Cobalt Mode Tuning

== Thesis ==
Cobalt is unbalanced. This is Cobalt 2.0, a complete overhaul of the gamemode that provides more dynamic and synergistic approaches to combat. 
===Assault:===
The core idea of the Assault class is to stack damage buffs for well timed attacks. Due to its strong damage perks, Assault will not be receiving any health benefits or perks. Damage values are up to change, and weapons that deal high damage per shot (e.g shotguns, snipers) will likely have reduced benefits to reduce 1 shot kills. 
Perks: 
* Persistence
* Munitions Master
* Overpressure rounds
* Firepower
*New Perk: Persistence- Temporary bonus damage after a kill
Damage Table
Kills	Damage	Duration
1 	120% 	5 seconds
2 	135% 	10 seconds
3 	150% 	20 seconds
* New Perk: Munitions Master- Kills with one weapon buff the damage of the other. Kills with the buffed weapon drastically increase the damage of the first one.
Damage Table
Tier 1	Tier 2
125% damage
(10 seconds)	150% damage
(15 seconds)
*
*Overpressure Rounds will be granted rather than Hollow Points.
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===Sniper:===
Perks:
* Chameleon
* Takedown
* Antimatter Rounds
* Phase . . .
* New perk: Chameleon- Your skin adapts to your background after a short time. Getting a kill randomises your equipped skin. 
**
*New perk: Antimatter Rounds - Snipers have negative damage drop-off, increased velocity, extremely high obstacle damage, and high bullet penetration.
*bullet penetration determines how much damage a bullet retains after passing through/breaking an obstacle. Low bullet penetration means a bullet will not deal much damage after going through an obstacle.
*Receives perk "One With Nature"
**This is to match the idea of being stealthy and all.
*Slightly changed Takedown (Cobalt specific):
*
===Medic:===
The Medic class is heavily rewarded for strong teamplay, and is granted a number of both conditional and standing buffs to increase its survivability. Unlike the old Surviv Medic, it will not be receiving any major movement speed perks, as I feel those clash too much with the class's identity. 
Perks: 
* Revivify
* Paramedic
* Together As One
* Final Hope
*New Perk: Paramedic
*An amalgamation of Mass Medicate and Combat Medic
*Slightly reduced the size of the Mass Medicate bubble Group healing / bunching up should pose some sort of risk.
*Massively reduced Combat Medic healing movement speed buff This is far too powerful.
*Combat Medic now speeds up consumable use by 10%
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*
*Buffed Revivify to:
*Cast a smoke beside you upon being knocked
*No longer restrict your vision to 1x while knocked
*Grant a 50% damage resist while knocked
*Grant health based on the amount of adrenaline you had when you got knocked
*Retain half your previous adrenaline upon revive
*New perk: Together, as One- Receive stacking damage resistance when nearby teammates Together, As One is disabled while the Mass Medicate Bubble is active.
			
			
			
