Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
Great. Though, I still don't enjoy being thrown 5 feet away into a group of zeds by a stalker.
i'm confused, why isn't 1.0 = 100% resistance?
[QUOTE=Cuel;50575283]i'm confused, why isn't 1.0 = 100% resistance?[/QUOTE]
the wording is weird, on some changes they use vulnerability on other they use resistance.
But my guess it that they use it as a damage multipler.
Total damage = damage*resistance
For exmaple, using the old value from this change
[QUOTE]Crawler
Fire damage vulnerability increased to 0.9 (was 0.6) [/QUOTE]
and you did 75 fire damage in one hit with the resistance value of 0.6 to a crawler the math would look like.
Td= 75*0.6
Td= 45
That 75 initial damage would be reduced to a final damage value of 45 and that is the number that would be subtracted from the crawler's health pool.
[QUOTE=Cuel;50575283]i'm confused, why isn't 1.0 = 100% resistance?[/QUOTE]
multiply the damage by the resistance.
10dmg * 1.0 = 10dmg.
It's just done that way cause it's easier to code.
It's also how TF2 handles resistance values.
[QUOTE=Empty_Shadow;50575340]multiply the damage by the resistance.
10dmg * 1.0 = 10dmg.
It's just done that way cause it's easier to code.[/QUOTE]
yeah, but it's not the values they should use in changelogs
if you guys didn't see the last wwaut - [url]https://trello.com/b/ZOwMRlcW/killing-floor-2-community-issue-roadmap[/url]
Vote on what you want them to focus on more. Also on the topic of perks, yoshiro said they will be able to talk about the next one soon, and that since they hired a guy for the weapons / perk programmer that they lost, we should be able to see it "sooner than we expect".
They've also said they are working on teleporting and that the next big patch will probably see no teleporting trash-medium zeds unless stuck for MP, and that they want to experiment with stalkers teleporting around a lot. As well as just general improvements to the teleport system so that you can't see it working aka it doesnt spawn fleshpounds in your crotch.
Holy shit demo door traps are fucking amazing in solo
Can easily clear out 9-10 trash zeds without any ammo/health cost and do significant damage to bigger zeds
soloing containment station is easy as shit with these
Is there something I'm missing for bosses when it comes to Sharpshooter? Perhaps a good strategy?
Solo I'm fine, I can do a long game alone and not sweat anything, but when I'm in a Suicidal game with 2 friends, including myself, despite being able to demolish hordes prior to the boss rounds, it's like all that ability was for nothing, because even at max power with a railgun, Hans will eventually just spam me to oblivion even if I keep my distance, and once he starts his melee cycle I'm basically fucked if a bulkier perk doesn't take the hits. And Patriarch kills me even faster, because he constantly pushes into melee distance, his head is harder to hit than Hans, and it feels like I'm way too slow to dodge his attacks as a Sharpshooter. Maybe I just shouldn't use the Railgun? I don't know.
It seems like I'm better off switching to Gunslinger on boss rounds, because despite how powerful the Railgun is, it just doesn't have the constant kiting potential I have with Gunslinger mobility, and Dual .500's. Any tips from more experienced players would be appreciated.
Shoot the Patriarch's stomach tentacle thing if you can't hit the head
[QUOTE=Notanything;50592436]Is there something I'm missing for bosses when it comes to Sharpshooter? Perhaps a good strategy?
Solo I'm fine, I can do a long game alone and not sweat anything, but when I'm in a Suicidal game with 2 friends, including myself, despite being able to demolish hordes prior to the boss rounds, it's like all that ability was for nothing, because even at max power with a railgun, Hans will eventually just spam me to oblivion even if I keep my distance, and once he starts his melee cycle I'm basically fucked if a bulkier perk doesn't take the hits. And Patriarch kills me even faster, because he constantly pushes into melee distance, his head is harder to hit than Hans, and it feels like I'm way too slow to dodge his attacks as a Sharpshooter. Maybe I just shouldn't use the Railgun? I don't know.
It seems like I'm better off switching to Gunslinger on boss rounds, because despite how powerful the Railgun is, it just doesn't have the constant kiting potential I have with Gunslinger mobility, and Dual .500's. Any tips from more experienced players would be appreciated.[/QUOTE]
When I fight either boss, I go out of my way to ensure that I'm as least likely as possible to get targeted in melee. But if it comes to that's not good enough, I like to buy a katana for parrying if I see them running towards my general direction.
But for Kevin in particular, you should ignore the head and mostly go for right-armshots as it has a higher damage multiplier than the head.
[QUOTE=Flyingman356;50592748]Shoot the Patriarch's stomach tentacle thing if you can't hit the head[/QUOTE]
That only works when Patriarch uses his tentacle, so it's not going to be an easy target.
patty's shoulder pustules are also a weakpoint.
