• Killing Floor v6 - From Dosh to Brouzouf
    5,005 replies, posted
[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] Just wait until you can equip tactical reloading, makes it a lot less frustrating.
Does anyone know the conditions for when Hans will grab someone to heal? Is it random or when he takes a certain amount of damage? I managed to beat Hard again with a 6 man and my strategy was to use my hunting shotgun on him but save the aa12 when he uses up his 3 heals. Also sort of pro tip: If you're running away from a Fleshpound, take out your knife and parry. It buys you a decent amount of time and reduces the damage you take. Fleshpounds eventually calm down so it's likely they'll change targets or just calm down so you can regroup.
[QUOTE=ashxu;47604776]Does anyone know the conditions for when Hans will grab someone to heal? Is it random or when he takes a certain amount of damage? I managed to beat Hard again with a 6 man and my strategy was to use my hunting shotgun on him but save the aa12 when he uses up his 3 heals. Also sort of pro tip: If you're running away from a Fleshpound, take out your knife and parry. It buys you a decent amount of time and reduces the damage you take. Fleshpounds eventually calm down so it's likely they'll change targets or just calm down so you can regroup.[/QUOTE] Once he goes down to about a third or a quarter HP he drops the smoke bombs, gains 85% damage reduction and starts trying to grab people.
[QUOTE=MrHeadHopper;47604626]Anyone feel like Commando has been always the underdog of KF? Feels bad man because I fucking love automatic weapons.[/QUOTE] Commando is not the worst class, he's just the least impressive. His starting rifle is probably what does it for most people, myself included, it being all about burst fire maximum accuracy aim for the head kinda stuff. I am without a doubt one of those players who likes to explode things for the sake of explosions, my day is not done unless I have blown something up or set something on fire. So from my perspective a class that is about "High skill precision" does not gel well with me, I don't play games to prove I'm good I play them to have fun. Now you might disagree, you might think that rapid fire accurate weaponry is fun as heck to use, and that's fine whatever you have fun with is perfectly fine, if you wanna go full on spaghetti western Bang bang bang now everyone has a hole in their head like you're Clint Eastwood (yes he uses a revolver but you get my point) then be my guest. The thing is, that there are a few key points to consider. Firstly, the zombie-hunters arsenal of choice has always included a shotgun in there at some point, it's almost a holy symbol these days and to decry the shoutgun is near blasphemy. Secondly the shotguns are, by and large, the most impressive weapons to use in the game at the moment. Using the double barreled shotgun and reducing what was once a cluster of about ten zeds into meat paste with one very satisfying Blam never gets old and KF2's gore system shows it off nicely. Thirdly, the AA-12 currently has some of the best damage output in the game, this is key as many players will see the term "MOST DAMAGE" and immidiatly jump on it with little regard to other factors, such as accuracy, sustainability and ease of use. Now in my lexicon the terms "ammo economy", "trigger discipline" and "careful aim" are listed as missing and redirect you to "damage output", "explosive force" and "ludicrous gibs" again that's just the way I play and I suspect many of you also agree. What it boils down to is that the commando has many useful skills that aren't very impressive, boring but practical would be the best way to describe it. -More HP -More ammo -more damage -Faster reloads -can see stalkers All of these above traits are just p0lain useful, no two ways about it, they ain't even situational useful they are just useful, but they don't have that unusual quality that other perks have. The medics get poison darts and can repair armour, both are useful and poison darts is a new dynamic that can change the way a medic plays. The medics guns can also get a Bleed DoT. Support gets to shit out free ammo, his shotguns can penetrate zeds and kill sloughs of them in a single shot. The berserker has an EXPLODING FUCKING SLEDGEHAMMER. S there it is, commando's are good, but unless accurate AR fire is your thing it's probably gonna be pretty dull.
commando wouldn't be so bad if he didn't take 2 years to reload or they didn't have two bullets per mag. They have too much down time and fail in the burst department for killing big mobs
[QUOTE=ashxu;47604846]commando wouldn't be so bad if he didn't take 2 years to reload or they didn't have two bullets per mag. They have too much down time and fail in the burst department for killing big mobs[/QUOTE] They get +50% mag size at level 10 and way faster reloads at level 15, you can also carry two ARs and just swap if reloading isn't a great idea.
