It's amazing how much a competent team changes the game.
I was on a hard server where everybody actually focus fired on scrakes, and we made it to hans no problem. Trouble is, our medic left right before we fought him, and everyone else was too arsed to actually heal each other, so we all died.
Still, it's better than getting to wave 6 and then having everybody wipe because two scrakes spawned.
[QUOTE=27X;47602715]No, directly comparative to any level of any other class at the same level.
By all means continue to stick your head in the sand, but the medic is a far better zerk than zerk will ever be under the current perk conditions; and this is without the comparison to the incoming weeaboo class, which is directly geared for speed, damage refutation and batshit counter damage. Nerf or no nerf, in its current state the perk is severely under-performing, and rather reminiscent of KF1's initial zerk aka an utterly useless character past hard.
At level 20, the medic takes armor at wave 1, then switches to regen and acid, and you're pretty much level 6 zerk from Kf1 with [I]regen[/I] and the ability to give teammates armor back. If you can't see the completely off the rails disparity there, I really don't know what to tell you.
The bezerker is supposed to a generally resistant tank under the new balance model; with parrying, anyone can be a situational tank, and a parrying medic can literally create a zone wherein anything entering said zone takes continual damage for four seconds while being stunlocked with an explosive hammer, up to and including FPs.[/QUOTE]
You're getting the wrong idea that the Zerk is supposed to tank head on, he doesn't have any defensive skills nor does his damage resistance scale upwards with level (though I think he should marginally).
His swing speed and movement speed is his greatest asset, swinging with the Pulveriser's light attack is a guaranteed stumble on anything smaller than a scrake but it swings too slowly for other classes, he can keep entire clumps of zeds stuck at a doorway just by using the sideway swings then finish them off with the heavy attack. Try that with any other classes and you'll be eaten faster than you can reload a rifle with tactical reload
He can dart in and out of zed mobs to assassinate Sirens and Husks with Pulverisor's heavy attack and not worry about being caught by clots. Most importantly, he has the almighty EMP grenade, something that can reliably shutdown raging scrakes and fleshpounds for the whole team to unload on them.
A medic parrying a fleshpound is a medic that isn't healing the rest of the team, a Zerk can at least chase down a raging fleshpound and draw aggro thanks to his amazing running speed. (Seriously, I can't imagine Martial Artist to be even faster, Zerk already runs like Sonic chasing rings)
[QUOTE=Roshbitnak;47602780]It's amazing how much a competent team changes the game.
I was on a hard server where everybody actually focus fired on scrakes, and we made it to hans no problem. Trouble is, our medic left right before we fought him, and everyone else was too arsed to actually heal each other, so we all died.
Still, it's better than getting to wave 6 and then having everybody wipe because two scrakes spawned.[/QUOTE]
Honestly most of the people I've played with have surprised me: part of it is certainly to do with different balance, but I've yet to see 4-5 people wipe to the same Siren like I occasionally witnessed in KF1.
(Hitpoints? What are those again?)
On the topic of zerk, I think what really kills it is the extremely small penalty for using off-class weapons in KF2: if only zerk could use the Pulverizer, it MIGHT be top tier for the big guys. Maybe. I'm too terrible at the game to know for certain.
(Giving the Furious Defender bonus regardless of HP would probably be a step in the right direction, though.)
Can't wait for the missing classes and more weapons to be added, it feels a bit repetitive at the moment.
[QUOTE=Ganerumo;47602860]Can't wait for the missing classes and more weapons to be added, it feels a bit repetitive at the moment.[/QUOTE]Yeah, not diverse enough just yet, so its pretty formulaic. A little more diversity will definitely make rounds more interesting.
[QUOTE=d00dfish;47602818]You're getting the wrong idea that the Zerk is supposed to tank head on, he doesn't have any defensive skills nor does his damage resistance scale upwards with level (though I think he should marginally).
His swing speed and movement speed is his greatest asset, swinging with the Pulveriser's light attack is a guaranteed stumble on anything smaller than a scrake but it swings too slowly for other classes, he can keep entire clumps of zeds stuck at a doorway just by using the sideway swings then finish them off with the heavy attack. Try that with any other classes and you'll be eaten faster than you can reload a rifle with tactical reload
He can dart in and out of zed mobs to assassinate Sirens and Husks with Pulverisor's heavy attack and not worry about being caught by clots. Most importantly, he has the almighty EMP grenade, something that can reliably shutdown raging scrakes and fleshpounds for the whole team to unload on them.
