• Killing Floor v8 - Come Out, Come Out Little Pigs!
    4,998 replies, posted
Fuck the meta, I'm gonna go AA-12, DB and if I have enough weight, double Deags. Ammo is for the weak, the strong shall rip the zeds a fourth asshole with their deags and atchissons (except FP because no fun allowed)
[QUOTE=MatheusMCardoso;48982323]How about we make KF2 a channel in slack.facepunch.com?[/QUOTE] didn't know fp had a slack, looks dead though just use the steam chat
[QUOTE=ashxu;48984586]didn't know fp had a slack, looks dead though just use the steam chat[/QUOTE] Seconded, i don't see the sense in using something like that when the game has technically two in-build chats.
[QUOTE=DeVotchKa;48985257]Seconded, i don't see the sense in using something like that when the game has technically two in-build chats.[/QUOTE] Fine for in-game communication, of course i wasn't considering slack for that, but what do we have for setting up teams between us at any time? I've seen a couple fp kf steam groups, but they have like 2 people. Is there an active one? Playing with randoms is still fun, but it can hard to find a server with the right settings and a decent amount of people. [editline]26th October 2015[/editline] Anyway, i joined the one in the OP: [url]http://steamcommunity.com/groups/FacepunchKillingFloor2[/url] I'll play once every morning (so i can wake the fuck up) and frenetically in the weekends.
Demolitions is so boring in the lower levels Especially since you gotta rely on the piece of crap Grenade Pistol, and even then if you have anything else it runs out of ammo and nobody likes supplying people
The general issue I have with this game is how stupid-scarce ammo is on all of the Hard games I've played online I've run out of ammo with at least 1 weapon, sometimes 2, even with careful spending It's quite the dilemma actually: In KF1 the scar had 350 bullets total--25 per mag x 14 mags. In KF2 the Scar has only 300 bullets total, yet the zeds now need more bullets to kill.
I think the ammo scarcity is the prime reason Berserker is so powerful at the moment. He doesn't have any ammo issues, or any economy issues because he doesn't expend ammo aside from occasional pulveriser heavy attacks.
[QUOTE=Samiam22;48990615]I think the ammo scarcity is the prime reason Berserker is so powerful at the moment. He doesn't have any ammo issues, or any economy issues because he doesn't expend ammo aside from occasional pulveriser heavy attacks.[/QUOTE] Zerker is also the only class that can run headlong into big zeds and come out mostly unscathed. Just a few nights ago, a 22 Medic + 25 Zerker just took on three raging scrakes and two fleshpounds all back to back without ever getting in any real danger. That's basically broken. :v:
No Halloween event this year. Bummeroonie
[QUOTE=ZakkShock;48991750]No Halloween event this year. Bummeroonie[/QUOTE] Dude, they can barely make new content in 6 months, you think they can make an event in a few weeks?
[QUOTE=LolzMan1325;48989607]The general issue I have with this game is how stupid-scarce ammo is on all of the Hard games I've played online I've run out of ammo with at least 1 weapon, sometimes 2, even with careful spending It's quite the dilemma actually: In KF1 the scar had 350 bullets total--25 per mag x 14 mags. In KF2 the Scar has only 300 bullets total, yet the zeds now need more bullets to kill.[/QUOTE] I welcome this. Made me more accurate and overall more efficient. I'm mostly on single shot mode headshotting everything.
[QUOTE=MatheusMCardoso;48992181]I welcome this. Made me more accurate and overall more efficient. I'm mostly on single shot mode headshotting everything.[/QUOTE] I don't. The last thing I want to be obsessing over in a SHOOT BLAM GORE game is how autistically efficient am I being with my ammo. Not to say everyone should have unlimited ammo, but I shouldn't be running dry as Commando/Support across 2-3+ weapons if I try to engage everything I come across in a 6-man Suicidal Server. Hell, hats off if you try to be a Combat Medic because that 401 will never last you the later waves. I almost never remember having that issue in KF1 unless you tried to do something like use the AA12 as an anti-everything weapon.
[QUOTE=Doom14;48992990]I don't. The last thing I want to be obsessing over in a SHOOT BLAM GORE game is how autistically efficient am I being with my ammo. Not to say everyone should have unlimited ammo, but I shouldn't be running dry as Commando/Support across 2-3+ weapons if I try to engage everything I come across in a 6-man Suicidal Server. Hell, hats off if you try to be a Combat Medic because that 401 will never last you the later waves. I almost never remember having that issue in KF1 unless you tried to do something like use the AA12 as an anti-everything weapon.[/QUOTE] It's insane how quickly I run out of ammo as a Support. And I'm even using the Ammo perk
shotguns need buffs, if a double barrel shot cant clean a conga line of trash zeds, then something is wrong.
