• Killing Floor v8 - Come Out, Come Out Little Pigs!
    4,998 replies, posted
i'm pretty pissed off as a commando main that i have to choose between tactical reload and bigger mags now. kind of defeats the purpose of having a choice if they're both just "reloading is slightly less of a problem now"
At first I didn't think it was going to be too much of a big deal, but man, these new resistances are a drag. As a level 25 gunslinger, I couldn't one-shot a gorefast via headshot with the 1858's even at the max damage boost from Rhythm Method. [I]On Hard[/I]. I sure hope these things aren't set in stone.
[QUOTE=Notanything;50500330]At first I didn't think it was going to be too much of a big deal, but man, these new resistances are a drag. As a level 25 gunslinger, I couldn't one-shot a gorefast via headshot with the 1858's even at the max damage boost from Rhythm Method. [I]On Hard[/I]. I sure hope these things aren't set in stone.[/QUOTE] christ that's terrible why the fuck do gorefasts have commando resistance btw don't they fall under trash
How does Support fare in the new resistance changes? Looks like he's supposed to tear through medium zeds and only be [I]ok[/I] at trash clearing.
[QUOTE=Flyingman356;50499766]i'm pretty pissed off as a commando main that i have to choose between tactical reload and bigger mags now. kind of defeats the purpose of having a choice if they're both just "reloading is slightly less of a problem now"[/QUOTE] Before it was even less of a choice as you could have both at once, and most likely did, thanks to other options not being as good outside of a specific situation or two. Now it's about either being able to pump out more lead before reloading or getting back to fight a bit sooner, even if you empty an entire mag to the horde.
[QUOTE=Flyingman356;50499766]i'm pretty pissed off as a commando main that i have to choose between tactical reload and bigger mags now. kind of defeats the purpose of having a choice if they're both just "reloading is slightly less of a problem now"[/QUOTE] Staying power or versatility. Pretty simple tradeoff imo
its pretty sad that trash zeds might as well pose a bigger threat than scrakes/fleshpounds now.
Yep, they fucked up everything real bad. I can solo Scrakes and FPs on Hard as lv25 Demo but getting absolutely destroyed by Stalkers and Crawlers pushing me against the wall.
[QUOTE=I_love_garrysmod;50497918]Anyone know if there's an ini setting to turn on other players flashlights? All I could find was this post on reddit by someone at TW My game didn't slow down when other players flashlights were turned on, it was actually helpful. No idea why they'd completely disable it[/QUOTE] What a load of shit, they can just enable the flashlight but disable it casting shadows.
stalkers are my worst enemy atm
I think the resistances system will be good once they remove stupid shit like stalkers having 20m resistance to shotguns and crawlers to fire. Having this system in place can lead to more live updates that only change numbers, like they've already done once to this patch.
They should really lower the time a headless gorefast can live for, its like headshots on him are worthless at deterring him (hes as spongey as a bloat on hoe)
Anyone that has been playing since the beta patch came out can confirm if you got a drop every day? I've seen various people on the steam forums saying they've been getting items daily / faster than before.
Man I wish there were more feedback posts like the above, and not the same "WOW FUCK YOU TRIPWIRE" "IM QUITTING THE GAME GG" bullshit x200 everywhere, it gets really fucking tiring.
the general update is nice but zed resistances need to be toned down a lot across the board. zerkers and supports are practically useless because it takes 3 shots from an AA12 to kill a single crawler/stalker, and zerkers take forever to kill basically anything.
basically the only good perks out there are the demo and sharpshooter. sharp just trivializes everything. I feel like demo still isnt good enough from an actual explosion side but the point blank rpg shooting is as crazy as ever.
[QUOTE=Xubs;50502484]sharp is kinda bad against overwhelming opposition I find, hordes are his biggest enemy. A gunslinger or a commando does better in those situations.[/QUOTE] I haven't been able to play yet, but since handguns aren't SS weapons any more, it seems like they'll have a tougher time being ganged up on.
true, but against everything in single combat or in straight lines, he just exterminates. a sharpshooter with commando backup can just kill anything, more effectively than a zerker/medic could before because they'll take no damage :v: not to mention things like crossbows seem to instantly kill whatever zed they hit, so you can just not even use iron sights with most weapons.
Wasn't kf1 sharpshooter just like that? From what I remember playing of kf1, killing fps and scrakes was a joke with the xbow, it was also 30 times easier to headshot because of how stiff their animations were.
yea and its even more of a joke with the railgun, ebr, or crossbow. plus you have a freeze grenade to...freeze, groups of zeds that are after you. I mean I love to play it, its fun as hell, I want other perks on this level with an amped up enemy count or whatever.
I have a feeling they are gonna turn the railgun into kf2's m99 and are gonna make every bullet cost a small fortune, instead of the 20 dosh they cost now.
I was just thinking--hasn't damage resistance based on type been a thing before this update? like scrakes have [I]always[/I] has explosive resistance, and fleshpounds have [I]always[/I] had vulnerability to them. Also husks have always had extreme resistance to fire.
[QUOTE=LolzMan1325;50504664]I was just thinking--hasn't damage resistance based on type been a thing before this update? like scrakes have [I]always[/I] has explosive resistance, and fleshpounds have [I]always[/I] had vulnerability to them. Also husks have always had extreme resistance to fire.[/QUOTE] Yep, but now pretty much everything that isn't a stalker resists all melee weapons, while stalkers themselves eats shotguns for breakfast.
Scrakes never had explosive resistance in KF1. His large health pool just made it seem like he did.
[QUOTE=DrCactus;50505037]Scrakes never had explosive resistance in KF1. His large health pool just made it seem like he did.[/QUOTE] But they did (and still do) have them in kf2. What they did is basically expand the resistances stuff to all weapons and all zeds, instead of just a few. Which can be good, if done right. Actually, is there any zed that got a damage bonus from this? other than bloats vs microwaves, I can't think of any.
my bad, when I read "scrakes [I]always[/I] had explosive resistance" I assumed he was talking about in KF1. I don't have much knowledge on the workings of KF2 since I can't play it.
yeah I thought the 3 resistances/weakness i mentioned have always been there? like in kf1 it always felt like scrakes were resistant to explosives, fleshpounds were vulnerable, and husks had extreme fire resistance
Husk resistance and FP vulnerability were there, yeah. But scrake blast resistance was a myth made around when the game was new because people didn't know that FP's were weak to grenades at the time, so people just assumed that scrakes had blast resistance.
[QUOTE=DrCactus;50505167]Husk resistance and FP vulnerability were there, yeah. But scrake blast resistance was a myth made around when the game was new because people didn't know that FP's were weak to grenades at the time, so people just assumed that scrakes had blast resistance.[/QUOTE] Might also have to do with the fact that people discouraged grenade spamming Scrakes in KF1 - it just made them rage where a Zerker/Sharp could stunlock them and kill them.
[QUOTE=Dr.Scrake;50502611]Wasn't kf1 sharpshooter just like that? From what I remember playing of kf1, killing fps and scrakes was a joke with the xbow, it was also 30 times easier to headshot because of how stiff their animations were.[/QUOTE] you played too much normal. You needed to know how the wonky head hitbox worked so you could kill the SC before it was enraged.
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