A medic parrying a fleshpound is a medic that isn't healing the rest of the team, a Zerk can at least chase down a raging fleshpound and draw aggro thanks to his amazing running speed. (Seriously, I can't imagine Martial Artist to be even faster, Zerk already runs like Sonic chasing rings)[/QUOTE]
Nowhere have I stated such, I know perfectly well how to kite from playing plenty of hours of KF1 HoE. None of what you said is of any use on suicidal or HoE, and anyone can driveby side-swipe a SC or FP, again generic advice supposed to bolster the zerk can bolster anything, and I can do a drive by stun AND heal as the medic.
Try seeing the larger view of perk balance instead of wasting bandwidth trying to put the best lipstick on a pig, and using the hammer on a bunch of peepee zeds instead of the designated perk weapon isn't going to be happening anyway, so you can chuck that theoretical right out the window to begin with.
The zerk's design base needs work, period.
[QUOTE=Totenkreuz;47602388]How do you do this? What exactly happens? Does a game play out while you move around in a free cam taking shots? Do you go into a previous game so you can pause it?[/QUOTE]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=432322746]Created a guide on it.[/url]
If you want really easy exp just go on the testing map. You can get 10 levels in like 30 minutes.
Got my medic to lvl15 and I can't tell if Lacerate skill gave any dps boost at all.
Is anybody knows how this thing works?
I'm in love with these models, they're really fun to mess with
[T]http://i.imgur.com/ot21dEe.jpg[/T]
I just wish they'd at least look into the whole Intel HD issue more then not at all.
[QUOTE=Ricenchicken;47602939]If you want really easy exp just go on the testing map. You can get 10 levels in like 30 minutes.[/QUOTE]
What's the testing map?
[editline]adf[/editline]
[url=http://forums.tripwireinteractive.com/showthread.php?t=106661]Is this it?[/url]
[QUOTE=CDJO;47602983]I just wish they'd at least look into the whole Intel HD issue more then not at all.[/QUOTE]
This is probably not very high on their list of issues to address at this stage in the beta unfortunately.
[QUOTE=Qaus;47602988]This is probably not very high on their list of issues to address at this stage in the beta unfortunately.[/QUOTE]
Yeah and I understand that, in any case the game look great! Worse case scenario by the time I finally get a better computer it'll probably outta EA
[QUOTE=Ricenchicken;47602939]If you want really easy exp just go on the testing map. You can get 10 levels in like 30 minutes.[/QUOTE]
oh baby already leveling maps
[QUOTE=Hellsing4682;47602987]What's the testing map?
[editline]adf[/editline]
[url=http://forums.tripwireinteractive.com/showthread.php?t=106661]Is this it?[/url][/QUOTE]
Yea.
It was incredible when I was doing it, sit there as medic, throw a 500~ exp, another nade, 500 more exp.
Go back and get more nades, then stand in the center and let the clots spawn in.
For berserker, I found it's best to just run at the clots and melee till theres a big group, then throw all 5 of your nades in the center for a quick 1000 exp, let them keep spawning until you get fps lag. Go turn off the clot spawner when/if you get FPS lag and finish the room. Rinse and repeat.
[thumb]http://i.imgur.com/2ypMogp.jpg[/thumb]
[QUOTE=Ricenchicken;47603008]Yea.
[/QUOTE]
do you know if it scales for HOE? like, I don't remember the console command to set the difficulty to that.
Oh, I think I will use that map to just lvl my other perks to my current highest one (16 - zerker).
I did play a lot as zerker now and I can clearly see that he needs major changes to his abilities and some buffs to his survivability.
As plenty of you have said, medic is much more versatile and he can actually be a much better melee fighter than zerker, especially on higher difficulties.
Sure, I can solo a scrake, but the way I do it (circling instead of parrying) means that ANY class can do it and usually they can do it much better or faster.
Zerker currently is only good for shutting down 1 single big baddie and disabling raging flesh pounds / scrakes (it takes 2 emp nades to disable raging flesh pound or 1 for scrake).
THAT IS ALL, he is a worthless perk for anything else, you lack damage, you lack survivability, you are a glass cannon if messes up on front line means you go down VERY quickly. The only "good" abilities of zerker are: anti-clot grab and... nightvision, which is known as being useless (not worth the pick).
