Killing Floor V11 - Upgrade to make your 9mm stronger than a 12G shotgun
999 replies, posted
Reddit is always retarded no matter what subreddit.
The site's karma system indirectly encourages either effortless shitposts for a quick upvote or being painfully contrarian or dicksucky in the off chance that said shit opinions and takes would be the next community bandwagon and thus get you loads of upvotes.
As for cross-perking, why not? The M16 is hardly the most viable Mando rifle, but it's still fun as balls to have a backup explosive to delete crawlers and that sweet fast firerate of the M16. The Seal may actually make me play SS more as the explosive would help in not making me get swarmed by crawlers.
I'm not against cross-perk weapons, but if it comes at the cost of the weapon's balance due to it needing to be balanced for both perks, then it's an issue.
I can't remember exactly which weapon(s) fall into this but I think there's a couple of them.
ONe I pointed out in that thread as a fair argument for the flaws of Cross-perk weapons is the Tommygun which is garbage on SWAT due mainly to it being balanced around Commando's Hollow-Point Rounds, just like every Crossperk Commando weapon (though also due to its fucking abysmal LDS). But, as I also said in that thread, that, and a lot of other significant issues, aren't problems inherent to cross-perk weapons, they're problems due to extraneous reasons - Spitfire pistols are garbage because they're projectile based which means GS doesn't want them, much like most other Firebug weapons outside of the flamethrower variants, they don't apply floor fires so one half of the skill tree is nonexistent for them, and their projectiles are still some of the slowest in the game so they feel awful to use. All crossperk firebug weapons will be useless because so much of Firebug's benefits are focused on afterburn, meaning the fireburn is negligible at best for non-Firebug perks, meaning the weapons are useless outside of Firebug - which is why Dragonsbreath and Husk cannon are bad on Support/Demo respectively, outside of free xp for killing crawlers with them.
But even then, there are crossperk weapons that are well-balanced. FnFAL is one of the best weapons in the game for both Mando and Sharpie and has loadouts around using it as a HVT (including giving Sharpie an entirely new viable endgame loadout), M16 M203 is basically Demo's only viable non-tier 5 weapon because it actually lets him kill trash past wave 1 and is just a generally fun and well-balanced Mando option, and aside from the 501 which is just a bad weapon, all the crossperk Medic weapons are pretty solidly balanced, though that's more to do with Medic not having any innate damage bonuses until level 20 (which, again, is a problem with the skill tree).
One of these days I'm going to learn how to modify KF2 and remove the Skills from the game and surgically insert them into the actual perks' balance. They make actual weapon balance such a tedious chore, and weapon selection such a stupid, needlessly restricting crapshoot of an experience.
The few times I've read that subreddit they just seem to think everything in the game should cater to the super serious hardcore HoE audience.
Honestly hate those type of crowds for any game, they're always the most no fun allowed kind of people including them of course.
Every time I browse Reddit while taking a fat shit (literally the only time I browse it) I end up frothing with fucking fury at some absolute cunt who made the most arse-sniffingly sneering, jebbiest little jebpiece cunt post six months ago and I don't even know why it makes me
so mad.
Most of the commando weapons. I just wish they had a better system for the cross perk, as in a weapon can have different stats for each class to fit with the perks bonuses, without hurting the balancing of another perk
I really think it's just more of a case of the outrageous damage bonuses that the skill trees allow perks to get. Sharp's and Gunslinger's REU skills are both fine because the damage boosts are gated behind a mechanic that's challenging and not always easily attainable, and even then it's still so powerful that most GS's don't even bother running the opposite skill, even though it objectively offers more damage unless you're only going for headshots. The fact that there's a switch for Demo, Supp, Field Medic, and Commando, where they instantly gain 20 levels worth of damage for any non-perk weapon, is absolutely insane. Bezerker can get up to 235% bonus damage through his skills.
The damage system is unbalanced with numbers like that! Perks fade in and out of usefulness completely depending on their level. They also feel severely handicapped - in KF1 it wasn't too bad, unless you had a perk at level 5 you almost always started Sharpie because that's when you got perk starter weapons, but otherwise the bonuses were just very minimal damage/reload speed/mag size boosts. Perks feel awful in KF2 if you don't have any skills, especially perks like Supp that basically need level 5 to do any meaningful damage. You feel like you're shooting zeds with nerf guns and whacking them with inflatable hammers with how little damage you do for the first 5-15 levels on most perks.
