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Posted on: 2012/7/26 13:22

Joined: 2010/2/4
From: The Netherlands
Posts: 5133
Re: Suggestions for Killing Floor DeadSpace Server
meh...and here I was thinking the members were actually initiating a dicussion without our help lol.

jk jk, keep em comin fellas.

"Resume your disorder..."

Posted on: 2012/7/26 14:45

Joined: 2011/5/1
From: Ab'Dendriel
Posts: 293
Re: Suggestions for Killing Floor DeadSpace Server
Ok, let's try this again with a bit of brainstorming.

So the main concern seems to be:

The m16 has way too much ammo considering its damage, the price being relative to the maximum amount available and not as much an issue. Now, considering without interruption it takes an accurate player roughly 2-6 shots on average to take down either a lacerator or a poundslasher, lets say 4 extra hits in a not-so-perfect world around 10 bullets which is like half the clip if I recall correctly. Now assume that there are at least 15 players on round 6 (or whenever they start to spawn), just guessing on this part, 15-20 lacerators and 2-3 poundlashers per round. Personally, I think each player should have just enough ammo to barely clutch right from the start. So in theory it would take about 200 bullets on just the big guys alone. Being a very accurate weapon on a sharpshooter perk, it should be expected that each bullet is used efficiently and not wasted. By this I would suggest each clip having 10 shots with 15-20 clips on the side, which is pretty much what it is now I think.

Of course this is all assuming the rest of the team is just purely going after everything else. The things that makes any weapon op is using it properly. The other classes will be taking down lacerators/poundslashers too. Remembering that the sharpshooter perk is meant to target primarily the big guys, I'd assume that if they are doing their job they should be able to take down at least 60% of them. From this I would suggest a base amount of 120 bullets altogether with 10 shots per clip, each level could give half a clip after level 6.

tldr; I would have to say just half the total ammo for now and see how that goes.
Posted on: 2012/7/26 16:30

Joined: 2012/6/2
From: Wisconsin- U.S.A
Posts: 112
Re: Suggestions for Killing Floor DeadSpace Server
Now this was the type of brainstorming I was thinking of Kawa. I agree with you on this post. The only time the mark 16 isn't completely overpowered is when the sever is 100% full, however even then if you have good marines helping you out it's not a huge deal. If you have a bunch of level ones it's going to be a hard time either way I want the mark 16 to still be really powerful, just not a 2-3 headshot kill weapon on the lacerators while still having the massive amount of ammo it has.

Glad to see more people getting involved in this thread, I want to brainstorm ideas to make the deadspace sever as great as possible for wolves and non wolves alike.
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