• Killing Floor V11 - Upgrade to make your 9mm stronger than a 12G shotgun
    999 replies, posted
If they nerf it, Firebug goes straight back to the trash bin. That would be a shortsighted move.
That's strange. I tried to find him but couldn't.
Why though? Just because one weapon gets nerfed it doesn't mean anything bad for Firebug, the perk is still brilliant at dealing with crowds and even some of the bigger Zeds, Ground Fire feels OP at times too, I think it's a more efficient crowd controller than Demo' to be honest.
to be fair, a lot of firebug's weapons have issues with them being straight-up better alternatives on other perks (trench, flare revolvers, the smg), leaving firebug a very small niche of afterburn damage or ground fire (which afaik still doesn't even apply properly on the molotov). at least with this weapon, which isn't cross-perk, he has a strong tier 4 since apparently the husk cannon is absolute garbage still. They really need to rework his skill tree and fix his ground fire mechanic, as well as giving him just general damage ramp-up instead of only his DoT increasing in damage. it'd be cool to have a perk dedicated to just holding M1 until the baddies go away.
The Husk Cannon is decent with Demo' but I fucking hate the reload time it has and how slow it feels in general, I get that it's bulky but it seems to play into that fact a little too much, even as Demo' though I'd much rather use anything else, it just doesn't compare with most other weapons.
Those are all inferior on their cross-perks (flares especially) Trench has awful spread, negligible DoT, and worse mag size than the SG 500. It's just bad all-around Flares are only good at body damage, something that you do not want to do as GS, or Sharp, on top of the slow projectile speed making it hard to headshot (and even then, weapons like the lever action rifle, M1911, and Deagle out-perform it through body damage) Flares are actually very good on FB with pyromaniac Mac-10 does the same damage as the MP5, but costs more and has a smaller mag size. Mac 10 is a bit underwhelming on both perks, but it actually is a strong side-arm to the Helios if you upgrade it. I think the problem right now isn't the helios, but the fact that its the only high tier weapon worth using for FB Husk Gun is awful, and Microwave gun is very ammo inefficient at both trash, and big zeds. Firebug's biggest problem was panic, and with it being changed I think FB is a good perk now, helios or not.
If it's shit before upgrading, there's no reason to use it at all, at least with some of the weapons like the M79, it's powerful even before upgrading it.
Mac 10 works as a Helios side arm because zeds that are resistant to the helios' microwave damage, are usually vulnerable to the Mac 10's SMG damage (Rioters being the most prominent example), as well as not needing ground fire equipped due to neither the helios, nor the Mac 10 utilizing the skill, and it is much more effective with pyromaniac compared to the flamethrower/caulk. On it's own the mac 10 does not work well, but the Helios gives it the perfect shot to be a viable option for firebug, upgraded or not.
But when using the Helios Rifle I never felt the need to swap weapons, especially not feeling the need to use the Mac 10.
When you're on 6p HoE/Suicidal, you do not have remotely enough ammo to go solo with the helios rifle, especially when you're trying to save it for HVTs.
Fair enough, I've been playing Endless on Hard lately so I can't quite remember what Suicidal and HoE are like.
https://www.youtube.com/watch?v=IJT4LZKu4d4 Firebug is not a HVT Killer Helios: Nah fam you sit
I'm not surprised at how good it is, it does 50 damage per shot and fires at 600 RPM right now, it's basically the Firebug's version of the Scar-H.
Has anyone noticed MORE fps drops? I used to get 144fps at 1440p but now it drops to 70fps on 1080p.
Besides the fact that I'm running on a less powerful GPU than I used to be, nothing much has popped up for me, I've also used this tool recently, Killing Floor 2 Tweaker | RejZoR's Flock of Sheep, to improve my performance, it has improved it too, even on a GTX 980 at 1440p, I'm getting over 60 FPS most of the time, it's not the 144 I'd really like, no, but I can't really get that with a 980 at 1440p.
After stopping playing right after they introduced upgrades, I have realized that the game is substantially harder than it used to be. I played a few rounds of suicidal and holy shit did it rock my face off. Everything seems like a huge bullet sponge, spawns appear all at once seemingly, and guns are more expensive to boot. I can't even imagine what hell on earth is like. Still can't entirely decide when it's a better idea to upgrade your weaker weapon or save up to buy a new one.
Well, if the issue is the perk then why not rebalance the freaking perk instead of the weapon? The weapon works just fine, waaaay to fine, has high damage and a good fire rate, i can see a nerf coming it anyway. But Commando needs to be rebalanced, some skills are just useless after a certain point of gameplay or level.
