[QUOTE=ZombieDawgs;39023136]What would 6 LAW rockets do on HoE to a Patty[/QUOTE]
Piss him off I guess.
[QUOTE=lintz;39023015]ur a troo mlg gamer xXx360noM3dicxXxlon3wolveproxXx[/QUOTE]
Just working my way up to Star Craft.
[QUOTE=Axznma;39023217]Just working my way up to Star Craft.[/QUOTE]
That's the spirit!
All the posts about in-depth strategy is making me feel inadequate.
All I do is shoot zombies and throw money at the funny british man.
It sounds like the Demo gets kinda useless at higher difficulties against the Patriarch. Can't he regenerate the amount of damage that all the ammo a level 6 can hold?
[QUOTE=Axznma;39022938]
Christ that was a wall of text.[/QUOTE]
Fine and danddy but Killing floor is a multiplayer co-op game when you have to play as a teammate.
Sure you can see a good player doing fine by his own but his gun is a wasted gun: The moment shit hits the fan he will not think in his teammates, only in his own life as lone player and he will miss those shots that could take the zed killing your own team.
In general, lone wolfs are annoying because they dont help you in the moment they need to help you in a direct way, unless they can survive.
Is not that hard to toss a grenade in the fuckers eating my face.
Plus is funny how every self sufficient player is a berseker, medic or a support. In all my time playing kf I haven't see another class going lone wolf and not ragequitting in 5 minutes in the middle of the wave when they die in and very silly death.
[QUOTE=Axznma;39022938]Christ that was a wall of text.[/QUOTE]
Enjoy dying because 3 of your teammates heal at once and stop covering the chokepoint.
Srsly bro, players healing themselves is the biggest killer for squads on HoE, second to me fucking up needles.
I'd much rather have my support go down in a blase of glory than die healing himself, one it gives me time you heal him because there's less shit mobbing him, two it clears out some mobs, three even if he does die at least he has his AA12 or hunting shotgun out, which'll save us a bit of dosh in the long run.
Every damn time a squad breaks and gets torn apart it's because someone failed to do their job, demo failed to kill a FP, sharpshooter failed to kill a scrake, zerk failed to keep himself alive.
It sounds to me like you play combat medic, which to me seems silly, certainly medics should lend a hand in the gunfight when needed, and obviously they need to keep themselves safe, but keeping people alive is your number one priority, that's why you have 8 tons of armor. Not so you can sit at the front and play rambo, it's so you can sit at the back of the group healing people and not die to the first 3 or 4 mobs that get past the front lines.
If you can't keep your team healed, then you aren't doing your job. Unless someone fucks up or you get unlucky with positioning/mob spawns, you should be able to keep people topped up with few problems.
The last thing I ever want to see is a fleshpound charging and 3 of my fucking guys running away from it, needles in hand trying desperately to give themselves what, 10hp? The end result is you lose ground, the fleshpound or whatever is behind it closes in on the squad, you get compounded and you end up losing the match.
[QUOTE=Archimedes;39023486]All I do is shoot zombies and throw money at the funny british man.[/QUOTE]
The best way to play really.
[QUOTE==DarkStar=;39023735]Fine and danddy but Killing floor is a multiplayer co-op game when you have to play as a teammate.
Sure you can see a good player doing fine by his own but his gun is a wasted gun: The moment shit hits the fan he will not think in his teammates, only in his own life as lone player and he will miss those shots that could take the zed killing your own team.
In general, lone wolfs are annoying because they dont help you in the moment they need to help you in a direct way, unless they can survive.
Is not that hard to toss a grenade in the fuckers eating my face.
Plus is funny how every self sufficient player is a berseker, medic or a support. In all my time playing kf I haven't see another class going lone wolf and not ragequitting in 5 minutes in the middle of the wave when they die in and very silly death.[/QUOTE]
I'll say it once more; Self sufficient does not equal lone wolf, nor does it equal 'jackass that lets his team die'. A person can be self sufficient and [I]do[/I] all of those, but that's not part of being self sufficient -- just him being an ass. Self sufficiency is about not requiring other people to function optimally. I already gave an example of this in my previous post.
[quote=Empty_Shadow]Post[/quote]
So let me keep it short this time, unfortunately your misgivings are caused by your over reliance on other people, and their inability to function at a high enough level to ensure victory, at least apparently by your standards. I'll break it down:
[QUOTE=Empty_Shadow;39025041]Enjoy dying because 3 of your teammates heal at once and stop covering the chokepoint.[/quote]
1. What can I really say about this other than if that's a problem for you -- get better teammates. As a rule my group calls out healing and reloading to avoid such scenarios. We find this to fall under common sense in any game, so it isn't something we need to think about. Almost all of what we do is like that actually.
