• Killing Floor v6 - From Dosh to Brouzouf
    5,005 replies, posted
[QUOTE=noh_mercy;47607796]id rather see every class buffed and than see the medic nerfed. he is too perfect as is. [editline]26th April 2015[/editline] well she looks a lot less like an oldman on a 26yr old female body with that skin.[/QUOTE] Nerfed how? I don't really like the sound of that
Field medics are needed, how else are pubs supposed to stay alive?
[QUOTE=Ogopogo;47607555]To quote someone from the tripwire forums. Also What makes you say that? Anyone can stumble scrakes with the pulverizer. It's not class exclusive.[/QUOTE] That quote is utterly full of shit because: 1) self heal isn't that good (30hp is not significantly more than 20hp) 2) regen is slow as fuck AND makes you miss out on free armor 3) you can't have discount/free armor AND mend ally armor 4) anyone can and should have a medic pistol 5) heal grenades do virtually nothing to big zeds 6) highest melee damage is literally 100% false, zerk with a medic buddy will keep higher melee damage, for longer, with a faster rate of fire Also zerks get a potential bonus to stumble through a perk, and I'm fairly sure stumbling is tied to weapon damage (like KF1) so bonus damage will improve stumble chance. The only time medic's perks are valuable as zerker standin is when you fuck up and take damage, and I'll give you a pro-tip for playing zerk, you shouldn't be taking damage from anything other than sirens and occasionally fleshpounds.
[QUOTE=Caridan;47608361]Is it just me or does the SCAR not get the 50% magazine bonus?[/QUOTE] It does for me It normally has 20 shots and now it has 30 [editline]27th April 2015[/editline] Am i the only one that actually likes to use the 9mm? I'd use the damage increase if the mag increase wasn't significantly better
[QUOTE=Nickolas;47609261]It does for me It normally has 20 shots and now it has 30 [editline]27th April 2015[/editline] Am i the only one that actually likes to use the 9mm? I'd use the damage increase if the mag increase wasn't significantly better[/QUOTE] I wish medic pistol wasn't a straight upgrade on the 9mm, because it has a much nicer model and animations imo. Still ends up getting used more often than I'd think on suicidal though, never have any fuckin' bullets.
[QUOTE=LittleBabyman;47605620]You do get the XP, just like in original KF. [editline]26th April 2015[/editline] You just don't notice it.[/QUOTE] Great to know, thanks, i wasnt sure ebcause the xp popups werent there. Gogo medic rifle and aa12 build for my support.
[QUOTE=Hellsing4682;47608417]How could you forget these succulent spectacles. [t]http://i.imgur.com/CS4d1B4.jpg[/t][/QUOTE] This is super hot that my skin is melting :v:
[QUOTE=Empty_Shadow;47609269]I wish medic pistol wasn't a straight upgrade on the 9mm, because it has a much nicer model and animations imo. Still ends up getting used more often than I'd think on suicidal though, never have any fuckin' bullets.[/QUOTE] I guess we'll just have to wait and see what the other pistols will end up like I really hope we'll get pistols that are also viable to non-pistol classes
Fuck, I keep losing connection to all games I join No bueno
[QUOTE=Empty_Shadow;47609252] 6) highest melee damage is literally 100% false, zerk with a medic buddy will keep higher melee damage, for longer, with a faster rate of fire[/quote] At higher difficulties, the medic has to babysit the zerker to the point where it is far more efficient for the medic to do it instead, or the zerker wastes too much time waiting for his syringe to recharge. It doesn't help that the zerkers damage bonus is wasted outside of larger zeds, as it does nothing to change how fast the weak zed's are killed. [quote] Also zerks get a potential bonus to stumble through a perk, and I'm fairly sure stumbling is tied to weapon damage (like KF1) so bonus damage will improve stumble chance.[/quote] Nope. Stumble is independent from damage. The pulverizer has 135 stumble power from the alt fire explosion. Scrake only takes 125 to stumble. He hasn't worked out the modifiers yet for difficulty level. [url]http://www.reddit.com/r/killingfloor/comments/33qijy/killing_floor_2_zed_hit_and_stumble_mechanics/[/url] [url]https://docs.google.com/spreadsheets/d/1GDpg2mN1l_86U_RaDug0glFx8cZCuErwxZLiBKl9SyY/htmlview?sle=true#[/url] It's still a work in progress. [quote] The only time medic's perks are valuable as zerker standin is when you fuck up and take damage, and I'll give you a pro-tip for playing zerk, you shouldn't be taking damage from anything other than sirens and occasionally fleshpounds.[/QUOTE] Yeah, good luck with that on HOE.
You can stumble any zed as any class using the V bash. I have stunlocked scrakes as a medic with a pistol jsut by running over, smacking him with the butt and sprinting away while he preps for a counterattack.
anyone know if medic shotty/rifle gives xp to support/commando?
Berserker would be far better if it had like +5% per level increase in stagger time on parries or something.
[QUOTE=ashxu;47610200]anyone know if medic shotty/rifle gives xp to support/commando?[/QUOTE] If the weapon is for a specific class it only gives EXP to that class. If you do damage to a zed with a wep from support and a wep from commando, you split the exp between the two. If you do damage to a zed and then use one of the two off-perk weps (katana/flamethrower) you get exp for the class wep you did initial damage with.