			
*(10%, 25%, 40%).
*Healing teammates with Medic grants you a temporary damage boost that stacks with the number of teammates healed.
*1 teammate: 10% for 10 seconds
*2 teammates: 30% for 10 seconds
*3 teammates: 50% for 15 seconds
*Increases damage by 20% after performing a stationary heal in or immediately after combat. ('Combat' is any bullet within windwalk triggering distance, and 'immediately' is within 3 seconds after.) Buffed Combat Medic to speed up all consumables by 1.25x. (Cobalt specific)
This class should be viable outside of organized teams.
*
*New perk- Final Hope
*20% damage increase when you are the last/ only survivr of your team.
*Increases the health back of bandages to 20.
*Auto reloads your weapons and gives you a short burst of speed (2 seconds of 1.5x speed) when your health is brought below 40.
*NOT squad specific.
===Tank:===
*Reduced Cast Ironskin efficacy by 30% and size by 5% (cobalt specific).
** Tanks should be killable early game while retaining some attributes of a bullet sponge.
*Removed bullet reflection properties of Cast Ironskin (Cobalt specific).
**Killing yourself while fighting a tank is incredibly frustrating.
*New perks: The Fire and The Flood
**The Fire:
**Grants 40% of your magazine back on a kill OR knock. Tanks should be able to stay in the fight longer than other classes, but pose a threat and be a primary target.
**The Flood:
**Increases health by 1 for every bullet hit on opponents. Shotguns count half of of their bullets rounded up.
*You can still be tanky, but you have to work for it now. The use of rapid fire weapons is encouraged for this class, directly opposing the meta of burst damage snipers.
*Perk- The Gift of Giving: Grants 25 instant health (with a 45 second cooldown) when a teammate picks up ammo you dropped. Rarer ammo (not the standard 4) will grant 40 health. tanks will no longer be stealing your DEagle ammo.
*Passive 1.25x damage against obstacles.
===Scout:=== 
*Increased Small Arms perk size by 15% and increased weapon movement penalty to 75% of normal penalty. it's a bit sad to kill the 'can't touch this' idea of the scout, but it's a necessary change to balance the addition of the elite perk it will now receive in lieu of One with Nature: Windwalk. this is going to be a really annoying combo.
* Tuned windwalk to slow melee attack speed by 25% when active (running at someone at 30 KPH with no counter and beating them to death has been fun but all too powerful, as shown by the untuned medic class)
*Added new perk: Phase (no this is shit)
*Phase: exchange 20 health (and 20% adrenaline) to fade in and out for 10 seconds. Similar to being infected in contact mode. Receiving damage while faded out will increase your move speed by 5% exponentially (increases adrenaline by 5% for every 5 damage taken). 25 second cooldown for the ability after being triggered. Your movement buff will disappear, but the adrenaline will not. THE PERK WILL NOT WARN YOU IF YOU USE IT ON LOW HEALTH. YOU WILL DIE.
* (death message: <player> was killed by greed.)
===Demo: ===
*Now has the perk Fastball. the class is meant to be grenade-centric. It should hold its own without weapons, and fastball helps grenades a lot. 
** Fabricate now has a chance to grant higher tier grenades.
** Frag: 50%
**MIRV: 25%.
**Strobe: 5%
**Poison Grenade: 5% (deals 7 damage per tick and deals 3 ticks/second. will continue ticking for 1 second after leaving smoke. Gas clouds form at the same speed and size as foam nades from inferno and can be cooked like frags. your screen turns progressively more green in the grenade to mess with visibility.
**Mine: 15%
*Grenades regenerate 1.5x more slowly at base, recharging faster from the perk Anger Issues. Dealing damage to obstacles or players speeds up your grenade cooldown and grants a higher chance at better grenades. recharge 20 MS faster for every 1 damage dealt to obstacles, and 50 MS for every 1 player dmg.
*New perk: High Ordinance Explosives
*Increases damage and blast radius of all explosives. (20% extra shrapnel range, 25% extra blast radius, 10% extra damage.)
*Martydom now triggers almost instantly. having full frags while dying with martydom will spawn an airstrike. 
*Phoenix: Kills with martydom respawn you.
===Updated golden airdrop loot tables===
*Assault: Groza-S (20% chance), SCAR-H (25% chance), Vector (25% chance), BAR-M1918 (20% chance), AN-94 (10% chance).
*Demo: SPAS-12 (20% chance) Saiga-12 (40% chance), M79 (33% chance), USAS-12 (7% chance).
*Sniper: Scout elite (30% chance), mosin nagant (35% chance), SV-98 (20% chance), AWM-S (15% chance).
*Tank: QBB-97 (45% chance), M249 (20% chance), M134 (20% chance), PKP Pecheneg (15% chance).
*Medic: Mk45G (drops with mil pack and 300x .45 ACP, 25% chance), Mk12-SSR (drops with reg. pack and 40 .308 ammo. {30%}. DMR recoil reduced to match that of pistols.), M1 Garand (40% chance), L86A2 (5%)
*Scout: (globally buffed accuracy of duals). Dual DEagles (20% chance) dual OT-s (10% chance), dual P3OL-Ss (25% chance), dual P3OLs (35% chance), dual Uzis (10% chance).
=== NEW CLASS - Agent ===
The Agent's strength lies in information-based plays and outsmarting opponents with a number of 
=== NEW CLASS - Pirate ===
*Looter, brawler, relies on good loot rather than good perks. Able to access loot from further away and is able to steal enemy loot (snowball mechanic, but transfers directly to your inventory. if loot doesn't fit, it'll appear next to you.) can dual wield one handed melees. Melees in full auto.
**Perk: Flag of Me Brethren- Standing within a 3x scope of a dead player grants damage resistance. The closer, the more. Standing within interaction range grants health regen that increases health at the speed of max adrenaline. Stacks with adren.
**Perk: Lowly Scavenger- Grants extra loot (low tier) when looting. Perk increases in tier to apprentice, lieutenant, and experienced scavenger based on kills. Broken obstacles grant low tier loot or loot one tier below your current loot level.
**You have a built in loot tracker; emits beeping noise when you are close to good loot. pitches up the higher tier the loot, and increases in speed when closer.
**Melee hits stack bonus weapon damage. kills max out stacks. weapon hits stack melee damage. knocks stack more. kills max out stacks.
Category:Concepts
Category:Roles
Category:Perks