• Killing Floor v8 - Come Out, Come Out Little Pigs!
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[QUOTE=Chiv;49306601]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?[/QUOTE] It can on suicidal, but you pretty much have to land every shot and you probably have to have a few "charges" built up beforehand.
They should make it so you can't buy or pick up off perk weapons before hitting level 5.
So since Gunslinger got the headshots requirement for it's perk, I doubt they'd use that again for Sharpshooter. I wouldn't mind if sharpshooter gave you bonus xp for killing zeds over a certain distance away.
Too many of the maps are close quarters for that. I don't really get the gunslinger bonus though. It's only 1xp extra for a headshot.
[QUOTE=Tomo Takino;49306719]So since Gunslinger got the headshots requirement for it's perk, I doubt they'd use that again for Sharpshooter. I wouldn't mind if sharpshooter gave you bonus xp for killing zeds over a certain distance away.[/QUOTE] might be scrake kills, similar to demo killing fleshpounds.
[QUOTE=usaokay;49306216]I just kited Hans for ten minutes after I told three free weekend players to change their berserker perks. Only one player listened and he still died. lol[/QUOTE] because they didn't know how to block? i feel berserkers (at least one) is really needed for hans on anything above hard
[QUOTE=usaokay;49307112]p sure a tip says that it doesn't matter if you attempt to block hans' melee attacks. blocking players will still receive full damage[/QUOTE] The tip is wrong IIRC. You can't [B]parry[/B] his attacks but blocking still reduces damage
I really wanted to use rack em up but it's just so eugh, it's antifun even since at high levels you can 1 shot gorefasts in the chests, having to be "BUT I HAVE TO AIM TO THE HEAD NOW" all the time made me switch to bonebreaker.
Leg shot is way better at dealing with scrakes than rack'em'up. 3 seconds of quiet n' friendly scrake or up to +75% damage while dealing with his ballerina mode.
[QUOTE=PotatoArmada;49306625]They should make it so you can't buy or pick up off perk weapons before hitting level 5.[/QUOTE] No thank you, I like having a 1911 when I play Demo because Demo doesn't have any non-specialized low tier weapons.
Can someone explain Shoot'n'Scoot for me? What exactly do they refer as "head bob", recoil or just camera shaking when moving?
[QUOTE=Empty_Shadow;49305444]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] I think the medic guns are pretty legit though. I still think medic class perks should include improved damage for medic guns though.
I've never touched 'zerker, what is parrying exactly? Timing your block just as a melee attack hits you? And what does it do?
[QUOTE=Tervez;49307959]I've never touched 'zerker, what is parrying exactly? Timing your block just as a melee attack hits you? And what does it do?[/QUOTE] Yeah, and it causes smaller zeds to stumble, big ones too if their weapons aren't glowing. You can still parry big glowing zeds but only to reduce damage, not stumble (I think.)
[QUOTE=Tervez;49307959]I've never touched 'zerker, what is parrying exactly? Timing your block just as a melee attack hits you? And what does it do?[/QUOTE] Staggers and nullifies all dmg was it? Or most of it at least.
[QUOTE=Dirty_Ape;49307937]I think the medic guns are pretty legit though. I still think medic class perks should include improved damage for medic guns though.[/QUOTE] Eh maybe, the Medic Pistol is better than the 9mm, the Rifle is great and the Shotgun feels better than the M4. The only one that feels weak is the SMG, which takes nearly the entire magazine of headshots to kill a Siren.
Playing one-pistol Gunslinger is awful with the 9mm pistol seriously fucking me up. I like to go dual 500s, one deagle, one colt and that 9mm seriously gets in my way all the damn time. And god forbid if I want to start being helpful and use a medic pistol. Jesus Christ.
That's why I always go for dual 500s, dual deags and dual 1911s. The fact that you can make the reloads a lot shorter with melee-bash canceling makes dual pistols actually really good. I feel like if it wasn't for the reload canceling, gunslinger would be pretty screwed. Going all dual pistols also works well with the quickswitch. Say you're fighting a scrake and he isn't dead by the time you empty your 500s, you can just instantly continue spamming with your deagles and take him down.
Free weekend is the reason why I play Skully.
Tripwire really should add the "Switch to last weapon" button back in It's even worse if you are using a single 1911 and you happen to pick up another 9mm and for some reason the 9mm sit higher than the 1911 in the secondary wheel
[QUOTE=Nickolas;49308730]Tripwire really should add the "Switch to last weapon" button back in It's even worse if you are using a single 1911 and you happen to pick up another 9mm and for some reason the 9mm sit higher than the 1911 in the secondary wheel[/QUOTE] There actually is one! I have it set to X.
[img]http://puu.sh/lUhpj/a095033137.jpg[/img] Kept you waiting, huh?
I wanted to record myself killing Patty with gunslinger in KF2. The second I saw it was Patty I hit record and oh my god that video isn't going anywhere. I won but sheesh, I don't think I've ever played that bad. :v:
[QUOTE=Nickolas;49308730]Tripwire really should add the "Switch to last weapon" button back in It's even worse if you are using a single 1911 and you happen to pick up another 9mm and for some reason the 9mm sit higher than the 1911 in the secondary wheel[/QUOTE] One time I think I bought one m1911, one .500, sold one 1858, bought one deagle and 9mm dualies and EVERY WEAPON stacked under the 2 key. The UI had to scroll to accommodate all the weapons under that slot Never do this
[QUOTE=Rascovinne;49309107][img]http://puu.sh/lUhpj/a095033137.jpg[/img] Kept you waiting, huh?[/QUOTE] WHOA HOOOOO
[QUOTE=The Rizzler;49309310]One time I think I bought one m1911, one .500, sold one 1858, bought one deagle and 9mm dualies and EVERY WEAPON stacked under the 2 key. The UI had to scroll to accommodate all the weapons under that slot Never do this[/QUOTE] The Model 500 should be in the Primary slot, it's big and powerful enough to be. Especially compared to the 9mm Varmint Rifle.
[QUOTE=Mr. Someguy;49309460]The Model 500 should be in the Primary slot, it's big and powerful enough to be. Especially compared to the 9mm Varmint Rifle.[/QUOTE] Personally you should be able to assign your own slots to each weapon. Do it in like out game menu or something. Take each weapon in the game and give them their own slot through a little "Inventory Slot Customizer" menu on the Gear screen.
[QUOTE=ElusiveBadger;49309400]WHOA HOOOOO[/QUOTE] [B]DOSH that kills~! Won't you throoooow it to me![/B]
Has anyone else encountered a bug where you put an item up for sale on the market, take it off the market, and then it is no longer available to use in KF2? It was still in my steam inventory, but not in my game inventory. I decided to sell it after all because of that.
[QUOTE=jimbobjoe1234;49309711]Has anyone else encountered a bug where you put an item up for sale on the market, take it off the market, and then it is no longer available to use in KF2? It was still in my steam inventory, but not in my game inventory. I decided to sell it after all because of that.[/QUOTE] KF2 inventory/shop system is atrocious, it takes 8 restarts to have it running and working.
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