IMO this game isn't going to be better than KF1 if it doesn't fix some of the core issues the first game doesn't have. Like in KF2 only 2 perks feel usable while the rest aren't because of bad ammo and overall weak weapons when zerker can just do everything without a problem and medic is still good as ever. The skills in the perk trees are still underwhelming and scrakes still haven't been nerfed. In KF1 you always had ammo and almost every perk could be used in HoE except maybe firebug and scrakes could be dealt with by a sharpshooter. There's also that attempt at stopping camping but all they did was make doors and welding utterly useless meaning people just camp in open spots instead and being on the move is still a bad idea. Don't forget the utterly boring boss fight with 10 million HP with 3 forced stages when in KF1 the Patriarch was really hard but could be beaten fast with a good strategy while in KF2 you are forced to kite and shoot endlessly at that bullet sponge of a boss.
[QUOTE=Doom14;48992990]I don't. [b]The last thing I want to be obsessing over in a SHOOT BLAM GORE game is how autistically efficient am I being with my ammo.[/b] Not to say everyone should have unlimited ammo, but I shouldn't be running dry as Commando/Support across 2-3+ weapons if [b]I try to engage everything I come across in a 6-man Suicidal Server[/b]. Hell, hats off if you try to be a Combat Medic because that 401 will never last you the later waves. [b]I almost never remember having that issue in KF1[/b] unless you tried to do something like use the AA12 as an anti-everything weapon.[/QUOTE] Obviously, everyone enjoys the game differently. I engage stuff that is coming towards me or when i see someone can't handle it. If they can handle it, i just turn my back on them and wait for stuff to come from where i'm defending. Isn't that common sense? Why engange everything you see when there's 5 more people doing it? Your ammo can't and shouldn't last 1/3 of a round if you're being a try-hard fragger. Why use burst mode all the time? That makes you waste at least 1/3 your ammo on low-tier zeds. I barely use it at all. Headshotting a scrake 10 times is way better than shooting between the torso and the head 20 times and the void 10 times then having to reload with it coming at you. You don't need to be autistically efficient btw, nor obsessed with it, just more efficient than thinking you're just playing a "SHOOT BLAM GORE game". I'm not autistically efficient, but if the group sticks together and everyone does their part, everyone will almost always go through later waves without running out of ammo. It's not supposed to be a prettier reskin of KF1, though. They might fix this "mistake" due to pressure from the players, but bullet scarceness might be something they're legitimately trying to explore.
I don't really think there's an ammo issue with Commando at all as mentioned above. Your role is to clear trash which takes a few shots, not to take on big zeds. You have the perfect amount of ammo to do your job. However if you need to pick up where your team is lacking you can always buy another gun and dedicate one for trash zeds and one for big zeds. I personally save up for the SCAR and then buy the bullpup and use bullpup for trash and scar for biggies.
Why the fuck am I still unable to kill trash zeds that are in a line when I have 275% penetration with my fucking shotguns with a single shot? [editline]27th October 2015[/editline] It's like the shots do only 5% damage once they penetrated something
commando ammo is honestly fine, but support isn't at all. especially since they really aren't that great at taking down big zeds with the AA-12 compared to a commando/firebug/zerk.
I'm all for conserving ammo, but when it becomes an issue where you are better off going 2-3 zerkers, 1-2 medics and skip out on commando and support something is wrong. When you have double fp and double scrake you better have all the ammo readily available to take them all down, you can't just let the 5 other people handle it, you need to put a dent into them somehow. Maybe ammo conservation becomes easier as you level up since you do more damage but then that means you're bringing the team down. Another thing is, if you end up being the best person in your squad you are going to be killing a lot of zeds thus using up ammo. That scenario becomes even worse if someone else dies early, making ammo especially more scarce. Silly mistakes on suicidal can make for a very quick death, so why make it a death sentence for the entire team if someone dies and now there is not enough feasible ammo to finish off the wave? I guess I'm describing scenarios where the team or one teammate isn't pulling weight but I feel like getting the perfect team of 6 good people is a little hard to come by. Most cases in my games I get maybe 1 sometimes 2 people who are just dead weight and the rest of us get punished for it in the late waves. I feel like this game very much encourages 5-6 people focusing the fp and scrake to kill because of their high health and damage output, I just don't like the idea of being like "sorry guys I see that fp is grinding your face but there's X zeds left and I'm not sure if these clips I have left will make it so I'm gonna let someone else use their ammo to help you." I only think the ammo problem is off by 1 mag or 2. Any more than that would be too much. It's a small issue mainly on the higher difficulties. [editline]27th October 2015[/editline] You know, maybe the penetration issue is why the support is having ammo problems. I always cringe when I have to use a shotgun on 1 zed because they didn't die when I hit the crowd.
