• Killing Floor v8 - Come Out, Come Out Little Pigs!
    4,998 replies, posted
Does anyone know if the skiimask can go under the Stahlhelm for anton?
[QUOTE=benzinxrm;49302775]Does anyone know if the skiimask can go under the Stahlhelm for anton?[/QUOTE] Yeah, I've seen a lot of people doing that combination.
Kind of weird how you can wear the Riot Helmet and Skimask together with Tom Banner but not with the other characters.
[QUOTE=Ax3l;49302814]Kind of weird how you can wear the Riot Helmet and Skimask together with Tom Banner but not with the other characters.[/QUOTE] You can wear those with classic briar.
[QUOTE=TheUnknown456;49302836]You can wear those with classic briar.[/QUOTE] Oh nice, thanks!
Healing the main purpose of the Medic, yeah? So why does Medic gain such pitiful XP for healing? Why is the fastest way for Medic to gain XP killing zeds and not healing? I'm not sure how heal XP works but you should get a certain amount of XP for Hit Points healed (for example, 1 XP for every 2 HP healed with Medic Darts) if that isn't how it works already, and from what it looks like I'm just getting 2 XP every time I heal someone. [editline]12th December 2015[/editline] I just checked and haha oh wow is Medic's Healing XP gain terrible. 2 XP (3 on Suicidal and 4 on HoE) for every [i]20 HP Healed[/i] Why is it so low? That's less than what a Gorefast yields on Normal if you heal someone from 1 HP to 100
[QUOTE=AlphaAGENT;49303226]Healing the main purpose of the Medic, yeah? So why does Medic gain such pitiful XP for healing? Why is the fastest way for Medic to gain XP killing zeds and not healing? I'm not sure how heal XP works but you should get a certain amount of XP for Hit Points healed (for example, 1 XP for every 2 HP healed with Medic Darts) if that isn't how it works already, and from what it looks like I'm just getting 2 XP every time I heal someone. [editline]12th December 2015[/editline] I just checked and haha oh wow is Medic's Healing XP gain terrible. 2 XP (3 on Suicidal and 4 on HoE) for every [i]20 HP Healed[/i] Why is it so low? That's less than what a Gorefast yields on Normal if you heal someone from 1 HP to 100[/QUOTE] Boggles my mind. Pretty sure they could just change an integer for it in like two seconds (assuming heal xp isn't a global variable for all perks). They must have set up something like that when they introduced the medic
I was also seeing the most stupid type of free weekend player earlier today He was a Field Medic of level 0 Healed nobody Used a Katana for the first few waves Then he used a damn AA12 on clots and gorefasts Still Field Medic Still no healing done Last few waves uses a 500 Magnum ON CRAWLERS Someone called a vote kick on him but he left as soon as the vote was made Seriously though, even a basic new player picks the correct perk for the weapons he'll end up using mostly
[QUOTE=Nickolas;49303297]I was also seeing the most stupid type of free weekend player earlier today He was a Field Medic of level 0 Healed nobody Used a Katana for the first few waves Then he used a damn AA12 on clots and gorefasts Still Field Medic Still no healing done Last few waves uses a 500 Magnum ON CRAWLERS Someone called a vote kick on him but he left as soon as the vote was made Seriously though, even a basic new player picks the correct perk for the weapons he'll end up using mostly[/QUOTE] I saw a Commando earlier with a Flamethrower and a Zwei :v:
Pretty sure we have less healing XP to prevent the "have one guy grabbed by the last clot and heal him infinitely" grinding strategy we saw in KF1.
[QUOTE=AlphaAGENT;49303226]Healing the main purpose of the Medic, yeah? So why does Medic gain such pitiful XP for healing? Why is the fastest way for Medic to gain XP killing zeds and not healing? I'm not sure how heal XP works but you should get a certain amount of XP for Hit Points healed (for example, 1 XP for every 2 HP healed with Medic Darts) if that isn't how it works already, and from what it looks like I'm just getting 2 XP every time I heal someone. [editline]12th December 2015[/editline] I just checked and haha oh wow is Medic's Healing XP gain terrible. 2 XP (3 on Suicidal and 4 on HoE) for every [i]20 HP Healed[/i] Why is it so low? That's less than what a Gorefast yields on Normal if you heal someone from 1 HP to 100[/QUOTE] I believe the reasoning was to prevent Medics from farming exp with a buddy through fall damage or other means of self-harm
[QUOTE=Vodkavia;49303388]If medic gained more XP from healing then he'd level up stupidly fast, mind you he gets XP, a healthier team mate, potentially more armor and money for a flat cost.[/QUOTE] That's fine, though. It's a coop game, and I can think of worse things than more level 25 medics running around. If you really want to grind out XP in a not intended way there are maps for it. I'd rather be rewarded more for playing my class properly and supporting my team. It still boggles my mind that devs and some players care so much about balance in coop MP games. Yeah, you don't want things to be completely broken, but I'd err on the side of fun over balance, since you're never playing directly against someone.
