• Killing Floor v6 - From Dosh to Brouzouf
    5,005 replies, posted
Not really a fan of the health scaling on the Fleshpound and Scrake with multiple players. It's gotten to the point where my friends and I pray to not have a 5th or 6th player in a server because once they join we can unload on the fuckers with AA12s and they won't go down for 2 magazines worth of shots from both of us. Well, unless we hit their heads perfectly while the Scrake spins around like a Down Syndrome ballerina and the Fleshpound leapfrogs over an invisible springboard into my face. And we're only on Hard difficulty. Maybe it'll be easier as we level up our perks.
[QUOTE=SleepyAl;47613613]Not really a fan of the health scaling on the Fleshpound and Scrake with multiple players. And we're only on Hard difficulty. Maybe it'll be easier as we level up our perks.[/QUOTE] I never have issues with Scrakes if I have an AA12, even on Suicidal 6+ players, nor have I hit Level 15 Support yet. A good set of meatshots on their head AFTER they're angry almost always bags a kill. Fleshpounds are another story though. It's hard to hit their head without being rammed between two industrial blenders. The good news is, unlike Scrakes, they don't stay mad permanently and if it really comes down to it, you can kite them with some extreme distance and pick them to death with just about anything.
So I was playing with a level 20 person and they said they only got that way because they used a modded map that lets you spawn clots. Is that against some kind of rules to farm xp that way? It seems like it would suck a lot of fun out of the grind.
[QUOTE=Killzor;47613701]So I was playing with a level 20 person and they said they only got that way because they used a modded map that lets you spawn clots. Is that against some kind of rules to farm xp that way? It seems like it would suck a lot of fun out of the grind.[/QUOTE] You can bet when the game goes full retail, maps will have to be whitelisted for progress to be tracked. People will obviously find ways around this, but it keeps any joe blow from picking up a five second CDK map and getting to Level 25 in a few minutes. It's how it was handled in KF1 later on, and I'm kinda confused why it isn't in the EA right now.
[QUOTE=Killzor;47613701]So I was playing with a level 20 person and they said they only got that way because they used a modded map that lets you spawn clots. Is that against some kind of rules to farm xp that way? It seems like it would suck a lot of fun out of the grind.[/QUOTE] Farming maps were to be expected since they released mapping tools. Tripwire hasn't said anything about it, and the worst they'll do is whitelist maps and reset EXP. However they want to balance new perks with the current perks, so resetting and not having any quick ways to re-level the old perks, they would just see a large % of new perk classes, with many people not bothering to level the old perks up. In short, it's not against the rules. It may suck the fun out of it, but it's also boring taking 20+ hours just to level up one class. Still think we'll have the same CE method in KF1 happening in KF2 unless they find a way to fix that.
[QUOTE=Ricenchicken;47613717]Still think we'll have the same CE method in KF1 happening in KF2 unless they find a way to fix that.[/QUOTE] It's already a thing I was able to do on the Stress Test, and I honestly hope they find a way to fix that too. Not every child can pick up CE and do it (until the table comes out for them) - but it's still an incredibly easy way to skip from 0 to 25 in less than half an hour of work.
[QUOTE=Doom14;47613735]It's already a thing I was able to do on the Stress Test, and I honestly hope they find a way to fix that too. Not every child can pick up CE and do it (until the table comes out for them) - but it's still an incredibly easy way to skip from 0 to 25 in less than half an hour of work.[/QUOTE] Yea I seen a bunch of level 100+ people who overshot the exp value :v:. I'm not sure how they're going to fix the problem with offline play still a thing.
[QUOTE=Ricenchicken;47613762]I'm not sure how they're going to fix the problem with offline play still a thing.[/QUOTE] Most secure solution, though the worst, would be to require synchronization to a server. That disallows offline play, and means that progress stops if the server dies for some reason.
I think that, along with the integrity of the door's welding, the door itself should have a displayed health value.
