm just most concerned about Commando because that's what I'm leveling at the moment. =P
Hehe, yeah, that requirement is what makes Commando slightly tedious to play sometimes. Crawlers are better/easier for the Commando to kill imo (they are weaker and are more of an actual threat to your team)
 
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About the HS's in the Sharpshooter perk and Commando stalker-only requirement.

I always loved to play Commando and it's the perk I spent most time playing, but guess what, I have level 5 SS(almost 6) without ever playing it, and I'm still trying to level Commando(level 4 only the other day) because I don't have a group of friends to play with and in public servers there's almost always a non-commando actevely stealing my stalker kills.....

Pretty balanced don't you think

EDIT: This is a reply to nutterbutter
 
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A general kill counter could work for commando, if you massively raise the requirements. Yeah, commandos can see stalkers, but they can also see health bars. Picking off the weakened specimens or dropping trash with a few bullets would be better than telling commandos to immediately focus fire on the least threatening specimen in the game if they want to level up.
 
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Firebug - Damage done + Burntime
Demolitions - Damage done + Explosive multikills
Berserker - Damage done + Melee brutality (decapitations and/or backattack-kills)
Medic - Damage and/or healing done + Number of heals done
Sharpshooter - Damage done + Headshots
Commando - Damage done + Crawler&Stalker-kills
Support - Damage done + Welding

alright, i can see the burntime for the firebug, i can see the multikills for the demo, but i cant really see much point to adding any of the others. The medic heals stuff, that's what makes him the medic. On top of that, the medic gun is f***ing expensive at low levels so it would be a b*tch to obtain while first playing the game. The zerk could also take on the multikills thing if there was realistic swing, as the suggestion simply is unneeded. The sharpshooter splits wigs and doesnt need to do anything else, suggestion is also redundant for this one. as for the commando, yes it's good at killing bugs, but so is the firebug and anyone with more than a pistol for ranged weaponry. Some good in this, but not all of it needs be added.
 
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