Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
I typically use Support and his extra weight skill to carry multiple high-tier weapons, since the game hates people who use shotguns.
Coming back to check out the Sharpshooter class.
Have they made it any easier to play with just friends?
I find it really tiring having to update and run a dedicated server every time I want to play a few games with my brother.
[QUOTE=A B.A. Survivor;50528554]I typically use Support and his extra weight skill to carry multiple high-tier weapons, since the game hates people who use shotguns.[/QUOTE]
I dislike how this new resistance system fucks over some classes and weapons hard. It also makes some classes practically have only one weapon that actually is decent and the other three might as well be filler with how badly they got nerfed thanks to the resistance system.
For example, the Field Medic and Firebug.
The Field Medic's starting pistol has gone from a decent handgun to a literal pea shooter against anything that is not a Clot variant thanks to the resistance system, the Medic SMG is still utter shit despite apparently being super effective against some trash zeds, it just pisses bullets ineffectively and that's it, the Medic Shotgun became an even bigger joke than before because some zeds get a unexplainable 75% damage resistance against every shotgun, so it also might as well shoot wet paper at this point.
Which leaves the Medic with only the Medic Assault Rifle as its only proper weapon left because not every trash zed has bullshit resistance against it. Hell, it is almost jarring when a Stalker goes down within a few non-hs bullets as it's supposed to, instead of just soaking up hits with shotguns and even weaker handguns.
The Firebug gets it even worse. Fire damage got slapped hard with the resistance bullshit, so you can forget having fun with the Caulk and Burn and the Flamethrower anymore since most trash got resistance against them now somehow. Also, the fucking Crawlers and Stalkers get a full 70% damage resistance against them for no single logical reason because the Firebug isn't allowed to kill trash zeds anymore easily. The Trenchgun, a beast in KF1, was already nerfed down by KF2's pace and burn nerfs, and now it got even less use after this patch because of trash zeds getting bullshit amounts of Shotgun resistance.
So that leaves the Firebug with only the Microwave Gun, which still has its use as the device to nuke bigger zeds, except that about every trash zed has a 70% to 80% damage resistance to it now. So have fun with that, when a Stalker or Crawler jumps between the Fleshpound or Scrake you were unloading on!
In short, trash zeds should not get 70% to 80% damage resistances since nothing is more offputting than having Stalkers walk-off shotgun blasts like nothing happened. It really pisses over the general feeling of the weapons thus far.
Honestly the resistance system is just badly thought out and doesn't help or add anything to the game. It's just a lackluster system that turns everything in to a mess of boring ineffectiveness with no balancing.
Why did it need to be added?
Also the resistance system is incredibly unfriendly to new players or even seasoned players who don't know the details.
Nothing in the game tells you what zeds have what resistances and how much, you have to look it up, or like new players, trial and error, which isn't good in a team-based survival game.
Why does every single zed need resistances?
Can't you just leave it to the bigger zeds because this is a god damn mess
ever zed needs resistances according to tripwire because they want to balance for a pvp 6 player game instead of balancing pvp and pve separately. thats why they're a thing right now.
Really like the new VS, both that it scales depending on perk levels on players and that it's two-round mode now.
[QUOTE=Nickolas;50529424]Why does every single zed need resistances?
Can't you just leave it to the bigger zeds because this is a god damn mess[/QUOTE]
I tried playing support and medic.
It's insane how bullet spongy stalkers are, it contradicts their design. Being a small and invisble but has low hp to compensate their stealth, now they can take a full medic shotgun blast to the body and ask for more.
I haven't even played KF2 since the sharpshooter update, but i am really not feeling it when i hear everyone talk about this
I'll have to know what difficulty you guys are playing because I'm playing Normal and resistances are negligible.
Also playing Sharpie mostly.
[QUOTE=Electrocuter;50529881][B]Normal[/B][/QUOTE]
There's your problem
you gotta challenge yourself to greater
strive for more
suicidal or bust
I haven't had much issues with the resistances, and I've been playing on Hard mostly.
Might be because my team was half decent, I dunno.
[QUOTE=usaokay;50529904]Do you get more XP for playing on harder difficulties?[/QUOTE]
Technically yes, however because of how much longer it takes for you to win on harder difficulties, it balances out the xp/hour.
I'm just grinding sharp until lvl 10 to play hard again. I just feel more comfortable with the higher stats to deal with harder difficulties. You never know when a glue sniffer is gonna join your game as a lvl 0 medic and pick zerker weapons and you have to carry their ass.