[QUOTE=Doom14;47613798]Most secure solution, though the worst, would be to require synchronization to a server. That disallows offline play, and means that progress stops if the server dies for some reason.[/QUOTE] Wouldn't keeping the last known level saved locally and synched to the server be fine? I mean, you wouldn't be able to level if you are playing offline and are not connected but you'd still keep your level.
Does it even matter, though? It's a coop shooter, so them being level 25 doesn't necessarily mean they're going to suck all the fun out of your match. I've played with plenty of high level people before and it still comes down to teamwork and player skill for the most part, since the class perks need some more work.
[QUOTE=Ghost101;47614108]Does it even matter, though? It's a coop shooter, so them being level 25 doesn't necessarily mean they're going to suck all the fun out of your match. I've played with plenty of high level people before and it still comes down to teamwork and player skill for the most part, since the class perks need some more work.[/QUOTE] Having Level 25s join normal and act like armchair generals with 30 minutes of experience isn't a lot of fun. I've seen a little bit of that.
[QUOTE=A B.A. Survivor;47612236]The skill trees are kinda terrible. Each 5 levels gives you two choices, and it typically goes that one is adequately useful 100% of the time, and one is slightly useful but only sometimes.[/QUOTE] Funny you say that I only take the health regen skill as Support if I predict my teammates will be useless motherfuckers, otherwise there's not that much point taking regen over a big fat 150hp pool. Same with the supplier/more ammo skill really. If you have multiple Supports taking supplier then it's better for everyone on the team.
I think using the Testing map to level is fine while in early access You're supposed to test things and i am pretty sure you can test better if you got decent sets of skills unlocked Not to forget balance testing [editline]28th April 2015[/editline] And we're getting wiped anyway so why put a lot of time and effort into levelling then?
Yeah I bumped myself a couple levels with the map. From 8 to 10 so I could get the next skill choice. Grinding's not as bad as KF1 but it still bores the shit out of me. [editline]28th April 2015[/editline] It's what I hated most about the first one. I got sharp to 6 but only because I committed to that one perk for ages so if I wanted to mix it up I had to start from scratch and I'd be less effective to my team.
[QUOTE=Killzor;47613701]So I was playing with a level 20 person and they said they only got that way because they used a modded map that lets you spawn clots. Is that against some kind of rules to farm xp that way? It seems like it would suck a lot of fun out of the grind.[/QUOTE] Cheat if you want, it's your game. Just one piece of anecdotal evidence though, I play with about 7 or 8 friends regularly, we've all got hundreds of hours of KF1 and we all maxed out all our perks. None of us cheated. I don't know a single person who plays killing floor regularly and with a good degree of skill who cheated their perks, you can interpret that how you want. I don't give a fuck if you cheat your perks, but just keep it in mind.
[QUOTE=ashxu;47614201]Funny you say that I only take the health regen skill as Support if I predict my teammates will be useless motherfuckers, otherwise there's not that much point taking regen over a big fat 150hp pool. Same with the supplier/more ammo skill really. If you have multiple Supports taking supplier then it's better for everyone on the team.[/QUOTE] The funny thing about the current state of the game with only 4 perks is, as a support it often makes more sense to take the "more ammo for yourself" skill. The medics, commandos and zerkers on your team will have enough ammo that they should never run out in a single round, but a support can completely empty his AA12 really quickly, and then he's left without his most powerful weapon for the rest of the round. So unless there's multiple supports on the team, you're actually better off being selfish. Of course this will change after we get the demo, sharpshooter and other classes with powerful weapons.
The ragdoll's are the best in this game. I can't get over them. [video=youtube;Kw65iJcuVp4]http://www.youtube.com/watch?v=Kw65iJcuVp4[/video]
[QUOTE=Doom14;47614181]Having Level 25s join normal and act like armchair generals with 30 minutes of experience isn't a lot of fun. I've seen a little bit of that.[/QUOTE] I guess so, but that can happen at any level. To be fair it can be kind of hard to tell if you're being an armchair general if no one is talking. I've given out orders before, albeit tentatively, when it seemed like we weren't doing some things as effectively as we could be. Nobody complained and everyone listened, so I guess in that case it wasn't being an armchair general?