[quote=Empty_Shadow]Srsly bro, players healing themselves is the biggest killer for squads on HoE, second to me fucking up needles.[/quote]
2. Players getting damaged is the biggest killer. Work on avoiding that and you'll find yourself not needing to heal so much. Self sufficiency means not having a Medic to pull your weight because you don't value your health. If you need to heal during a fight you've already done something wrong. Anytime anything gets within 20 feet of us (barring especially small maps) my group considers that a failing on our part to do our job properly.
[quote=Empty_Shadow]I'd much rather have my support go down in a blase of glory than die healing himself, one it gives me time you heal him because there's less shit mobbing him, two it clears out some mobs, three even if he does die at least he has his AA12 or hunting shotgun out, which'll save us a bit of dosh in the long run.[/quote]
Refer to point 2.
[quote=Empty_Shadow]Every damn time a squad breaks and gets torn apart it's because someone failed to do their job, demo failed to kill a FP, sharpshooter failed to kill a scrake, zerk failed to keep himself alive.[/quote]
3. Gonna be honest I don't care about any of that, firstly because I don't have that problem with my own group, and secondly because I already covered this in my previous post.
[quote=Empty_Shadow]It sounds to me like you play combat medic, which to me seems silly, certainly medics should lend a hand in the gunfight when needed, and obviously they need to keep themselves safe, but keeping people alive is your number one priority, that's why you have 8 tons of armor. Not so you can sit at the front and play rambo, it's so you can sit at the back of the group healing people and not die to the first 3 or 4 mobs that get past the front lines.[/quote]
4. An assumption that has no barring on how I play the game, so I'm not going to bother replying with another wall to it. Suffice to say it does not apply.
[quote=Empty_Shadow]If you can't keep your team healed, then you aren't doing your job. Unless someone fucks up or you get unlucky with positioning/mob spawns, you should be able to keep people topped up with few problems.[/quote]
5. The difference (besides the fact that you missed my point completely, and are assuming these wild things about my playstyle which I'm finding rather strange) is that my team already failed if they require me to heal them to begin with.
[quote=Empty_Shadow]The last thing I ever want to see is a fleshpound charging and 3 of my fucking guys running away from it, needles in hand trying desperately to give themselves what, 10hp? The end result is you lose ground, the fleshpound or whatever is behind it closes in on the squad, you get compounded and you end up losing the match.[/QUOTE]
Refer to the first sentence in point 1.
I must point out that you're not using examples of self sufficient people, just jackasses and fools.
As an aside, my group moved on to Doom 3 monsters once the standard ones became too easy. We consider Pinkies more of a threat than Scrakes or FP (before I changed all the monsters to Doom 3 we had bits and pieces of a normal wave spawn with them, and it became a joke between us that out of all the monsters coming toward us -- the FP was considered the least important thing to kill).
Still you remove the part of co-op gameplay with your idea of self sufficient: You ruin the fun for other people.
If you keep self healing, the medic trying to play will get real piss off and he will have no place in the team, plus the bigger factor that comes with self sufficient is they dont think in the other people firepower:
Dont tell me a firebug can tear down a scrake and a fleshpound by his own, you need to help him out while he help you out with the trash zeds, same goes with the medic, his firepower is weak in a long road (the new machinegun for the medic kinda fix this) but he alone won't be able to take a big zed by his own unless he gets injure in the attack. The most clear perk that needs help for other people is demolition: he cant fight anything at close range, once something goes near him, he will take damage because all his weapons have a huge self damage.
The idea of self sufficient just bugs me alot because it just remove the job and joy from some people that will not enjoy the match, feels selfish for me because KF was build to arround cover each other back with the mix of perks and teamwork.
The whole reason people are complaining about self-healing is that it's just inefficient.
Healing others is twice as good as healing yourself. Healing yourself uses 100% of the charge, healing someone else uses 50% of it and gives you money.
You should ALWAYS heal other players, and hopefully they'll do the same for you.
A good team doesn't even need a medic, they'll heal each other just fine.
My other gripe is when people complain about supports not having enough ammo.
Supports have plenty of ammo, people just spam it. You gotta have trigger discipline when you play support, potentially much more than for other perks.
Line up your shots to hit multiple zeds, and don't waste ammo on singular threats. That 1 clot can be handled by someone else, and if not, then by your 9mm.
Solo it doesn't matter as much, but when you're fighting 400+ zeds in a single wave, it matters quite a bit.
Shotgun + Hunting shotgun + axe loadout ALL DAY ERR' DAY
Except for patty. Combat Shotgun + AA12 is best for that asshole.
[QUOTE=Archimedes;39023486]All the posts about in-depth strategy is making me feel inadequate.
