![]() It also makes the 9mm actually useful now rather than being deadweight on the UI and weapon switching for certain perks end-game. ![]() the match wasn't that much more difficult than prior to the patch where I would have sought out a SCAR-H+Stoner). It's not just about the weight of the weapons, but also the fact that a LAR is now somewhat viable for end-game once upgraded to Tier 5, for example (I actually tried this out quickly by playing Commando HoE on Burning Paris and never replacing my Varmint Rifle, just upgrading it and the 9mm until Tier 5. On one hand, a more diverse array of options for an end-game loadout is really fun, rather than being obligated to stick to the same loadouts for each perk every end-game. Well written and structured post! I'm not sure how to feel yet about the system. I'm not sure if it's not already like this because you feel there are already too many numbers on the trader page, but bars really don't help me either, so I'd rather see a ton of numbers than unhelpful bars. Please adjust the stats to be numbers and not bars. I can't really tell how much damage my weapon does with bars, and if we're getting upgrades, I definitely can't tell the additional damage added with each upgrade. I think it's a good concept for lower-tier weapons, but for higher ones, it can feel a little broken.Īlso, this update made be realize more than ever that Tripwire needs to forgo the bar stats on the trader page in favor of true numeric values. I still disagree with nerfing tier 4 weapons down to tier 3, and as you pointed out, for whatever reason it costs more to upgrade them to their original state than before. I'm hoping that TWI expands on it.Īs I feared prior to this update, I think it's very interesting for lower tier weapons, but the upgrade system is a bit of a mess for higher tier weapons. There's alot of things to add and change, but I think this weapon system is something KF2 needed, it adds alot of diversity and a bit of decision making. Overally, it's not a bad concept, it just hasn't been done in the best way. And as for syringes, faster recharge rate. For grenades, we could have increased damage, AOE and capacity. More armor points, heavy armor upgrade, you call it. Allow us to upgrade armor, grenades and syringe too! Perhaps make them way more pricey so they're more situational in Survival and aimed for Endless mode.Weapon's respective abilities (bigger explosive AOE, bigger flamethrower range or better afterburn, more healing dart ammo, etc.) Allow us to upgrade more things than just damage and dart recharge, like: Not only that, but some upgrades are so minimal it's sad to look at, why should shotguns get a damage increase that's just 5%? For 600 dosh and +2 weight? No thanks Damage and healing dart recharge rate is all that gets increased, that's it.It's a rip-off that often hurts your economy. The cost to upgrade Tier 4 weapons to their previous state is more than their original price. Now Med can reach his power spike easier, pretty cool I'd say Before, Med had to beg for dosh and stick with med pistol until they got enough for AR to support their team with huge amounts of healing. I think the best example is Field Medic, Med Assault Rifle price was reduced to 1100, damage was reduced from 35 to 25, which doesn't matter that much, since the main purpose of it is to heal. ![]() For example - earlier RPG-7 or Railgun allows their respective perks to come in play earlier.
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