[QUOTE=Naught;47603046]do you know if it scales for HOE? like, I don't remember the console command to set the difficulty to that.[/QUOTE]
I don't know the command, but if you go to your documents/mygames/kf2/kfgame/config/KFGame.ini
and change GameDifficulty=0.00000 to GameDifficulty=1.0000 that makes it hard.
2 makes it suicidal, 3 makes it HoE. But clots only give 11 exp max, so it's best just to do hard so they have less hp.
[QUOTE=Ricenchicken;47603052]I don't know the command, but if you go to your documents/mygames/kf2/kfgame/config/KFGame.ini
and change GameDifficulty=0.00000 to GameDifficulty=1.0000 that makes it hard.
2 makes it suicidal, 3 makes it HoE. But clots only give 11 exp max, so it's best just to do hard so they have less hp.[/QUOTE]
Or you can use this.
[code]open kf-testingmap?Difficulty=0,1,2,3[/code]
I'm loving kf2 a lot but the majority of people on public servers are so awful at it
Got to wave 10 on hard on outpost with a pretty good team but right as the wave started we got bumrushed by 2 scrakes and 2 fleshpounds right away, good times. I died in like 5 seconds.
[QUOTE=Nintendo-Guy;47603307]Got to wave 10 on hard on outpost with a pretty good team but right as the wave started we got bumrushed by 2 scrakes and 2 fleshpounds right away, good times. I died in like 5 seconds.[/QUOTE]
Well that happens like always on that wave...
You just focus on Fleshpounds first and either leave scrakes as last zeds on the field or rapidly take one by one, to make some breathing room before the rest of ~8 scrakes come in that wave.
That wave is basically a test if you got a good team, or the one where there is that commando who shoots scrakes, while FP rages on your team.
[QUOTE=Toy_Soldier;47601343]I'd rather use that the weight that weapons weighs on something my class would be more proficient using.[/QUOTE]
i'm still worrying about this
Considering how Katana isn't berserker weapon what would you personally think about multi perk weapons?
[QUOTE=Doctor Zedacon;47602888]Yeah, not diverse enough just yet, so its pretty formulaic. A little more diversity will definitely make rounds more interesting.[/QUOTE]
Considering how relatively easy it is to get tier 3 weapons and how easy it is to rank up compared to KF1, I hope they do something interesting with it like adding a shitton of tier 3 weapons with individual milestones to each weapon, to compensate for the easy levelling.
[QUOTE=27X;47602715]No, directly comparative to any level of any other class at the same level.
By all means continue to stick your head in the sand, but the medic is a far better zerk than zerk will ever be under the current perk conditions; and this is without the comparison to the incoming weeaboo class, which is directly geared for speed, damage refutation and batshit counter damage. Nerf or no nerf, in its current state the perk is severely under-performing, and rather reminiscent of KF1's initial zerk aka an utterly useless character past hard.
At level 20, the medic takes armor at wave 1, then switches to regen and acid, and you're pretty much level 6 zerk from Kf1 with [I]regen[/I] and the ability to give teammates armor back. If you can't see the completely off the rails disparity there, I really don't know what to tell you.
The bezerker is supposed to a generally resistant tank under the new balance model; with parrying, anyone can be a situational tank, and a parrying medic can literally create a zone wherein anything entering said zone takes continual damage for four seconds while being stunlocked with an explosive hammer, up to and including FPs.[/QUOTE]
I just finished 3 suicidal runs and the berserker pretty much carried us through everything, he was our only answer to scrakes and the stun grenades and eviscerator were completely critical to not dying, on top of that he was the only person who could tank scrake swings and survive with medic support, if anyone else ended up in front of the scrake they were mincemeat.
That zerk kicked ass, hell he survived against two raged scrakes at the end, alone, for about 2 minutes by parrying with his god damn krovel.
golden tier 3 weapons?
i can see that happening
[QUOTE=Ganerumo;47603365]how easy it is to rank up compared to KF1[/QUOTE]
I don't know why people say that, ranking up once in KF1 gave you pretty large bonuses and was kind of like gaining 5 levels in KF2. So I don't really think it's too fast. I have 14 hours of playtime and all my perks at around level 5 right now. The finished game's gonna have 10 perks, so getting them all to level 25 is probably gonna take 200+ hours even at the current xp gain rates.
[QUOTE=Hellsing4682;47602224][vid]http://a.pomf.se/scsfqn.webm[/vid][/QUOTE]
Oh man, please do this with fleshpounds or anything melee if it hasn't already been done. :v:
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