ah good god i once joined a hard long burning paris on thursday, i was level 16 and i had the following for teammates - a low level support who never switched from the starting shotty - a level 20(ish) firebug i think who wasn't keeping trash under control - a demo who was doing...demo things, had an rpg at least - and two dead weight gunslingers they decided to weld all of the doors in the hotel interior (yes the area with the pod), all of them got murdered by the oncoming fleshpound/trash flood, so with me being the only one left i had to mag dump .500s into the trash horde just to escape, drop down into the garden area, dispatch a scrake with deagles, and kill the fleshpound after some running like hell, then taking out what was left. ill admit it felt pretty good to do, then we wiped on the wave right after when i said "hey maybe we should switch perks around".
I am content and finally fixed the Full Metal Hans theme (Hans variant but stronger) [thumb]http://images.akamai.steamusercontent.com/ugc/617347345590035475/829CA883F93A6FA7E21E84099F349FE68A2E1758/[/thumb] [media]https://soundcloud.com/charlie_sheepson/type-03-gun-metal-gas-mick-gordon-sheep-v2[/media] I dont know why its so loud on the player...sorry! - couple million more health. - bullets replaced with rockets. - no longer throws gas but instead if too close (melee) he throws EMP Ragdoll grenades) - when he needs to heal he scans for the FARTHEST player and teleports(cool animation to) to him to drain his life. - tends to laugh @ you more synced it up perfect with his spawn so it sounds pretty epic! (player camera returns at 0:16) and the loop begins at 0:18 infinite times till he dies 0:00 - 0:17 - spawn/intro 0:18 - 3:54 - loop I hope Mick Gordon approves!
Oh boy, I sure love kiting Hans for 15 minutes only to have him suddenly wombo combo me with two 60 damage melee attacks that you can't avoid as a Level 24 medic sprinting away from. Fuck this dumb boss, Jesus Christ. Every fight makes me hate his shit design more and more. [B]Especially the fact a shriveled raisin has[/B][highlight] 15,000-25,000HP[/highlight][B] with six players.[/B] For reference, on a six man server, a Fleshpound has between 4,000 to 8,000HP across Normal to Hell on Earth. Even on Normal, if you get stuck in a one on one showdown, you're expected to have the firepower to bring down nearly four Fleshpounds. And that's only for one phase!
I need help. Every online game even with low ping I would have this annoying ass rubberband lag causing me to lose control over my character. My in game runs like butter but every 2 minutes or so I would get this lag that lasts for about 2 seconds and its so annoying to deal with and it makes it hard to escape zeds.
Still haven't gotten to fight the Patty >:/
[QUOTE=Vodkavia;49304651]How the fuck do you fight the patty? Is he supposed to be faintly visible or something or are my graphics settings so low he's 100^% undetectable?[/QUOTE] He flickers like the stalker does, but it's less frequent. It's still really easy to shoot where he is if you have headphones though.
[QUOTE=Vodkavia;49304651]How the fuck do you fight the patty? Is he supposed to be faintly visible or something or are my graphics settings so low he's 100^% undetectable?[/QUOTE] Higher FX setting makes cloaked enemies easier to see
[QUOTE=Mech Bgum;49304978]that makes me wonder if this went trough QA at all or devs were playing by themselves.[/QUOTE] Judging by Hans, either Tripwire is really, really good at the game or they just die at the end of every other game.
[QUOTE=Mech Bgum;49304978]I think headshot stacking perk would become less useless if counter decreased only if you hit the body, and not with every single missed shot. Still, I can't imagine why they'd think that perk would ever be useful to anybody. Yes, it makes sense on paper. But in reality this perk will always be useless, because you don't have time to aim precisely in an actual game with other players. They will draw zeds away, they will kill them moments before you pressed the trigger, they will cause explosions in zed time and make you unable to shoot anything past body parts, firebug will make it bloody imposible to headshot anyone at all. The only instance it can work is if you play solo - and that makes me wonder if this went trough QA at all or devs were playing by themselves.[/QUOTE] i think it would make sense to use that perk if your being chased and tanking a fp/skrake, if u run backwards and hipfire its extremely ez to get consistent headshots. and i mean being barely out of arms reach of em with medics up ur ass.