I know I've been going on and on about this for a while now but it's such a significant issue and has literally been in the game around since it first hit EA, and I really want them to do something about it already. There are so many cool new weapons, maps, and general additions to the game like Ground Fire, REU, and cross-perk weapons that are rendered meaningless because half the time I'm only playing a certain loadout or certain way to make sure I get the most out of my damage bonuses, and a majority of trader time I have to be fiddling with my skill tree to make sure it's optimized for whatever point of the game I'm at.
you tell me
it's my preferred method of play most of the time nowadays
Dude Krampus Lair is rough on suicidal, I can't imagine hell on earth.
It reminds me of The Descent with how much CQC there is.
I got sandwiched between 2 fps and 2 scrakes, but I somehow lived since one of the FPs slapped me hard enough to go over the scrakes. It was crazy
Most KF2 players be like
https://files.facepunch.com/forum/upload/213180/e1cdced0-8d85-43a1-a7bf-39b71d9c27f0/image.png
no they wait until the next wave so you still get the additional zeds
then disconnect
TBH sometimes I do that, i just hate waiting a half hour for the guys to beat the wave, only for nobody to give me any spare dosh (which happens constantly when I play Sui/HoE without friends) so I just end up dying immediately again.
If you have spare dosh and a teammate asks for some just give it to them, folks, at least on higher difficulties. If they don't have a strong enough weapon or enough ammo they'll eventually end up just dying
damnit you had to mention it
I'm still mad they bitched about the m99 so much that the devs made using it an absolute chore, since each bullet cost like 250 quid or some dumb ass shit.
Seriously, a bunch of mega tryhards that seem to want to turn the game into an esport with the utmost balance in mind, complained that it was too cheap to run so much power.
Honestly that's great, cause there are never enough Zeds to mow down with the LMG.
Quick question since I'm pretty out of touch with KF2 for about months now.
What is the point in survivor again?
What niche does it fulfill? The 'solo' perk?
Or is it just a perk for people too lazy to focus in one specific weapon type?
I legit don't get the perk at all, it has unique tier 3 weapons for it but the perk itself has no defining playstyle or benefit to the team.
Its original intention was a jack of all perks afaik. The problem with that is multi-faceted - biggest issue is that it's a game where there are literally, like, 3 or 4 weapons in either game that aren't meant for a specific perk, and every perk fulfills a specific role in a teamcomp, meaning most situations would warrant a different perk anyways.Then there's the issue where the skills the perk is given are garbage - it gets less weapon bonuses than literally every other perk meaning you'd never want to use it over another perk unless you want a specific weird loadout, its skills pigeonhole it even harder - for example, you couldn't feasibly go melee medic because either you take the melee buff skill or you take the medic buff skill, you can't go some weird gunslinger demo hybrid because you only get the bonus reload for one of the weapon sets, et cetera. Then there's the "problem" the the kf2 subreddit epitomizes - no matter what, there'll be people complaining about how it's either useless because it's weaker than every perk, or it's too powerful because it's more powerful than even one other perk.
Put frankly, it doesn't provide any benefits that would make sense - no extra carrying weight even though that's basically just a balancing gimmick on Support now and would be great to have on Survivalist, no benefits to actually playing like a Survivalist (why not get a % increase in weapon/ammo drops by default like how Demo can set door traps?), no encouragement to play weird loadouts because, again, the skills pigeonhole the role even harder, and it doesn't even gain benefits for Firebug weapons, there's no option for Tactical Reloads on Firebug-exclusive weapons, so you'd never play with a Flamethrower, helios Rifle, or Microwave gun, and getting rolled the Caulk n' Burn when you start the game is probably the most gimped you can be early game.
It's a perk that was doomed to fail, and the only niche I see it carving is playing the Field Medic role while also dealing more damage with different weapons thanks to the Medic skill, and that's where I've personally had the most fun - doing something like HMTech-301 and a single Deagle early game, or HMTech-501 and Railgun lategame.
