• Killing Floor v6 - From Dosh to Brouzouf
    5,005 replies, posted
[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] Fun fact: at level 25 a medic is just as fast as a zerker, has 75% resist to bloat bile (compared to zerker's 25). The only thing that zerker's have going for them is the bonus to attack speed and the situational emp grenades. But considering you opt of of things like regeneration, nevermind better self healing or a 75% bonus to armour, the trade off is just not worth it. The skills for zerker are largely trash. A medic parrying a fleshpound [I]is[/I] one that isn't healing the rest of the team, but he's too busy being a better zerker for that to matter.
Hit Level 20 support today. Almost there, just 5 more levels.
So yeah you can modify the .bik files of the menubg and other loading screens with what you want. I replaced everything with this. [video=youtube;hQvoYlzufz0]http://www.youtube.com/watch?v=hQvoYlzufz0[/video]
Hey guys! Looking for people to play suicidal with. I'm 18 on commando and 5 on both support and medic. [url]http://steamcommunity.com/id/alexmjes[/url]
Holy FUCK Pulverizer is so fucking fun Why didn't I tried out this holy hammer earlier my God how I've missed out on so much fun
[QUOTE=Derp123213;47603775]Holy FUCK Pulverizer is so fucking fun Why didn't I tried out this holy hammer earlier my God how I've missed out on so much fun[/QUOTE] you should have tried it early beta, it was even stronger back then
[QUOTE=Alex_V;47603739]Hey guys! Looking for people to play suicidal with. I'm 18 on commando and 5 on both support and medic. [url]http://steamcommunity.com/id/alexmjes[/url][/QUOTE] I'll play, mang. Level 20 support. I'll add ya as soon as the steam community page returns to normal
[VID]http://a.pomf.se/dhvcdo.webm[/VID] Doors, Hans' worst enemy.
whats considered the "best" perk right now? i've been swinging towards commando and support, haven't bothered with berserker or field medic at all yet, i'm assuming medic is considered better?
[QUOTE=MarioInATopHat;47604013]whats considered the "best" perk right now? i've been swinging towards commando and support, haven't bothered with berserker or field medic at all yet, i'm assuming medic is considered better?[/QUOTE] In terms of damage, Support is the best and AA-12 is a mini M32 with the game dropping the entire bullet sponge difficulty of KF1. Mid air alt-fire DB is a lifesaver too. Medic is surprisingly great for tanking and some even play as Zerker as this perk just because of its tankiness and general damage resistance. Mando is great for distant trash clearing, but because of the fact that the 3 maps are quite close-quarters along with their weapons not giving enough damage to take care of big zeds, Mando is arguably the 'worst' class until a more open map gets released. Haven't played enough Zerker to judge it yet, but from what I've seen, he's pretty damn weak compared to KF1.
What's the IP for the 100 player server?
I do like the commando, my friends are support or medics anyways. And I always buy the medic gun when I can.
[QUOTE=MarioInATopHat;47604013]whats considered the "best" perk right now? i've been swinging towards commando and support, haven't bothered with berserker or field medic at all yet, i'm assuming medic is considered better?[/QUOTE] Probably, from best to worst, Support Medic Commando Zerker
[QUOTE=theobod;47604193]I do like the commando, my friends are support or medics anyways. And I always buy the medic gun when I can.[/QUOTE] The medic pistol is pretty boss on any class. I find that if there's enough down time in a wave where shits not doing down, I'll whip it out and throw some heals around before switching back to my regular weapon.
[QUOTE=cardfan212;47604190]What's the IP for the 100 player server?[/QUOTE] There are many different 100 and even 200 servers, right click on tray icon of steam and then press Server and then filter only Killing Floor 2.
512 man servers when
[QUOTE=Derp123213;47604251]512 man servers when[/QUOTE] Killing floor: planetside edition.
2048/4096 player servers when
What's a better secondary if you're equipping an AA-12? Playing Support and getting frustrated by the amount of reloading that it takes with a shotgun and simply 2 shots with a Boomstick.
