[QUOTE=Flyingman356;47623716]matchmaking keeps fucking putting me in 32 player servers
how do i prevent this shit[/QUOTE]
Use server browser?
use the server browser?
Me- "You know how the boss works?"
others- "What?"
Me- "The last boss at wave 11, Hans"
others- "you mean the Patriarch? yeah we do"
Not only they don't know it's not the patriarch, they end up fucking up because they don't know how he works.
[media]http://www.youtube.com/watch?v=Qj00bX6t3kA[/media]
I already knew theres generous aim assist with your aim snapping onto the base of neck when using a controller and ADS (And constantly tapping ADS gives you basically autoaim)
But this.
Fucking lmao
[QUOTE=SlickBlade;47624087][media]http://www.youtube.com/watch?v=Qj00bX6t3kA[/media]
I already knew theres generous aim assist with your aim snapping onto the base of neck when using a controller and ADS (And constantly tapping ADS gives you basically autoaim)
But this.
Fucking lmao[/QUOTE]
Looks like a bug? Usually aim assist is slowing down the senstivity when over the enemy or snapping.
Can't wait for sharpshooter with my PS4 controller.
[QUOTE=salty peanut v2;47623471]FOOL! GERMAN SCIENCE IS THE BEST IN THE WORLD!!
[video=youtube;dSL1KrnRVCw]http://www.youtube.com/watch?v=dSL1KrnRVCw[/video][/QUOTE]
It's... [I]it's beautiful[/I]
Also, are there any facepunch groups that play this? Would be cool to join up with a party, got a lot of free time now that my uni course is finished for this year
30% of probability to stagger a Zed with Commando weapon? So it means each bullet has a probability to stop a Scrake or FP?
I wonder why nobody plays zerker...
[t]http://images.akamai.steamusercontent.com/ugc/713036156383773322/AB6DBB7F3FDA8CC2031FE26796CAB7A6C6B4320B/[/t]
5% damage resistance at lvl25. Really?
[QUOTE=Sweater;47624433]30% of probability to stagger a Zed with Commando weapon? So it means each bullet has a probability to stop a Scrake or FP?[/QUOTE]
That's never worked for me for some reason. I can stagger normal zeds easily enough, but when I'm being chased by a scrake or fleshpound, it doesn't do shit.
[QUOTE=Joseph Smith;47623439]The soundtrack does not have the instrumental version so far, something i think they should add.[/QUOTE]
Oh, damn. I already have the non-instrumental version of most tracks because I love demon hunter, so buying this OST feels a bit weird.
Would anyone mind taking the instrumental files from the game files and putting them on a dropbox or something? I've been rooting around on my own folder but I can't see anything
[QUOTE=Hammer7;47624593]I wonder why nobody plays zerker...
[t]http://images.akamai.steamusercontent.com/ugc/713036156383773322/AB6DBB7F3FDA8CC2031FE26796CAB7A6C6B4320B/[/t]
5% damage resistance at lvl25. Really?[/QUOTE]
And also 25% more movespeed and insane melee damage + attack speed buffs.
Berserker is no longer the tanky kite forever and never die class, you have to play well and avoid damage, they even give you decent resist to the two kinds of damage that are unfair to zerk.
You're meant to parry, dodge, and kill zeds before they hit you.
Nobody fucking liked watching a zerk kite 300+ zeds on KF1, and they've made berserkers frail to prevent that happening again, it also encourages medic support.
Get a good medic, get good at dodging, zerk is suddenly incredibly powerful and never runs out of bullets.
Except that Zerks actually do run out of bullets now. The class is a far cry from what it was in KF1.
[QUOTE=Oliolio;47624846]Except that Zerks actually do run out of bullets now. The class is a far cry from what it was in KF1.[/QUOTE]
The pulverizer still does plenty on a normal swing. The only issue I face as a zerk is fleshpounds and I think it's good because as I said before, watching a zerk kite for 200 years is fucking boring.