All I do is shoot zombies and throw money at the funny british man.[/QUOTE]
I am [I]horrible[/I] at this game (17 hrs, most perks at lvl with only sharp at 2, die at least twice in 10-rounds, die within seconds of being grabbed by a clot on Solo) and this thread makes me feel astonishingly inadequate. I like to think that I [I]know[/I] how to play the game pretty well, I'm just terrible because I don't have the [I]skill[/I] to play well (took a six-month hiatus from gaming, have always been bad at FPS). I, too, bought this game because brits are funny.
Thing that pisses me off a lot is constant dancing and bunnyhoping of teammates.
Even my own friends on skype do this shit until I start talking in a very rude form about it.
It's not my fault to not being a ~mlg pro aim king~ with healing darts or even a syringe.
[QUOTE=Hammer7;39027249]Thing that pisses me off a lot is constant dancing and bunnyhoping of teammates.
Even my own friends on skype do this shit until I start talking in a very rude form about it.
It's not my fault to not being a ~mlg pro aim king~ with healing darts or even a syringe.[/QUOTE]
Bonus points if they play Beserker and pull this shit while asking for heals.
And people(?) still scared of healing clouds.
I mean, seriously, they don't give a shit about Bloat's vomit (and actually die a lot from it) but flip their shit when see a green smoke. Same (but a bit less) for pyro nades.
I have to heal another 20k hp till Gold, but I often ends up playing as ~one man army rescue marine~.
Top kills, top dosh, always healthy.
My loadout is MP5/Shneider(whatever it calls), Hunting Shotty/AA12, Pipe bomb.
Goddamn bloats, no matter how fast you backpedal from one you will always get puked on .
Finally cracked level 3 firebug. Now nothing is level 2 anymore, I'm glad that's over.
I do enjoy how the higher difficulty is, the more teamwork you see and less "Leaf thut cluts ! My muney111".
In all the multiplayer games with a healing mechanic I've played, Killing Floor has got to have the most broken.
[QUOTE=A B.A. Survivor;39029335]In all the multiplayer games with a healing mechanic I've played, Killing Floor has got to have the most broken.[/QUOTE]
Generally in most games with healing mechanics, healing abilities don't randomly decide to just not work even when they hit somebody dead on.
Medic grenades are honestly the second best thing to ever happen to medics.
The best thing is of course the dart gun. but still, holy shit. Medic grenades have made my job so much easier.
[QUOTE=A B.A. Survivor;39029335]In all the multiplayer games with a healing mechanic I've played, Killing Floor has got to have the most broken.[/QUOTE]
It always worked perfectly for me
It may be just me and my shitty selection of servers but it seems anywhere I go, I always get permabanned or kicked.
What's your opinion on a good firebug loadout?
I don't like the flamethrower so I stick to Mac 10/Trench gun and dual flares.
Is the husk gun good? I've noticed I can stun scrakes with it.
Costs too much for not enough utility.
[QUOTE=DrCactus;39033014]What's your opinion on a good firebug loadout?
I don't like the flamethrower so I stick to Mac 10/Trench gun and dual flares.
Is the husk gun good? I've noticed I can stun scrakes with it.[/QUOTE]
Husk gun is fun to use, but is useless in a long run, flamethrower still the most powerful weapon for a firebug but trench gun is a very good sidegrade.
I usually just go with flaregun and trenchgun.
For me, it's like the flamethrower is to clear out all of the lower enemies, and the trenchgun is more concentrated. I love the Husk gun, but yeah, it's not the greatest.
[QUOTE=Corndog Ninja;39026927]I am [I]horrible[/I] at this game (17 hrs, most perks at lvl with only sharp at 2, die at least twice in 10-rounds, die within seconds of being grabbed by a clot on Solo) and this thread makes me feel astonishingly inadequate. I like to think that I [I]know[/I] how to play the game pretty well, I'm just terrible because I don't have the [I]skill[/I] to play well (took a six-month hiatus from gaming, have always been bad at FPS). I, too, bought this game because brits are funny.[/QUOTE]
Things will start to improve as time goes on and you level your perks more, trust me. It's also best to play with friends who are willing to organize, share, and cooperate. I've played roughly 200 hours on and off, having only recently come back to the game and only recently leveling the last few of my perks that aren't 5 or 6 up to level 4.
For me, I started to level perks much faster once I actually had them around level 2, especially the ones where you don't necessarily have to damage x amount (Such as weld points, healing points etc), as your upgrades just make them work so much better.
[QUOTE=lintz;39033048]Costs too much for not enough utility.[/QUOTE]
It has plenty of utility.
-Can stun scrakes
-AOE damage
-Variable power
-[B]No reload[/B]
-Infinite range, provided you can aim
It has more utility than the flamethrower I'd say. It trades some of the flamethrower's power and hallway clearing ability for more utility in areas the flamer lacks.
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