[QUOTE=Ghost101;47614561]I guess so, but that can happen at any level. To be fair it can be kind of hard to tell if you're being an armchair general if no one is talking. I've given out orders before, albeit tentatively, when it seemed like we weren't doing some things as effectively as we could be. Nobody complained and everyone listened, so I guess in that case it wasn't being an armchair general?[/QUOTE] Can be hard to tell but most people will be totally cool with it or even appreciative unless what you're saying goes bad or just sounds wrong. Having someone in leadership position, especially on pub can be pretty important. I've seen some good teams go to complete shit just on stuff like not agreeing where to fight it out. I think armchair general status would be where some chump's disagreeing with everything you say because they're a higher level or something and just acting antagonistic.
[QUOTE=Madrider760;47614439]The ragdoll's are the best in this game. I can't get over them. [video=youtube;Kw65iJcuVp4]http://www.youtube.com/watch?v=Kw65iJcuVp4[/video][/QUOTE] I know, I was doing suicidal long on paris with a team of 6 and heard a FP spawn (we were all seperated because of 3 scrakes) and I was on the bottom floor of the cafe and heard someone yell "OH SHIT" followed by seeing their corpse fall from the indoor balcony right infront of me. [sp]That fleshpound took me too[/sp]
[QUOTE=Madrider760;47614439]The ragdoll's are the best in this game. I can't get over them. [video=youtube;Kw65iJcuVp4]http://www.youtube.com/watch?v=Kw65iJcuVp4[/video][/QUOTE] going by the title of that video i was really hoping to hear this song [media]http://www.youtube.com/watch?v=M7zmHMlZJCM[/media]
Does anyone else hate the stupid ass silencer muzzle thing that the first support shotgun has on it? It looks really jarring. Wish we could just have a normal shotty.
[QUOTE=MrHeadHopper;47614910]Does anyone else hate the stupid ass silencer muzzle thing that the first support shotgun has on it? It looks really jarring. Wish we could just have a normal shotty.[/QUOTE] It's a muzzle brake. I think it looks kinda neat.
[QUOTE=MrHeadHopper;47614910]Does anyone else hate the stupid ass silencer muzzle thing that the first support shotgun has on it? It looks really jarring. Wish we could just have a normal shotty.[/QUOTE] it's a muzzle brake/choke
You know how in Dark Souls and Bloodborne, whatever damage you do to an enemy leaves an orange sliver on their health bar to represent the health they lost? It would be great if you could see that sort of effect on teammate's health bars.
I don't really care if someone cheats to get levels faster, it's when people are cheating to do something you shouldn't be able to do at all that causes problems, like an infinite ammo AA12 or god mode or something.
[QUOTE=A B.A. Survivor;47615764]You know how in Dark Souls and Bloodborne, whatever damage you do to an enemy leaves an orange sliver on their health bar to represent the health they lost? It would be great if you could see that sort of effect on teammate's health bars.[/QUOTE] A lot of games even before Dark Souls did this, I just hope it becomes a common trend. It's really easy to read and you can tell if someone is hacking or not.
[QUOTE=A B.A. Survivor;47613829]I think that, along with the integrity of the door's welding, the door itself should have a displayed health value.[/QUOTE] Wait. Doors have a separate health value? Is that why sometimes the weld has been at like 50% one second and the next second i'm drowning in fleshpounds from behind the door?
[QUOTE=A B.A. Survivor;47615764]You know how in Dark Souls and Bloodborne, whatever damage you do to an enemy leaves an orange sliver on their health bar to represent the health they lost? It would be great if you could see that sort of effect on teammate's health bars.[/QUOTE] Speaking of dark souls, give me a fucking satisfying parry sound tripwire.
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