What is with the knockback from zeds? I keep getting knocked into walls and trapped from a stray crawler.
It's pretty funny how shotguns 1bodyhit gorefasts now but stalkers just eat whole shells like candy. Why did they think that an invisible and agile target should be 75% resistant to a scatter weapon?
[QUOTE=Chiv;50531263]It's pretty funny how shotguns 1bodyhit gorefasts now but stalkers just eat whole shells like candy. Why did they think that an invisible and agile target should be 75% resistant to a scatter weapon?[/QUOTE]
"balance" or "challenge"
[QUOTE=Chiv;50531263]It's pretty funny how shotguns 1bodyhit gorefasts now but stalkers just eat whole shells like candy. Why did they think that an invisible and agile target should be 75% resistant to a scatter weapon?[/QUOTE]
It was already hard to kill stalkers as support since nicking them generally wasn't enough and they block shots on more dangerous targets.
i'm pretty sure stalkers being resistant to everything is an attempt to make commando more relevant, since it's way more important to take care of them for your teammates now that you cut through them like butter and no one else can even scratch them, and while I like that in theory they took it way too far
[QUOTE=Electrocuter;50529881]I'll have to know what difficulty you guys are playing because I'm playing [b]Normal[/b] and resistances are negligible.
Also playing Sharpie mostly.[/QUOTE]
babby difficulty
Is this game worth picking up now?
After playing around some more with the new patch, I have to say I absolutely agree with all the complaints people are having.
I'm generally not opposed to the idea of resistances, in fact it's nice that each of the big zeds requires a different approach to take them down. I totally understand the argument that there should be actual strategy and coordination involved when fighting big threats. However, when you apply the same ridiculous resistances to the trash zeds as well, the whole idea breaks down horribly because of the chaotic nature of the game. You can't really apply the same coordination any more because the trash zeds are constantly flowing in in large numbers from all directions, and all the different zed types are mixed up together. You can't really dedicate one person to take out stalkers and another to crawlers for example. Trash zeds are supposed to be dangerous when you let them overwhelm you with their numbers, not because you just happen to have the wrong weapon that was arbitrarily decided to be bad against a certain zed type.
Then there's the issue of how huge some of the resistances are. I wouldn't mind resistances that go up to 20 or maybe 30%, you know, to make sure that there are situations where one weapon is optimal and the others still do the job, just not as efficiently. The way it is now, you often find yourself in a situation where you're completely boned just because you don't have the right weapon. And what if you're trying to play solo, I guess Tripwire just don't care about that? Fuck me cause I can't be 3 different perks at the same time, right? They also decided to make bashing, knives and the beretta pretty much useless. They used to be a decent backup option against trash zeds or for saving your ammo in early waves, now they can only deal with clots efficiently.
I find it hilarious how a lot of the mechanics TW introduced in KF2 achieve the exact opposite effect compared to what they claimed they wanted to do. They said they didn't want to increase the difficulty by turning zeds into bullet sponges, now they made every zed tanky. They said they wanted to encourage people to move around instead of just camping one spot the whole game, then they introduced the retarded zed teleporting that fucks you over in the most unfair-feeling way possible when you actually try to move around the map. It's mind boggling how a development team that's capable of producing some truly amazing gameplay can be so clueless about certain balancing decisions.
Has this happened to anyone else? Having a boss fight last only a grand total of 5 secs. On the farm map on hardmode and Hans spawned in the basement and was making his way up to us only to suddenly ragdoll to the roof of the house and game was won.
???
I see no downsides to your hans battle being insta-won.
hans is a piece of fucking cake now, I love it. easier than patty by far when before it was the opposite.
I just love how the "ok everyone stop shooting and someone sacrifice themselves to hans so he can heal" phase is gone
[QUOTE=Naught;50535651]hans is a piece of fucking cake now, I love it. easier than patty by far when before it was the opposite.[/QUOTE]
Has anyone asked TW how they feel about hans difficulty now? I can kinda predict them buffing his shield health a bit.
Fuck I forgot I had those damn healing bullets loaded
[img]http://i.imgur.com/HUOFv3y.png[/img]
So KF2 keeps crashing on me now whenever i load it up and try to make it go to the menu screen. What do i do :s:?
I feel like the perk system would be better worked out if you could choose trees rather than individual perks. I often find that certain perks will be used in certain situations always and some you'll never stray away from. Having specialized trees which you can't customize would promote specialized game play and fix you to a certain role within your team.
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