User blog:Pootis Man/SAS 4-Terrible balance issues.

After reading through the "Which class is the best" blog post, I realized there are far more things wrong with the balance and gameplay of SAS4.

Skills
Regen: Mediocre at best early game, terrible at mid game, makes-you-want-to-punch-yourself-becuase-you-spent-points-on-it-early-game late game. Just make it based on amount of health you have at a scaling amount, e.x. if you have 1800 health it will only heal a few points a second, but if your max health is 8000, it will do a lot more. This will make it viable at all levels.

Pay Grade: You get money anytime. You do NOT get skill points anytime. A completely broken skill, it will make you regret yourself unless you have a fetish for having "lots" of in game money. No way to fix. However, as I know NK will never remove/replace a skill not matter how bad, they should make it 15% per level and effect selling weapons too.

Fast Movement: Put it back to original state.

Field supplies: Put back to original state, keep 15% clip size per level. Mustang & HVM rocket launcher will have special ways of premium ammo ammo due to it's tiny clip size of 2, along with mustang being special.

Grenade damage: 15% more damage per level. Nearly triple damage for grenades at max isn't as good as it sounds. Also, each level adds +1 grenade when going into a mission so each time you go into a mission you have a max of 45 grenades with you. Grenades aren't terrible anymore!

Close Quarter Combat: Starts at 500 damage, adds 250 per level. The other buffs per level are perfectly fine. Perhaps breaks shields at a certain level?

Deadly Force: +1.5% damage per skill level, +2% damage to damage over time and length of the time of stream damage. (max around 35% more instant damage, +50% burn/acid time and damage). No longer UP.

Hold the line: Starts at +35% damage for 5 seconds and zombies that are hit are slowed by 5% (bosses 2.5%: hidden though) for 1 second after being shot. Per level: +5% damage, +1 second, +5% slowing effect (2.5 again for bosses) and a hidden +0.1 longer slow time on zombies.

Heavy Gear: Starts at 10% less each level and slowly ramps down to a low amount, such as 2% for the last few levels. At level 25 the guns give a boost 10% of the movement penalty when you hold it.

Brute Strength: Push objects 75% faster and inflict 250 damage each .5 seconds you touch/push a zombie. +50% each level and 150 damage each level. At level 25, you push boxes like they aren't there. Same with zombies.

Concussion: Max chance is 20% for 2 seconds, depending on fire rate of weapon. For something with little fire rate, say 1 (ria strikeforce shotgun) the chance will be higher, but with something like fire rate of 8, lower than the stirkeforce shotgun chance, fire rate of 20, much lower but still viable, fire rate of 4, ect. Just so it's viable for all guns not just 3 of them.

Ariel Bombardment: Very unreliable so at level 13 (skill point wise) each bomb leaves a smoke cloud where it struck for 8 seconds which slows ALL zombies by 50%.

Protective Aura:

Bad Blood: Returns 15% of zombie's dealt damage back at them, +2.5% for rest of levels. Bosses take a quarter of what normally would have been dealt to them. Only effects melee attacks, and no damage over time.

Protective Aura: Starts at 3 meters range, +.25 per level. As it adds a pretty small fixed amount of armor per level, make it 75 and then it'll be perfect.

Masteries
Turrets: Level 1 adds 20% more ammo. Level 2 adds same thing as now, but freeze turrets freeze .25 seconds longer. Is hidden attribute. Level 3 adds turrets carried into mission is 5.

Flamethrower: Level 1 adds +10% damage, because 1 more pierce is useless since it's already more than 5.

Premium ammo: Level 1 adds max ammo from 1 loot 200 instead of 100.

Shotgun: Level 2 adds +5% damage, and 50% stronger aftereffects (better than what it is now at least) Level 3 adds bullet bounce effects, bounces once depending on angle they were shot at. Only bounces off of walls in screen, and off of shielder shields. Bounced bullets deal 20% less damage and have no pierce whether augmented or not. Level 4 adds ability that takes 45 seconds to recharge, 20 energy and lasts 15 seconds, knockback effect depending on number of pellets hit. Max knockback is around 3/4 arm to arm devastator. Zombies knocked back move at the speed of a runner.

Gloves: Level 4 adds loot collector radius is 1.5 meters

Helmet: Level 3 adds +20 max energy Level 4 adds 10% faster revive

Pants: Level 4 description changed to "15% more health from medpacks" and all of them to.

Helmet: Level 1 effect replaced with level 2 Level 2 replaced with level 1 (it's more fitting, look at effects and look at how much work is needed to get)

Weapons
I will not explain any of these because I have at one point or another.

Ronson LBM: [RED] version damage is 550. [RED] ammo is only 4 times the amount of normal ammo, and premium ammo is only double amount of the ammo you would've gotten.

Ronson 55: Found 6 ranks earlier, same with [RED]

Ria 30 Strikeforce: Double amount of afterburn damage, same with [RED] version. Simply not enough.

Phantom: -1 fire rate +20 damage (to what it is now) [RED] -1 fire rate +40 damage (to what it is now)

Armor
All Shotlite speed boosts are returned to normal

Rubicon Power Assist [RED] has 20% speed boost

All titan armor speed boost (it's only for the boots) are returned to normal Normal titan chestplate does 200 damage to attacker [RED] titan chestplate does 500 to attackers

All Ronson armor has 15% more fire protection than now rounded down (right now it's not worth losing everything else)

Graphene armor doesn't get enough from augments, and due to new system adding even less than 40 to armor makes a gigantic difference. Helmet: Normal 80 [RED] 149 Chestplate: Normal 120 [RED] 199 Gloves: Normal 60 [RED] 129 Pants: Normal 70 [RED] 139 Boots: Normal 60 [RED] 129 This stuff is found at high levels, and such should be worth using. Stuff like HVM gloves are useless but found at low levels and are abandoned within 5 games so they're fine.

Models & Graphics
Be able to see individual classes without looking at sidebar on normal graphics

Rubicon power assist is returned to old model

Option for quick strongbox opening (just skips entire animation)

Unfixable
Energy Boost: Not very good because energy regen exists, but it really can't use a buff. I really can't think of anything really for this.

Gun Mod expert: Same problem as above, money is anywhere but skills aren't. Nothing I can say.

My internet went down while writing this. It had better not dissapear because my internet shut off while I "Publish" it.