Aside from giving support more ammo, they also really need to revert the nerf that massively reduced the pickup spawn rates. I can understand that they wanted remove the early wave scavenger hunts when people would run around the map trying to pick up as many tier 1 weapons as possible only to sell them off for 100 each. Those were kinda ridiculous. But reducing the armor and ammo spawns was just too much. Right now their spawn rates are so ridiculously low that they might as well not exist. Before the nerf, you could always reasonably expect to find at least some ammo somewhere nearby, but now it's a complete gamble, often you'll search through half the fucking map and still find nothing.
[QUOTE=Naught;48993641]commando ammo is honestly fine, but support isn't at all. especially since they really aren't that great at taking down big zeds with the AA-12 compared to a commando/firebug/zerk.[/QUOTE] Commando needs the ammo values tweaked a bit. The SCAR is a 100% full upgrade over the AK because it holds 60 more rounds. The way I saw it, the AK was a sidegrade at first with it's ridiculous burst rate, making it good for tearing husks and sirens a new asshole very quickly and the SCAR being great as an all purpose fucker upper but relatively low DPS. Besides, wasn't their plan for the tier system to have T4 weapons as "situational" options with T3 intended to be the main late wave weapon? Now it's worse as a whole. The AK should be the one with 300 rounds and the SCAR with 240. Or just give both of them 300 because unless you're holding back and popping trash exclusively to one area of the map, ammo for either doesn't last a whole late wave on Suicidal. The game is plagued with bad game design decisions like making door welding useless when it was a staple of the first game and trying to prevent camping by making it harder to move around with zed teleporting.
Not only that; the Bullpup in KF1 had 450 rounds total, while in KF2 it has 300. Again, in KF1 you could still take on at least a scrake with that. In KF2 you don't dare try to take down a scrake with a tier 2 weapon. Here's the thing: in KF1 Fleshpounds and Scrakes were hard because of how much damage they did, not because of how much health they had. If you let an FP get close to you, you were fucked because 3 hits would pretty much kill you. But the thing is it'd kill just you but the fire you put on it took most of its health. In KF2 though I was with a Demo on a 4-man hard game as a Medic, the demo fired all of his rockets right at the scrake's face (which he's vulnerable to) but ran out of ammo, he picked up a flamethrower and used all the ammo on him too, then he died. Then I found a Varmint Rifle and ran out of ammo on that, then the scrake killed me. In KF2, FPs and SCs are both bullet-sponges AND heavy-hitters which adds stupid difficulty because of how much ammo you don't have.
Honestly, a lot of design decision beg the question of exactly what do they want Killing Floor 2 to be, especially in comparison to the first, but even on its own. What are they looking to create, what is the experience they want with so many of these weird choices?
I guess this is what they meant by "all Tripwire games launched like they were Early Access". Imagine how pissed we'd be if the game came out like this.
[QUOTE=Destroyox;48997398]I guess this is what they meant by "all Tripwire games launched like they were Early Access".[/QUOTE] That's not how I see it. The only thing really wrong with Red Orchestra 2 when it came out was the really shitty optimization.
[QUOTE=benzinxrm;48997804]That's not how I see it. The only thing really wrong with Red Orchestra 2 when it came out was the really shitty optimization.[/QUOTE] The game got 10x better once the GOTY update came out.
does anyone else think perk knives are a waste of effort on the devs' part like... does anyone even use the knife outside of killing the last clot? not even the berserker uses their knife
Backup commando with knife is pretty good, they nerfed it a bit but it's still quite viable. I usually knife only the first 2-3 waves to save up moolah
also for anyone who doesn't know yet: go into your (drive):\Users\(name)\Documents\My Games\KillingFloor2\KFGame\Config and find the "KFEngine.ini" and ctrl+f and find "bUseTextureStreaming" and if it's set to "true" set it to "false" instead it makes loading times about twice as long because what it does is it pretty much preloads all textures so you'll get pretty much no stutter or lag in-game and no pop-in textures either right now I'm running everything on Ultra with Nvidia Flex Gibs and there's no stutter like there was before
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