[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] "A decent beginning, let's call that your warm-up" --Trader
Killing Floor MMO when
Killing Floor dating sim when Fempound is my waifu you fucking casuals [sp] fuck no squigly is my waifu <3 [/sp]
[QUOTE=Xubs;47604341]I always use AA12, boomstick, and medic pistol. If I am REALLY concerned about rate-of-fire for the secondary, I use a pump shotgun, but only then.[/QUOTE] Oh i keep forgetting that a medic pistol takes just 1 space, it's quite convenient then
[QUOTE=Sweater;47604322]What's a better secondary if you're equipping an AA-12? Playing Support and getting frustrated by the amount of reloading that it takes with a shotgun and simply 2 shots with a Boomstick.[/QUOTE] Support Flowchart: Pump Shotgun (Don't even think about buying armor.) Pump Shotgun + AA12 (You better have this by Wave 4.) Hunting Shotgun + AA12 (Now you might consider armor.) Medic Pistol + Hunting Shotgun + AA12 (You am become God.) Hunting Shotgun is great if you just don't get too close with it. You basically run up, tap, and back off. Use the double-blast for Husks and Sirens. AA12 should only be used in emergencies and versus Scrakes/Fleshpounds. You have to conserve that ammo. Medic Pistol is good for picking off trash if you have down time.
[QUOTE=Doom14;47604453]Support Flowchart: Pump Shotgun (Don't even think about buying armor.) Pump Shotgun + AA12 (You better have this by Wave 4.) Hunting Shotgun + AA12 (Now you might consider armor.) Medic Pistol + Hunting Shotgun + AA12 (You am become God.) Hunting Shotgun is great if you just don't get too close with it. You basically run up, tap, and back off. Use the double-blast for Husks and Sirens. AA12 should only be used in emergencies and versus Scrakes/Fleshpounds. You have to conserve that ammo. Medic Pistol is good for picking off trash if you have down time.[/QUOTE] I find myself handling pump shotgun better than double-barrel, since it allows you miss some shots (dat spread and when shooting both barrels you don't even know if you hit anything because of recoil), and against weaker enemies two are essentially the same. For larger enemies it is just AA-12. Plus against hans (before 3 heals) feels somewhat more efficient. I pick double barrel only when I'm feeling like having extra [I]fun[/I].
[QUOTE=Doom14;47604453] Hunting Shotgun is great if you just don't get too close with it. You basically run up, tap, and back off. Use the double-blast for Husks and Sirens.[/QUOTE] One thing I've already learned in KF1 is that you almost never want to use the double blast, in most cases it's better to just fire off two normal shots quickly one after another. That way if you screw up and miss the first one, you still have one left to correct your mistake, not to mention that even a single shot is often enough to kill whatever you wanted to kill. Hell, this is even better in KF2 now that you can reload after a single shot.
[QUOTE=pebkac;47604576]One thing I've already learned in KF1 is that you almost never want to use the double blast, in most cases it's better to just fire off two normal shots quickly one after another[/QUOTE] I feel like it still has that weird bonus from KF1/KFMOD where the double blast actually does more damage than two single shots combined, but I also doubt that because they patched it later. It's also nice to instantly erase sirens before they can scream just by planting the double on their face.
[QUOTE=Vincentor;47604005]video Doors, Hans' worst enemy.[/QUOTE] Dunno if you know this, but you can press middle mouse to fire both barrels at once.
Anyone feel like Commando has been always the underdog of KF? Feels bad man because I fucking love automatic weapons.
I remember hearing about how they wanted to add three variants to every type of enemy, like the cyst, clot and slasher which got me thinking. We've already seen the double bladed gorefast so that could potentially be a thing but what of other less easily malleable enemies, what about say... the husk. So I sat and though and arrive at an idea, "what if a husk variant did less damage but it's weapon could be used as a welder." Effectively this husk could quickly unweld a door if not taken care of somehow. Then I though, perhaps one of it's new abilities on harder difficulties could be that it can then weld doors back up to trap players in a room with something big and nasty like a scrake.
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