Hi STINGERR,
I’ve been playing SAS: Zombie Assault 4 for a long time and I’d like to share some observations on weapon balance in endgame modes.
In Campaign mode, most weapons perform well. However, in Faction War and Nightmare mode, a large number of weapons can’t keep up with monster health scaling. For example:
In Faction War boss mode, damage starts to fall off heavily after ~15 bosses are defeated even with Hight Damage ammo and spamming frag grenade still not helping.
In Nightmare mode, even with just two players (the minimum), normal enemies take much longer to kill than feels balanced, and this gets worse as more players join.
From my experience, only certain weapons sold in the Faction War Armory seem to scale well enough to remain competitive but Armory schedule are too long to wait, one cycle take 1 month. Most other weapons — including some high-level or premium ones — fall behind quickly, making them impractical for late-game content.
I think a Damage multiplier, Hight damage or one hit kill mod would be a nice solution for this problem, and this could greatly improve build variety and keep more options viable in high-difficulty play.
Thanks for all your hard work on SAS4 — it’s one of my favorite games, and I’d love to see more endgame weapon diversity in future updates,
Best regards,
[Sangkan/rnOxette]