Killing Floor V11 - Upgrade to make your 9mm stronger than a 12G shotgun
999 replies, posted
Can't you do this with a 25 swat and a Kriss?
Solo sucks ass because you can't play any of the fun perks that aren't just about killing or you'll get turned into mulch. I really enjoy Sniper and Demo but I basically can only play Firebug, Commando, or Support unless I want my run ruined by running out of ammo, or a stray clot grabbing me and starting a gang-bang with the 20-something other clots that was chasing me beforehand.
That being said it makes grinding for everything way easier.
I play SS on solo a fair bit.
RLRLX, upgrade your LAR once to be able to one hit body shot gorefasts and one shot headshot gorefiends and rioters. Save up for a railgun and then upgrade that once for the boss.
You get a nice crouch movement speed with the first two perks and a boost to sprinting/walking backwards with the first perk which is pretty important for solo. You can expect to headshot scrakes in one shot and fleshpounds in two.
what solo are you playing lol
Sharp is one of the easiest. firebug especially gets absolutely ruined later on because of no ability to deal with big zeds
What? Unless the map actually has a good camping place, Zeds will just teleport around you as SS and make it impossible to stand still and get damage boosts. I've never had an issue with dealing with big zeds as Firebug. LL, set them on fire, run/reload, repeat.
there's the problem. you can't camp in solo ever, it doesn't work, you need to be kiting nonstop. switch to the marksman perk
can't play zerk? just parry everything to take minimal damage and don't even bother buying anything until you get the zweihander, a level 10 zerker can survive for a good while with the health regen skills and a big fuck off sword
I'd rather just play Gunslinger
I'll save playing SS and Zerk for when I decide to actually queue up
For solo sharp, I run RLRLL with Railgun and Centerfire.
railgun will still 1shot FP and SC unupgraded, (FP will only die if you're crouched, otherwise you'll need a followup headshot from your centerfire, or 3 9mm headshots) and centerfire kills most trash with 1 body shot, and kills mid tier zeds (bloat, siren, husk) with one headshot.
stability + reload also makes your centerfire reload insanely fast.
also yes, the skill trees need a serious overhaul. Demo's frag rounds are the only skill in the game with a downside (you lose 30% damage and your explosives don't resist siren screams?)
That's why I always go RRRRR berserker. Speedy as fuck, HP regen, parry bonus. Parry bonus really helps you survive Boom rounds in Endless, though you gotta be careful to take zeds on one at a time.
If I'm playing Endless seriously, I'll do a Katana/Nailgun loadout and try to upgrade those + my 9mm all the way. I do enjoy challenging myself though, and recently I did the 9mm removal glitch (walk over a 2nd 9mm with your weight maxed out and it'll remove your lone 9mm from your inventory. All I had was my healer, welder and berserker knife.
Anyone know of any mods that disable precious skins? Sort of annoying seeing 1-3 gold power rangers each game.
Bit late but tried on Normal (4 wave) and Hard 7 wave and no matter what - that achievement just refuses to pop. The cart is definitely at 100% whenever it appears (can't weld anymore onto it) but it still refuses to appear.
Really bloody annoying.
Yeah, it's glitched on MP. Doing it on solo normal 4 wave will get you it.
I notice there's a glitch with the C4. If you buy it you only get 1/1 instead of however much the trader pod says you're allowed. You gotta use them then refill.
I had a glitch the other day where I bought the Tommy Gun, upgraded it and then had a duplicated one in my inventory that I could sell whilst keeping the first.
Don't like the Tommy Gun though, low rate of fire with high(why?) recoil, it's hugely meh.
Its got really high damage for the price and ammo cost (on swat at least)
It's probably because of commando cross perk. Hollow Point Rounds is a huge pain to balance around.
I remember when the Pulverizer was Berserker's only high tier weapon--it was painful.
I'm basing this only on experience, but I'd probably say because Berserker is designed to have innate weaknesses that teammates can help with. If you'll remember, Killing Floor 1 was basically "The Bezerker and Medic Power Hour" with how universally strong they were, and TWI has made a clear and conscious effort to keep Zerk from getting anywhere near as powerful in KF2 as it was back. Eviscerator is a good weapon, but it's already teetering on the edge for being a ranged Zerk weapon, just like the Nailgun.
little tip for abom as zerk: try and leave a single rioter alive so you can get parrys on demand. Useful since parry offers a much higher defense boost than resistance, but harder to get from the abomination himself. He's also weak to slashing damage, so a parry boosted Zweihander, or battle axe will do loads of damage to him.
So I met a TWI employee just now in a round of Nuked. It was my pleasure to inform him of how highly I think of his company and their games.
As in you let him know how shit some stuff is lately.
Just tried a round of Zerk with the Static Strikers. Before touching them, I was always under the assumption that A. Zerk is a boring perk just like in KF1 because it has very clear skills that are usually way better than other skills (namely Skirmisher > Dreadnaught) and B. Zerk was getting extra weapons for no good reason other than TWI really liked the perk. Holy crap was I wrong. I played one wave with Static Strikers that I died in (because SYG, I needed the vault dosh) and it was so fucking fun. It's way more fun than just swinging left and right with the crovel, fireaxe, and katana.
I didn't play zerk in KF1 but if anything I think it's even stronger in KF2 given that you can block and get up to 70% resistance with a medic present?
No, as in I non-ironically extolled their work. From what I can tell, they're a fairly incredible company that exhibits clear enthusiasm for not only their products, but for pleasing their customers.
Parrying is insanely hard because you have to know the attack animations, you have to have good reaction times, and the only visible signifiers are when creep attacks glow red (which means you CAN'T parry their attacks). It's something I still have to learn, to be honest, which is fair, given I've probably played Zerk less than every other perk except Survivalist (and I very rarely play non-solo).
you can still parry them when their attack is red, it just doesn't stumble them.
also, found a really good custom map
https://www.youtube.com/watch?v=rQgbZf5V8gg
Zerker is probably the only well designed perk (which isn't saying a whole lot) that does what it's supposed to do. That said, attack cancelling and cleave sweeping should just be part of the perk and not unintended mechanics (and the latter further solidifies the Zwei as the best Zerker weapon).
I'd say sharp is pretty well designed. His skill tree allows a lot of variety, so you're not restricted to just Railgun/M99.
The attacks usually have a notably long windup period to signal exactly that you should parry, stalkers (naturally) and slashers probably being the most unexpected of them all as most others don't have fakeouts, though crawlers might have some as well iirc.
Regarding red glowing attacks, you CAN parry them with all their benefits except they won't stagger, meaning you get the reduced damage and the parry bonus.
Also, horizontal attacks deal 50-75% less damage than overhead or uppercut attacks, mostly in favor of trash control. So for single zeds, try to go for W attacks.
The More You Know.
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