[QUOTE=ElusiveBadger;49305189]Judging by Hans, either Tripwire is really, really good at the game or they just die at the end of every other game.[/QUOTE] well, when PC gamer played with tripwire employees when the game came out they couldn't even beat normal and they can still barely beat it when they do playthroughs with them/destructoid before each 'content pack'
[QUOTE=Vodkavia;49300166]Im level 3 gunslinger, and eh idunno about this perk tbh. Like I haven't gotten any of the skils obv but vanilla gunslinger seems kind eh for the amount of reloading and recoil you have to compensate for and I can't understate the damn reloading. Like sometimes I feel like my guns would be better off as singles just because the HUGE gap where you're practically defenseless with no bullets going out and being unable to sprint creates.[/QUOTE] But you can out DPS pretty much anything as a gunslinger if you land your shots. The 5 shot revolver is basically a sniper rifle anyway. I snipe out every single fatty and siren I see with one shot. [editline]13th December 2015[/editline] [QUOTE=Vodkavia;49303388]If medic gained more XP from healing then he'd level up stupidly fast, mind you he gets XP, a healthier team mate, potentially more armor and money for a flat cost.[/QUOTE] Plus it would be super easy to exploit if you gained a lot of XP from healing.
The range on the daggum syringe needs to be, like, 3 times larger. [editline]12th December 2015[/editline] I also need it to double healing power when you're the last person alive. There's no way I can deal with Fleshpounds alone when they rage 100% of the time as the last monster and do like 80 damage every few seconds.
[QUOTE=Dirty_Ape;49305273]But you can out DPS pretty much anything as a gunslinger if you land your shots. The 5 shot revolver is basically a sniper rifle anyway. I snipe out every single fatty and siren I see with one shot. [editline]13th December 2015[/editline] Plus it would be super easy to exploit if you gained a lot of XP from healing.[/QUOTE] so drop his XP for kills. Medic was ass to level in KF2, I actually enjoyed it more in KF1 because it felt like an achievement and I got *really fucking good* at needles. KF2 killed medic for me honestly, the perks are boring, the gameplay is tedious and levelling was awful.
[QUOTE=Mech Bgum;49304978]I think headshot stacking perk would become less useless if counter decreased only if you hit the body, and not with every single missed shot. Still, I can't imagine why they'd think that perk would ever be useful to anybody. Yes, it makes sense on paper. But in reality this perk will always be useless, because you don't have time to aim precisely in an actual game with other players. They will draw zeds away, they will kill them moments before you pressed the trigger, they will cause explosions in zed time and make you unable to shoot anything past body parts, firebug will make it bloody imposible to headshot anyone at all. The only instance it can work is if you play solo - and that makes me wonder if this went trough QA at all or devs were playing by themselves.[/QUOTE] Rack em' Up is useless? I don't find it very hard to keep headshotting even on raging Scrakes. I usually never go below 5-6 headshots unless I have a seizure or something that throws me off. Granted I don't play on HoE and FP's will always be a pain in the ass. [editline]12th December 2015[/editline] Different strokes I guess.
[QUOTE=Speed Of Dark;49305636]Rack em' Up is useless? I don't find it very hard to keep headshotting even on raging Scrakes. I usually never go below 5-6 headshots unless I have a seizure or something that throws me off. Granted I don't play on HoE and FP's will always be a pain in the ass. [editline]12th December 2015[/editline] Different strokes I guess.[/QUOTE] Not to mention you only need two heads to match up Bone Breaker's damage, which is really easy to pick off of from trash zeds. Haven't gotten up to higher difficulties for Gunslinger, but you can pretty much kill a Scrake before it even rages if you just go for the head and have its undivided attention.
Another run on Hans on Hard no less, another run of watching him knock out all 4 players by doubling up the 60HP double-hand attack. And absolutely no one had fun. I might just take a break until they patch them. The chance of Patriarch sure doesn't feel like 50/50 either, I have yet to see him a fourth time.
free weekend is a nightmare. 0s everywhere.
On the note of Rack 'em Up, I'm quite curious how effective a lv 20+ demoman and lv 10+ gunslinger combo is versus a 6man FP. The demoman stuns the FP using dynamite with stun perk and the gunslinger jogs up and magdumps into the head with Rack 'em Up. Could that kill an FP outright?
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