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Firebug’s right side skill tree needs almost an entire rework, because apart from Ground Fire and Shrapnel, they’re garbage compared to the left side. Firestorm should be changed to slowdown instead of range increase. Husk Cannon and Mac-10 also needs adjusting, increase Mac-10’s damage, afterburn period without barbecue and napalm and make Gorefasts and Gorefiends weak to it. Husk Cannon needs it damage unnerfed while instead having it’s reserve ammo lowered.
SWAT could use a passive movement speed increase, not terribly huge but 10% like the Medic normally has. It would differentiate him more from Commando while aiding his survivability. His ammo costs also needs a serious reduction, it isn’t really fair that he has to spend more dosh to refill ammo when he also on average uses more bullets to kill zeds compared to his AR wielding counterpart. Right now, even if you try to conserve ammo, chances are at least one of your SMGs will run dry on the higher difficulties, and running away to search for ammo more often than not results in horrid death.
And then of course Survivalist, which needs many fundamental changes to become more than just a weak jack of all trades,
Buffs:
SWAT (better skill choices, less ammo costs, damage type tweaks?);
Demo (buff his non-RPG choices, rework Level 15 skills);
Firebug (Spitfires are his only good weapons, not counting the boring ass flamethrowers. The Husk Cannon could use a rework to work like his KF1 counterpart. Make big zeds more resistant to fire panic, like, having to really spam the ♥♥♥♥ out of them to actually trigger it)
Survivalist (Sucks all around, needs a major rework)
Medic (bring back old Zedative, rework the entire right side skills selection)
Nerf:
Commando (remove crossperking of don't let him use the 401 and FAL. Or at the very least, make the FAL a SCAR sidegrade);
Gunslinger (nerf movement speed or skullcraker, remove bullet resistance)
Support (just fix the Doomstick)
Weapon switch speed is increased by 2% every level. During Zed Time, an additional 2% * level switch speed is stacked on top. A level 25 Survivalist would be able to switch weapons 1.5x faster in real time and twice as fast during Zed Time.
Tactical Reload: Increase reload speed with Commando, Gunslinger, SWAT, Field Medic and Berserker weapons.
Heavy Weapons Training: Increase reload speed with Demolitionist, Sharpshooter, Firebug and Berserker weapons.
This ensures that weapons from all perks can reload faster. Thinking Berserker would end up overlapping with both Tactical Reload and Heavy Weapons Training so as to fit the Pulverizer into more loadouts.
Mad Doctor: Syringes recharge 80% faster, increase melee attack speed by 15% and move 25% faster with melee weapons. Melee weapons also deal damage over time.
CQB Training: Increase neutral weapon damage by 10%. Also increases melee attack speed by 15% and move 25% faster with melee weapons.
Because being able to move faster is always more optimal than marginally better heals, even if you're using ranged weapons exclusively. My suggestion is to guarantee the having of Melee Expert at Level 10, replacing the skill choices with better healing vs better shooting, with both skills offering similar proficiency with melee weapons.
Also, while an 80% increase in recharge speed sounds like a lot, it's actually comparable to a Level 10 Field Medic's recharge speed. But hey, beats the +20% syringe potency and +25% recharge speed from Medic Training.
Ammo Vest: Carry up to 15% more ammo for all weapons and magazine size by 50% regardless of weapon type*. Your grenade becomes a healing grenade.
Weapon Harness: Increase carrying capacity by 5 and your grenade becomes a Frag Grenade. Also spawn with a second random weapon and a $100 balance deduction.**
*Yes, this means that you can have 3 rounds in your Double Barrel Shotgun, 6 rounds for the Doomstick and 9 rounds for the M32. I am sorry, but it takes a lot to compete with a 20 block weight limit during the late game.
**Because Tier 1 weapons sell for $100, i think it makes sense to remove that $100 from your starting dosh since you'd start the game with two guns. Also, Weapon Harness is kinda useless in terms of early game. Point is, one skill's useless in the early game and the other is useless in the late game.
TBH, i really don't know how the Level 20 skills would be improved. Seems like one's an obvious choice over the other if you don't have Demolitionist weapons.
Madman: The 3x Attack Speed bonus now applies to melee weapons. More of a personal nitpick than anything since I usually try to use the knife on Wave 1.
Grenadier: During Zed Time, weapons do not require reloading.
There's no saving Lockdown. Thinking the best course of action would be to replace it with a weaker version of Whirlwind of Lead, in that you'll still be consuming ammo, though i guess it's a fair tradeoff when you have a 240 RPM RPG-7. While Grenadier would be a significant step up in firepower for single-shot weapons, I can still see Madman being preferable for Commando, Medic, SWAT and Berserker weapons.
Perk Weapon Damage (0.6 * Level)
Bodyshot damage for the Sharpshooter. Currently, the Sharpshooter is dependent on the Sniper and Marksman skills to do exactly that. Yes, i know that the Sharpshooter is focused on headshots. However, bodyshot damage is important because it stacks with headshot damage. With the above suggestion, the Sharpshooter would effectively gain 1.6% Headshot damage every level, maxing out at 40% without any skills.
Fallback: Increase 9mm ammo reserve by 100% and knife damage by 50%.
With the 9mm actually doing enough damage to decapitate clots, i think it would be prudent to make it so that the Sharpshooter can use the 9mm as a primary weapon against trash zeds while his perk weapons can better be used on mediums and above. Late game usefulness is questionable however.
Off-Perk: Your Headshot Damage bonus applies to all weapons in the game. Also gain +2 Sharpshooter XP on decapitations with off-perk weapons.
This is more of a thing inherited from the first Killing Floor, where the Headshot damage bonus applies to all weapons. Usefulness of this skill can vary based on loadout especially if you plan on carrying a Medic Pistol to heal players.
Focus: You now have a bonus damage meter that slowly fills up when you stand still and drains when moving around (max damage at 30%)
Harasser: Increase rate of fire by 25% and perk weapon stun power by 100%
[> insert dank meme here <]
Firebug has gotten so many buffs over the updates, why does it need another one lol. Those buffs have made firebug broken in versus mode, but then again in versus the small pvp zeds has a 2x weakness against the caulk specifically.
Suvivalist should have "homemade" weapons, would fit more to the "survivalist" theme.