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Closed Medics vs. Engineer: Several balance change ideas.

Mr. Walker

Gore-Spattered
Joined
Nov 8, 2019
Messages
259
Hello again, so as if right now there isn't much wrong with the perk system including how medics and engineers function, but these are ideas that would help make several feats for each class more utilized and balanced.

For engineers:

Make 150-hp the default hp for all engineers regardless of melee.

Berserk perk: Reduce the damage penalty just a bit and possibly rename the perk to "A.P Bullets", (Armor-Piercer).

Pusher perk: Cut the original cool-down (28 seconds) down to 16 seconds to use the knock-back mechanic of pusher, when pushing out a medic with the ability of pusher to a environmental hazard, your cool-down resets and you can use the knock-back ability again, maybe rename the perk to "Yeeter".

Freezer perk: Make it that it also makes your ability to warden medics gets frostbite much like leaps for the same duration, and slightly decrease the ability cool-down, maybe change name to "Cyro Cannon".

For medics:

Juggernaut: Increase the damage resistance from 65% to 70% so it makes pushes to powerful colonies, camp, grind spots less of a hassle and give medics a higher-likelihood of beating certain common spots.

Juggernaut: Remove their warden ability to teleport medics like warden as it was intended to be a warden-only ability.

Warden: Make it that you cannot call medic upon 1 single engineer so the engineer doesn't face a cheap 4 medic gang-up they cannot escape nor deal with, so allow a warden to teleport only when there's more than 1 engineer.

Warden: Take away their seeker as its only for juggernaut originally as it should be as you're more likely to be a warden and there being more wardens than juggernauts.

As for a few quality-of-life improvements:

Make the display menu for perks bigger and more obvious, have the stats of the perk be showcased more clearly and maybe increase the word font size.

Add a additional feature as medic where you don't have to be teleported by a medic's summon forcibly via a button, in-other-words add a button so you don't get teleported from a warden's call, and let the user disable it / enable it freely to be teleported again.

If a user joins in super-late, lets say last 15 seconds of setup time, they can have more time to choose a perk so they don't start a game without a perk and select the wrong perk by accident.

Change the chat command of !zs_perks to just !perks so it becomes easier to type.
 
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