[QUOTE=Rents;47610208]Berserker would be far better if it had like +5% per level increase in stagger time on parries or something.[/QUOTE] Or increase in parry frames per level.
[QUOTE=Hammer7;47610269]Or increase in parry frames per level.[/QUOTE] Ehh, I would want to refrain from making things [i]easier[/i] as you level up for something that requires skill and timing. A better payoff (such as the longer stagger time mentioned above) would be better.
[QUOTE=ashxu;47610200]anyone know if medic shotty/rifle gives xp to support/commando?[/QUOTE] Now you gave me an idea, does anyone know if a support still gets the damage and penetration bonus when using the medic shotgun?
the hit stop on melee weapons atm is way too much, and the shake it's a bit disorientating to play zerker atm. [editline]28th April 2015[/editline] [QUOTE=lilguy;47610438]Ehh, I would want to refrain from making things [i]easier[/i] as you level up for something that requires skill and timing. A better payoff (such as the longer stagger time mentioned above) would be better.[/QUOTE] to be honest i would be in favor to actually shorten the parry window but allow you to cancel the end of your attack animations and have a shorter start up in general for block. It makes parrying more responsive but also makes it harder. At the moment parrying is pretty easy as long as you know the attack patterns.
[QUOTE=lilguy;47610438]Ehh, I would want to refrain from making things [i]easier[/i] as you level up for something that requires skill and timing. A better payoff (such as the longer stagger time mentioned above) would be better.[/QUOTE] Except this will make zerker less of a dead meat if the timing gets fucked by lag spike or scrake getting enraged because of asshole support decided to unload his skill cannon way too early.
I like the Bezerker for his parrying, but I almost never manage to parry a Fleshpound. I think it's something to do with the FP harming you much later in the animation than, per example, the Scrake does, producing an unintuitive window of opportunity. Or maybe I'm just dumb. That reminds me though, does anyone know if it's possible to parry attacks targeted at another player? I've tried parrying for the nearly-deceased but it hasn't worked so far.
lag is something present in all games, it's not really a good excuse to change something. Even if someone aggros a scrake and it goes for you, you can still parry it.
[QUOTE=Rents;47610208]Berserker would be far better if it had like +5% per level increase in stagger time on parries or something.[/QUOTE] They need to increase damage resistance (something like 10 + 0.6*level) and get rid of the perks that are chance based or rework them. Both level 5 perks are largely trash. It would be nice to see a health regen or health reclamation skill opposite one which improves parrying. While the premise with the perks effects increasing with decreasing health is alright, it's too slim a room for error for them to be in effect. Give them a base amount and ramp up in smaller intervals (for instance, frenzy starts with 100% health for 3% bonus melee damage, increasing by 3% every 10 health lost ).
are the level 25 perks only active in zed time?
[QUOTE=gregmasterx;47610513]I like the Bezerker for his parrying, but I almost never manage to parry a Fleshpound. I think it's something to do with the FP harming you much later in the animation than, per example, the Scrake does, producing an unintuitive window of opportunity. Or maybe I'm just dumb. That reminds me though, does anyone know if it's possible to parry attacks targeted at another player? I've tried parrying for the nearly-deceased but it hasn't worked so far.[/QUOTE] dont see why parrying wouldn't work as long as they hit you in the parry window
[QUOTE=krakadict;47610539]are the level 25 perks only active in zed time?[/QUOTE] a lot of them don't make much sense for only zed time. especially berserker ones, and the one with the medic grenades. like, zed time will be over before you finish chucking the nade unless you have a 25 commando on your team as well, and berserkers can't really melee much in zed time.
Still confused as to why Fake Out (cannot be grabbed by Clots) is locked away as a perk skill for Berserkers, considering that it was a skill that you started out with in KF1. Frenzy as an alternative to Fake Out seems rather outclassed anyway.
it seems an awful lot of the time while playing commando or medic i lose a bullet or 5 in a mag after opening the trader menu even when i know i was fully loaded, anyone else?
Yeah, a few of the perk rewards should really be default upgrades. Not all of them of course, they're too good, however some are just like "Why would I possibly choose this if they give us better rewards without a choice??
[QUOTE=Zeos;47610801]Yeah, a few of the perk rewards should really be default upgrades. Not all of them of course, they're too good, however some are just like "Why would I possibly choose this if they give us better rewards without a choice??[/QUOTE] I feel like they cut out the early perk skills (especially having no bonuses even at level 0) in order to compensate for the whole starting out with perk weapons thing. But, it felt so weird starting out as Commando and not being able to see Stalkers right off the bat (KF1 started off at 4m). I wouldn't have minded starting out with only pistols, as I find myself hard-pressed to even find a situation to even use it, but it would ruin the faster flow of gameplay that TWI created for KF2.
[QUOTE=lilguy;47610849]I feel like they cut out the early perk skills (especially having no bonuses even at level 0) in order to compensate for the whole starting out with perk weapons thing. But, it felt so weird starting out as Commando and not being able to see Stalkers right off the bat (KF1 started off at 4m). I wouldn't have minded starting out with only pistols, as I find myself hard-pressed to even find a situation to even use it, but it would ruin the faster flow of gameplay that TWI created for KF2.[/QUOTE] I swear the 2M thing is all sorts of wrong, as they only begin to show up when they're touching me.
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