As a Support, should I be rocking an AA-12 and the combat shotgun come late-game? I've been rolling AA-12 and Double-barrelled as of late and just using Single shot mode on AA-12 for weaker stuff and alt-fire double-barrelled for Scrakes and FPs.
[QUOTE=cyclocius;50593195]As a Support, should I be rocking an AA-12 and the combat shotgun come late-game? I've been rolling AA-12 and Double-barrelled as of late and just using Single shot mode on AA-12 for weaker stuff and alt-fire double-barrelled for Scrakes and FPs.[/QUOTE]
You get a lot more damage before reloading if you carry the M4 instead of the double barrel. Unloading 8 shots from the M4 is 1400 damage compared to 600 with double barrel alt fire. You need the Strength perk though to carry both.
[QUOTE=cyclocius;50593195]As a Support, should I be rocking an AA-12 and the combat shotgun come late-game? I've been rolling AA-12 and Double-barrelled as of late and just using Single shot mode on AA-12 for weaker stuff and alt-fire double-barrelled for Scrakes and FPs.[/QUOTE]
Well I haven't been playing the game for a while, but as a level 25 supp who mostly plays on suicidal, get the weight skill and get a Commando rifle, preferably the SCAR.
You can use the AR for general trash clearing, the AA-12 for those moments where you want something dead [I]quick[/I] and the double-barrel for Scrake soloing/condensed trash blasting.
Idea:
New map, go to Tanaka's hometown of Okinawa.
Soundtrack consisting of BABYMETAL
[video=youtube;TzZIbBMsSd0]https://www.youtube.com/watch?v=TzZIbBMsSd0[/video]
Add in the Howa T89 Assault Rifle for Commandos
[t]https://upload.wikimedia.org/wikipedia/commons/0/03/Type_89_Assault_Rifle_JGSDF.jpg[/t]
Howa T64 for Sharpshooters
[t]https://upload.wikimedia.org/wikipedia/commons/thumb/e/ed/Type_64_Rifle.jpg/1920px-Type_64_Rifle.jpg[/t]
[QUOTE=Chiv;50592789]When I fight either boss, I go out of my way to ensure that I'm as least likely as possible to get targeted in melee. But if it comes to that's not good enough, I like to buy a katana for parrying if I see them running towards my general direction.
But for Kevin in particular, you should ignore the head and mostly go for right-armshots as it has a higher damage multiplier than the head.[/QUOTE]
I only aim for the head because I figured the passive damage multiplier for head shots while playing Sharpshooter will allow you to do more damage hitting him there than the arm, even though they're both weak areas. Additionally, hitting him in the arm would lower my boosted damage from Rack Em Up, wouldn't it? If the arm does more damage than the head despite all those factors though, maybe I should just hit him there.
I am really glad that i can carry a M79 together with a RPG
Demolition feels more fun now that they changed a few things
The reload and anti-siren skills help a lot
The game feels good now.
Does anyone else use Med Grenades on locked doors when ZEDs are trying to break in :v:?
[QUOTE=Nickolas;50595810]I am really glad that i can carry a M79 together with a RPG
Demolition feels more fun now that they changed a few things
The reload and anti-siren skills help a lot[/QUOTE]
But not having a grenade pistol is a death sentence unless you have a really good commando
[QUOTE=EmilyVasquez;50597469]Does anyone else use Med Grenades on locked doors when ZEDs are trying to break in :v:?[/QUOTE]
Poisoning hordes of zeds
mmmm
Got support and gunslinger to 25. Any reccomendations on my next class to focus on? Demo seems way less fun than he did in kf1.
[QUOTE=Elstumpo;50601575]Got support and gunslinger to 25. Any reccomendations on my next class to focus on? Demo seems way less fun than he did in kf1.[/QUOTE]
Sharp since they might nerf his damage/ammo soon. Maybe commando now that they gave more ammo.
Judging from dev forum posts it looks like they're going to be pushing towards release in the coming months, so this probably means, at best, swat and martial artist along with their tiers of weapons, some changes here and there, then release.
Not really much to say, just thought i'd share my thoughts, seems like more weapons, zeds, and general content will probably come after release.
Has anything been said about what the new classes entail? As in, what sort of playstyles etc will they have.
[QUOTE=cyclocius;50603455]Has anything been said about what the new classes entail? As in, what sort of playstyles etc will they have.[/QUOTE]
swat uses smg's and is a trash killer through and through. probably will be tanky with a shitload of ammo. martial artist uses the katana as a t1 weapon and will be the opposite of the zerker, not very tanky and reliant on dodging/blocking and bladed weaponry.
Also I read on the forums that the weeaboo perk has a ton of references in the code introduced with the last patch, but swat has next to nothing, so I'm guessing that's what coming next.
I kinda hope we get SWAT first so that we can round out the game's firearm roster.
Also I think SWAT is gonna have the MP5, MP7, P90, and Kriss Vector...if I remember correctly.
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