Board Thread:Suggestions/@comment-26889982-20190209225956/@comment-26889982-20190214233000

ExoLethalx wrote: You don't need your secondary most of the time, because 50% of your team are M249's spamming left-click. Also, with a gun like the M249, you reset your reload animation in favor of KILLING a single normal zombie. Why would you pull out your CK Swat to kill a zombie 70 studs from you when you are almost done with your M249 reload? You also would never approach a Charged Brute head-on while shooting with a Steyr M.

Stunning the digger and yourself is more rare than not; out of all these memories; I remember three incidents where this happened. Not so much compared to a one-sided outcome. Also, you probably spent all of your stamina jumping and sprinting; just use a melee like the Rambo to conserve it.

Zombies do not always spawn in clumps; this is far from "nearly all the time," because AI zombies don't; along with many others. I see use in Arena, but that's it. Considering the endgame, most zombies are going to be really tanky. You are either going to miss your shot on a hard-to-hit enemy like the Leaper (where it's hitbox is low when you aim for the normal headshot), or just barely do it in to a Brute/Charged Brute. Really, the things that you probably are going to hit AND kill are Edgars.

Tripping the brute does a lot for you. You don't need anymore effort after that; because as said before, mostly everyone has guns like the SPAS or M249. Even then, you still have to run; small things like the extra stamina from using a Tinpot instead of a kick. The Firevest is one of THE MOST cheapest vests in-game, and I see little reason why to not use it. Furthermore, if you bring tanky vests like the Bulldozer, etc. the Elemental burn damage is very much minor. Or, just bring a Fire Extinguisher.

You can always just run away if you can't use your primary, because if you can't get that brute at that range, don't. Everyone else can go in. Plus, in situations like these, you probably don't have anymore secondary ammo, anyway. If your primary is ineffective at this given range, the zombies are probably at the edge of that range. 90 studs is plenty far to prevent getting rushed or to aim a effective Edgar tongue in one try.

Rambo does not need to be able to neglect Edgar shots entirely, because that's not needed for it. Again, tinpots can beat leapers. No, why should that be? Finish the tutorial and pretty much never worry about leapers until you get another weapon? Tinpots and shovels do not need to defeat Leapers entirely; they don't need it.

Suggested idea generally is unhelpful/overpowered. I'm not just talking about event items; would you really like to use x stamina to swing a underpowered melee? This is not just the Ice Staff. Also, if you bring a bat, you can hit a bunch of leapers midair and not get caught at all. Overpowered, isn't it? Imo this buff is not really overpowered because the people who are using melees will have to worry about the mob they're not strong against. Say if they had a tinpot they would still have to worry about edgar.

Just because something is really good at taking out a mob it doesn't mean it's overpowered. For example the barret can very easily dispose of elementals near any range, and the RPG can nearly one-shot brutes, they aren't considered overpowered.

I really think that energy conservation melees are somewhat useful, but I think this buff should apply to heavy energy consumption melees like the axe, chainsaw, bat, katana, and icestaff, with this buff these weapons can't be spammed or else you would run out of energy, which would give the leapers/edgars an opportunity to attack while you're vulnerable.

If survivors have to rely on teamwork to survive, zombies should have to use teamwork to kill. The sheer numbers of leapers/edgars would be able to overthrow anyone with any melee weapon rendering the melee innefective.

I think melees should be in some sort of different class of weapons that give extra power trading off safety/backup.