[QUOTE=Empty_Shadow;47624828]And also 25% more movespeed and insane melee damage + attack speed buffs.
Berserker is no longer the tanky kite forever and never die class, you have to play well and avoid damage, they even give you decent resist to the two kinds of damage that are unfair to zerk.
You're meant to parry, dodge, and kill zeds before they hit you.
Nobody fucking liked watching a zerk kite 300+ zeds on KF1, and they've made berserkers frail to prevent that happening again, it also encourages medic support.
Get a good medic, get good at dodging, zerk is suddenly incredibly powerful and never runs out of bullets.[/QUOTE]
Commando gets more hp with each level, Support have a skill for 150% hp and Medic gets insane heals and 175% armor.
5% damage resistance with no bonuses to armor and hp is literally nothing for anything harder than Normal.
My opinion it should go up to 25% and Siren/Bloat Bile to 40%.
I hope the 3 new classes are severely OP for awhile when they are released.
[QUOTE=Hammer7;47624875]Commando gets more hp with each level, Support have a skill for 150% hp and Medic gets insane heals and 175% armor.
5% damage resistance with no bonuses to armor and hp is literally nothing for anything harder than Normal.
My opinion it should go up to 25% and Siren/Bloat Bile to 40%.[/QUOTE]
I don't think you understand how it's meant to work.
Zerk is clearly meant to be a frail glass cannon.
You know what's better than 50% extra HP?
Being ungrabbable, running fast as fuck and stumbling/parrying 90% of zeds that get close to you. If you're actually good at the class you should be taking very little damage from anything other than sirens and husks.
Zerk isn't a tank any more.
[QUOTE=Empty_Shadow;47624883]I don't think you understand how it's meant to work.
Zerk is clearly meant to be a frail glass cannon.
You know what's better than 50% extra HP?
Being ungrabbable, running fast as fuck and stumbling/parrying 90% of zeds that get close to you. If you're actually good at the class you should be taking very little damage from anything other than sirens and husks.
Zerk isn't a tank any more.[/QUOTE]
Except that you're objectively incorrect. They wouldn't have defensive bonuses if they weren't meant to be durable- They're also the only perk with bonuses that don't scale per level.
If he's meant to be a glass cannon, then he needs better damage. As far as being 'fast as fuck' goes- Medics are faster end game. Being ungrabbable is great, but hardly redeems the class, as it's one of the only useful perks the class has, and it's a perk the Zerk had by [I]default[/I] in KF1.
ok finally learned about parrying but timing is still off tho
[QUOTE=Oliolio;47624900]Except that you're objectively incorrect. They wouldn't have defensive bonuses if they weren't meant to be durable- They're also the only perk with bonuses that don't scale per level.
If he's meant to be a glass cannon, then he needs better damage. As far as being 'fast as fuck' goes- Medics are faster end game. Being ungrabbable is great, but hardly redeems the class, as it's one of the only useful perks the class has, and it's a perk the Zerk had by [I]default[/I] in KF1.[/QUOTE]
Actually they have identical speed, and they have small defensive bonuses to offset the fact they are up close and personal. The siren defense for example is to just tone down the ridiculous damage you'd take from sirens.
Also, funfact, enemy damage across the board is probably 30% lower than KF1 on HoE. The difficulty primarily comes from more complex zed behaviour and faster zed movement. So really the berserker isn't a huge amount more frail.
I think the big issue is people think they should just be able to hold down M1 and win, that's not the case. Tripwire built a complex melee system and a system for zed behaviour for a reason, if you think you'll get away with holding M1 you're an idiot, you have to learn the class properly.
I've been playing shitloads of medic and let me tell you if you're medicing with a melee weapon, you're doing it wrong. Your team *needs* your heals, and besides that losing armor over time is a death sentence, a medic without armor is no longer tanky at all.