[media]http://www.youtube.com/watch?v=0P696IwhYj0[/media]
[QUOTE=ashxu;47604846]commando wouldn't be so bad if he didn't take 2 years to reload or they didn't have two bullets per mag. They have too much down time and fail in the burst department for killing big mobs[/QUOTE] +50% bullets per mag skill is so nice. For one, it makes buying ammo cheaper (you buy in clips, so you're paying 2/3 what you did before), but mainly just improves combat downtime. The starting rifle actually isn't half bad with +50% mags while single firing.
Commando is a lot of fun in early waves when you can set the AR to single-fire and pop heads left and right like the old days, reminiscing about the lever-action rifle. Then Scrakes and shit show up and you don't have anything strong enough to pop heads like a mad cunt no more. Would probably find commando more useful if I wasn't using it as a stand-in for sharpshooter, but whatever.
missing sharpshooter so badly
I had almost most of the trash mobs kills as Commando while everybody kept Scrakes\FPs on line. It tends to be quite fine if people don't get surprised by random Gorefasts\Stalkers while fighting big dudes
[QUOTE=Empty_Shadow;47603377]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.[/QUOTE] You mean a good player was good at the game? Awesome; thanks for making my point for me with COMPLETELY INCIDENTAL AND ANECDOTAL EVIDENCE. Meanwhile [b]in a direct comparison of perk abilities wielded at max optimal performance[/b], the berzerker is laughably underpowered and the benefits do not equal, much less outweigh, the negatives. Simple as.
Should commando get a skill that goes against call out that allows him to pick between his team seeing cloaked zeds (Call Out), or a skill that would allow teammates to see enemy HP? Several of the current commando skills are so far inferior to the alternative, they need to make it where there isn't a go to build.
Got two of the videos up in Youtube, but I wanna put all of them in a single file, no matter the size. Somebody knows a better free video editor than Windows Movie Maker, but that allows to process 1080p 60FPS without losing the quality?
For those looking to replace music, the total count of all non-vocal songs comes to [B]SIXTY NINE FUCKING SONGS.[/B] A majority of the combat songs are around 3:30 length. A big number are also 4:00-4:30 and 3:00-3:15. There are a few outliers at 5:00 and 5:15, and a few shorter ones around 2:00-2:30. Hans is 4:20 and the title is 4:04. [sp]The above is not a joke, I swear[/sp]
I wish when using an off perk weapon you at least got xp for the other perk weapon your using. There are some effective multi perk weapon setups that arent worth using because you dont progress nearly as much if you use them.
[QUOTE=Mattk50;47605614]I wish when using an off perk weapon you at least got xp for the other perk weapon your using. There are some effective multi perk weapon setups that arent worth using because you dont progress nearly as much if you use them.[/QUOTE] You do get the XP, just like in original KF. [editline]26th April 2015[/editline] You just don't notice it.
[QUOTE=Mattk50;47605614]I wish when using an off perk weapon you at least got xp for the other perk weapon your using. There are some effective multi perk weapon setups that arent worth using because you dont progress nearly as much if you use them.[/QUOTE] You get XP, it just doesn't show on the bar.