You've got, Tactical Reload vs. High Capacity Magazines, I don't mind 10 extra rounds per mag in my starting Varmint Rifle, or the extra 37 or 38 in the Stoner, but the reload speed increase it too hard to pass up, on most perks. Fallback vs. Impact Rounds, the increased damage for the 9mm and Knife is good for saving money early waves but depends on the difficult, it loses it's usefulness, the weapon switching speed though is always nice; stumble can be useful but not for other Perks like Sharpshooter, if there's one present, or hell, for anyone who's going for headshots really. Tenacious vs. Prepared, honestly I like both of these skills, the extra health and armour is nice and so's the extra ammo, I think however I lean slightly towards the extra health and armour. Hollow Point Rounds vs. Eat Lead, pretty much always going to choose HPR to be honest, Eat Lead is a lot more fun though, combined with High Capacity Magazines, it's entertaining to just keep firing round after round. And finally Tactician vs. Machine Gunner, this is also a toss up, the real time reloading is useful for catching your breath if needed, but unloading rounds quickly into a Zed that's almost not even moving is also useful.
The new firebug weapon genuinely looks like a custom weapon, it's just so bland
Spawns and zeds have been for the most part untouched since the upgrade patch. With the introduction of the upgrade system making already good weapons even better, and weapons like the FAL, and Helios Rifle, the game has arguably become easier. As for the upgrade system, pretty much just stick with the "meta" loadouts and upgrade those, since it just makes already good weapons even better, and bad weapons arent really worth saving. the only real exception to this is the Mp5, since upgrading that thing turns it into a mini kriss.
The HMTech-201 is also apparently one of the best weapons to upgrade due to its damage scaling as well as syringe scaling. Also, upgrading the 9mm as a Sidearm isn't great, but it's not unviable, on GS, SWAT, or Cheeky Mando, due to it being the only weapon that doesn't increase in weight when you upgrade it
The lightning gun is SO WEIRD
The charge part of it seems alright, penetrates enemies but the recoil is beyond excessive, it's a bit of a hassle to use effectively, it needs buffing to be honest.
I might try to fuck this game up Would there be any interest in human vs human pvp? I always thought something like that with KF's gunplay would be pretty enjoyable
It was done before, KF1 had a gungame mod, it didn't seem popular at all
Yeah the 201 buffs are pretty cool and something I've been wanting for a long time, since I actually use it early game to have constant needles by switching back and forth from 101 to 201. Still testing out all the new changes regarding balance from the beta.
Cyber Revolt Beta 2 Changelog
Balance Zeds Patriarch Helios Rifle damage vulnerability decreased from 90% to 70%. Fleshpound Helios Rifle damage vulnerability decreased from 100% to 80%. Quarterpound Helios Rifle damage vulnerability decreased from 100% to 80%. Weapons Helios Rifle Trader price increased from 1500 to 2000. Spare ammo capacity increased from 280 to 320. Weapon upgrade removed. Killerwatt Trader price reduced from 2500 to 2000. Spare ammo capacity increased from 250 to 300. Increased movement speed while firing overcharge stream from 50% to 75%. Perks Firebug Level 15 Zed Shrapnel Damage from explosion has decreased from 100 to 50. Survivalist Level 20 Make Things Go Boom Damage radius of explosion has decreased from 50% to 40%. Text descriptions updated to reflect the change. Level 20 Zed-plosion Damage from explosion has decreased from 100 to 50. Gameplay: Fixed an issue where the 3rd person spectating camera moves rapidly when toggle sprint is enabled. Maps: Fixed an issue where debug text appears while playing on Spillway. Audio: Fixed an issue where the M32 Grenade Launcher did not have sound fall off. Fixed an issue where the Scrakes were using Halloween VO. Fixed an issue where the E.D.A.R.S. were using Halloween VO. User Interface: Fixed an issue where scrolling through lists in the game menus causes differences between the preview and the selection. Fixed an issue where  "_info" was appearing as a Game Mode option when returning to the main menu from a game session. Fixed an issue where players could not update their Endless settings on the Play Solo Offline menu. Fixed an issue where “FOV” and “Disable Remote Headshot Effects” did not reset when player defaulted their options.
This is going to sound very odd but in the last LMAOpics thread there was some joke about Killing Floor and adasdas (these shoes) and I have absolutely no idea what that means https://files.facepunch.com/forum/upload/237454/01c01a08-2187-4b17-b150-82230bc0d365/image.png
https://files.facepunch.com/forum/upload/2015/848cd23c-d544-42de-8b9b-f2347bc84183/image.png
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