Also there's the whole deal of having your attack swing go 25% faster means you can interrupt zed attacks a lot easier, but lets ignore that and focus on the fact that zerk no longer has huge damage resist to cover up a lack of skill. If you're taking significant damage as zerk, you either don't understand the enemies you're fighting or you're being too aggressive (or you got an unlucky siren/husk spawn but that happens to everyone)
[QUOTE=Hammer7;47624593]I wonder why nobody plays zerker...
[t]http://images.akamai.steamusercontent.com/ugc/713036156383773322/AB6DBB7F3FDA8CC2031FE26796CAB7A6C6B4320B/[/t]
5% damage resistance at lvl25. Really?[/QUOTE]
The reaso why it is so low is because of the new blocking gimmick.
Also the fact scapel can block chainsaw is pretty dank.
[QUOTE=Combine 177;47624929]The reaso why it is so low is because of the new blocking gimmick.
Also the fact scapel can block chainsaw is pretty dank.[/QUOTE]
I'm trying to imagine the strength required in both the wielders hands and arms, along with the strength of whatever said scalpel is made out of, that is necessary to block a chainsaw swing of an eight-foot-tall beefcake monster.
I mean the average scalpel is the length of an ink pen for christ sake. Imagine that strength.
[t]http://1.bp.blogspot.com/-ROyOp3JJHHQ/T0lftcRU2GI/AAAAAAAAACY/i2B-TGBoTPY/s1600/uneven%2Barms.png[/t]
WANKAS
[QUOTE=Empty_Shadow;47624883]I don't think you understand how it's meant to work.
Zerk is clearly meant to be a frail glass cannon.
You know what's better than 50% extra HP?
Being ungrabbable, running fast as fuck and stumbling/parrying 90% of zeds that get close to you. If you're actually good at the class you should be taking very little damage from anything other than sirens and husks.
Zerk isn't a tank any more.[/QUOTE]
His weapons are heavy and mostly slow compared to katana (melee) and shotguns (VLAD).
Stun grenades deal nearly no damage. And his skill for being ungrabbable works like ass atm.
Zerker in KF1 = melee god. Zerker in KF2 = something like supportive CQC specialist.
He's more focused on crowd control than doing insane dps in melee range.
Snip, my automerge.
[QUOTE=ZakkShock;47624945]
I mean the average scalpel is the length of an ink pen for christ sake. Imagine that strength.[/QUOTE]
You know the saying, pen is mightier than a sword.
Nothing is more fun than a medic on higher difficulties who isn't actively in the back lines healing and is instead pushing his way past Zerkers and Supports to get in on the action.
Who then bitches at us when he inevitably dies. :v:
I'm just happy the person I play with regularly mains medic and is shitting out healing darts left right and center 24/7. Things only get dangerous if we somehow get split up.
[QUOTE=Hammer7;47624947]He's more focused on crowd control than doing insane dps in melee range.[/QUOTE]
Zerker isn't about DPS in KF2. Zerker's about holding a front and keeping larger groups and big enemies off of everyone else. A single stumble backed by an AA12 support is an instant-death for a Scrake. A stumble or two can change a Fleshpound from armor-removing humansquisher to wobbly bobbly meatblock.
It is weird, however, that classes not meant to tank (Support/Commando, and even a lil' bit of Medic) are getting major health/armor upgrades, but Zerker gets diddly all. Zerker's Level 5 perks are absolute fucking garbage that in no way make him even remotely more effective or useful.
Combat medic in games is typically dumb and futile
[editline]29th April 2015[/editline]
I agree about berserker they made him garbage
I hate mechanics where low health is more damage. It's a survival game.
[QUOTE=Hammer7;47624947]He's more focused on crowd control than doing insane dps in melee range.[/QUOTE]
If he was focused on crowd control, his damage bonus would have to actually mean something or he would need a more significant melee speed bonus . 25% bonus to melee damage alone does nothing to kill clots or gorefests any faster. While he could be a glass cannon, his damage output is lacking on that front, and he does not have near the survivability to offset it.
For a moment i had an idea that the more Berserker kill Zeds in a certain seconds, the more damage gets although it would be pointless for bosses i guess.
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