i did it boys [img]http://i.imgur.com/LFKP8Am.png[/img]
[QUOTE=69105;47602641]Playing zerk on normal is so different than playing it on another difficulty because in normal you're pretty much godmode to every zed other than skrakes, husks and fleshpounds. most zerks just stand in a crowd of enemies and fastfire left mouse button and leave it at that on hard the enemies get completely different animations and they can actually dodge your attacks and shit too and since you're facing a tougher variety, you have to play your role completely differently which a lot of people don't. a zerk is essentially a class designed to keep enemies off of your team mates when they get overwhelmed--not storm the front. it's obviously just an aggro class, but people mistake aggro with being a tank. you're still incredibly vulnerable. you just have to attack and draw enemies away from other players while staying far enough away so you don't get hit yourself zerker is an AWESOME class on hard. i love it. i love romping around with the eviscerator and then pulling out the knife to parry skrake attacks[/QUOTE] That's actually a good way to put it. The zerker holds the line so everyone else isn't getting bottled up by random zeds and can aim, heal etc more effectively. Also I made a thread on the Tripwire Forums about my audio stuttering ([url]http://forums.tripwireinteractive.com/showthread.php?t=106890[/url]), feel free to post your experiences there too and hopefully the more people post, the more likely the devs are to notice and maybe reply about it.
[QUOTE=Ricenchicken;47605385]Should commando get a skill that goes against call out that allows him to pick between his team seeing cloaked zeds (Call Out), or a skill that would allow teammates to see enemy HP? Several of the current commando skills are so far inferior to the alternative, they need to make it where there isn't a go to build.[/QUOTE] I had spoken to a KF dev with that exact same recommendation actually. Personally I would also like to see the Single Fire skill to give you a laser sight attachment that also increased accuracy. While the Autofire perk also gives recoil reduction. To better facilitate the nature of the respective firing modes. Currently having a 20% bonus to damage seems great on paper, but feels largely underwhelming in practice.
[QUOTE=Worstcase;47606012]I had spoken to a KF dev with that exact same recommendation actually. Personally I would also like to see the Single Fire skill to give you a laser sight attachment that also increased accuracy. While the Autofire perk also gives recoil reduction. To better facilitate the nature of the respective firing modes. Currently having a 20% bonus to damage seems great on paper, but feels largely underwhelming in practice.[/QUOTE] I put in a suggestion about combining the single fire and auto fire perks into one. Shouldn't have to have a separate perk just for different firing modes. Support has one that increases damage for all weps at level 20. Commando should have an increased damage perk for all weps, switch it to level 20.
Played the game during the closed beta, just bought it and found my old 5.1 surround sound speakers (been using headphones the last few years). Anyway, does this game support 5.1 surround sound? Currently typing a research paper so don't have time to test it atm and google search only has people talking about KF1
went back and played kf1 today. holy shit fuck everybody saying kf2 is slower than kf1, kf1 is slow as FUCK.
Are sirens supposed to break welded doors just by touching them, cause everytime I weld a door to 100 and turn my back, the door disintegrates and a siren comes out screaming
[QUOTE=BeardyDuck;47606222]went back and played kf1 today. holy shit fuck everybody saying kf2 is slower than kf1, kf1 is slow as FUCK.[/QUOTE] Who says KF2 is slower? Even on normal 2 is way more hectic.
[QUOTE=Rents;47606310]Who says KF2 is slower? Even on normal 2 is way more hectic.[/QUOTE] twi forums, youtube, reddit, twitch. have you not been keeping up with comments on kf2? [editline]26th April 2015[/editline] pretty sure a few people in this thread also complained about kf2 being slow in comparison.
[QUOTE=BeardyDuck;47606327]twi forums, youtube, reddit, twitch. have you not been keeping up with comments on kf2? [editline]26th April 2015[/editline] pretty sure a few people in this thread also complained about kf2 being slow in comparison.[/QUOTE] I haven't.
[QUOTE=BeardyDuck;47606327]twi forums, youtube, reddit, twitch. have you not been keeping up with comments on kf2? [editline]26th April 2015[/editline] pretty sure a few people in this thread also complained about kf2 being slow in comparison.[/QUOTE] People on all of those sites have dumb opinions and I'm glad I haven't been reading them.
[QUOTE=BeardyDuck;47606327]twi forums, youtube, reddit, twitch. have you not been keeping up with comments on kf2? [editline]26th April 2015[/editline] pretty sure a few people in this thread also complained about kf2 being slow in comparison.[/QUOTE] The only way i could understand that argument is with the fact that the zeds only seem to spawn near the majority of the group now, so you cant run around on your own as much.
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