There are things you can do with the perk to make it work - for example, movespeed increases, encouraging "survivalist" playstyles of running around, scrounging for weapons, being super cautious, or you could pull the trigger and make the switch to Scientist, give it dedicated weapon buffs for Freezethrower/lazergun and crossperk weapons like the Microwave Gun, Helios Rifle, and Hemoglobin,
and/or make it a perk dedicated to trying out weird shit or to fit the more sci-fi theme of KF2. It's just the way they did it shows a problem inherent to KF2's design - TWI is really bad with iterating on new ideas.
The issue is that in a game designed around specialists, you can't make a generalist perk and not have it either be mediocre, or overpowered.
doesn't help that cross perks kind made surv less meaningful as well.
It's weird how Survivalist has unique weapons, yet they're not enough to make you want to play that perk, at least they're not enough to make me want to play it, I'd rather play any other perk than Survivalist, I just don't care for it.
Well besides that one skill that's almost shared with Firebug, the chance to make enemies explode, that's always fun with bullet weapons I will admit.
It's not so bad in current Kf2 as it wouldve been in, say, KF1
there are a lot of interesting and unique mechanics for perks now. Door traps, extra damage with projectiles hitting zeds or headshots, ground fire, fire DoT bonus damage and fire spreading, REU, et cetera, that it could feasibly work now. There are also unexplored mechanics - increasing weapon/ammo/shield drop rate (current drop rate is abyssmal especially on HoE), spawning higher tier weapons than tier 2, spawning upgraded weapons, ZEDtime benefits (I think GS having innate ZEDtime reload boost is really cool), Poison DoT (take it off Medic's skill tree, nobody likes it anyways), et cetera
WWAUT - Welcome To The Island
http://media.tripwirecdn.com/050619/steamfortress_03.jpg
http://media.tripwirecdn.com/050619/steamfortress_02.jpg
http://media.tripwirecdn.com/050619/steamfortress_01.jpg
Looks pretty nice, makes me think of Bioshock/Rapture, but it's on the surface.
https://steamcommunity.com/games/232090/announcements/detail/1604882062448680010
For some weapon changes that are coming to the beta
Husk Cannon:
Added impact damage, which increases with charge
Explosion damage reduced
Explosive radius increased
Magazine size increased
Spare ammo reduced
Removed ammo consumption while maintaining charge
Fire rate increased (this will improve weapon feel greatly)
C4:
Moved to the sidearm slot
Decreased price
Freezethrower:
Alt-fire:
Blast spread increased
Increased number of shards
Added penetration
Removed freeze affliction
Added stumble
Primary:
Ground ice damage increased
Swat - Battering Ram:
Added Bludgeon damage
Increased movement speed
And more!
Ooh, that sounds fun.
https://media.tripwirecdn.com/051019/batteringram2.gif
Looks it too.
Always loved Battering Ram as a ZED skill because it's easily one of the most creative ideas in the game.
That being said, they still think number tweaks alone will help the Husk Cannon instead of just giving it a close-ranged alt-fire option like actual Husks have had since the game hit EA so it's definitely a 50-50 so far for balance changes
They can't go with a Flamethrower close range attack, they can't go with a shotgun blast, however I do think a 360 degree heatwave that pushes enemies back would be pretty decent, uses a good chunk of ammo to give you some breathing room.
Why not?
Because that's fucking boring to be honest, merging the Caulk 'n' Burn or Flamethrower with the Husk Cannon instead of getting it a unique secondary fire, it doesn't sound as good.
Being boring doesn't mean much. Husk cannon needs a close-range protection function to be worth using on either Perk, Husk in KF2 has a close-range flamethrower mechanic, Firebug only has 3 flamethrower weapons even though they're a separate weapon class, and a merge of that flamethrower class with the "weapon but also has fire aspects" class would help with the Perk's lacking weapon diversity.
Seal Squeal is pretty fucking boring, it's literally just a port of a weapon from KF1, just like the Seeker Six, FNFAL, and 99 AMR before it. Doesn't mean it's a bad decision. Whether or not a weapon or its function is boring isn't an important part of weapon balance.
rip freeze thrower. alt fire was the only way to reliably freeze FP without raging.
For me it's rare for me to see people use Battering Ram due to how good the right perk is.
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