• Killing Floor v8 - Come Out, Come Out Little Pigs!
    4,998 replies, posted
[QUOTE=Nickolas;49370333]I love how using RPG, C4 and Dual 9mm's as Demo loadout works miles better than using the Grenade pistol That's how shite it is [editline]22nd December 2015[/editline] You even get Demo experience from 9mm's[/QUOTE] Grenade pistol has been my "Shoot the floor underneath you when it gets fucked" gun [editline]22nd December 2015[/editline] so you can be impressed to know I'm actually getting 1 kill with it
[QUOTE=Stoffy;49370064]As a Firebug main, I cannot stress how important ammo conservation is. On Suicidal and HoE, you [i]will[/i] run out of ammo if you don't think before you shoot. My personal setup is Flamethrower+Trenchgun; Flamethrower for trash, Trenchgun for bigger Zeds or clusters. You can't rely on the RNG of the level 15 perk for exploding Zeds, so lining up you shots is very important in my opinion. Hitting as many Zeds as possible and letting the afterburn take care of the smaller Zeds. Also, do not underestimate the power of a shove to the head of Zeds. In most cases, if aimed and placed correctly, it can decapitate smaller Zeds in one hit. I only bring out the Microwave gun if the rest of the team are having a hard time taking out Scrakes or Fleshpounds, but it eats ammo way too quickly and I've concluded it as being inefficient in its current state.[/QUOTE] My Firebug setup is very similar. Flamethrower, Incendiary Trench Gun and 1slot Med-Pistol (to get teammates out of sticky situations). Seriously, if you have one weight unit left, just carry the med pistol. It's so useful in a pinch.
[QUOTE=solid_jake;49370421]Grenade pistol has been my "Shoot the floor underneath you when it gets fucked" gun [editline]22nd December 2015[/editline] so you can be impressed to know I'm actually getting 1 kill with it[/QUOTE] I can get more kills with 9mm's and good aiming than i can get with the on-perk Grenade pistol It's amusing really, especially since it has: 1. Not much ammo to begin with 2. It's a fucking explosive weapon and can't kill anything but clots in less than 3 shots
Just had a game where I was playing Zerker and outhealed both of our medics. [i][b]whyyyyyy[/i][/b] I didn't even heal that much, only 80 HP. What were they doing?
Once, I killed [B]5[/B] clots with the grenade pistol on wave 1.
I generally keep the boomstick as a secondary for Demo and use the grenade launcher. If shit starts to go south I can use the recoil of the boomstick to push me away and let the Scrakes and Fleshpounds attack some other poor bastard.
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My demo build generally has me using the M1911 as a side-arm for single Zeds and Bloats, and the Grenade Pistol for clusters (2+), Gorefasts, and Sirens (close range between screams). When I get the appropriate level, I won't need to wait for screams to end or gamble shooting early and risk it fizzling out. Unfortunately I have to sell the M1911 to get the RPG-7, which leaves me a bit more vulnerable. It is my opinion that Demo needs a perk like Commando's Backup so that he can rely on his M9 Pistol better. And either the RPG-7 or M9 needs to weight 1 Block less so that you can have dualies, or he needs a perk like Support's Strength so he can carry the RPG-7 + another weapon. But that only solves a few issues, Demo has much larger over-arching issues that might only be solvable with a class redesign like the Berserk received.
[QUOTE=Stoffy;49370064]As a Firebug main, I cannot stress how important ammo conservation is. On Suicidal and HoE, you [i]will[/i] run out of ammo if you don't think before you shoot. My personal setup is Flamethrower+Trenchgun; Flamethrower for trash, Trenchgun for bigger Zeds or clusters. You can't rely on the RNG of the level 15 perk for exploding Zeds, so lining up you shots is very important in my opinion. Hitting as many Zeds as possible and letting the afterburn take care of the smaller Zeds. Also, do not underestimate the power of a shove to the head of Zeds. In most cases, if aimed and placed correctly, it can decapitate smaller Zeds in one hit. I only bring out the Microwave gun if the rest of the team are having a hard time taking out Scrakes or Fleshpounds, but it eats ammo way too quickly and I've concluded it as being inefficient in its current state.[/QUOTE] Ammo conservation is important to all the perks (except berserker), the Firebug has it easy because aiming isn't as important. Microwave gun is also far more helpful than the flamethrower (this is mostly because the latter weighs 8 units so you can't mwg + flamethrower) because dedicated big zed killers are rare compared to dedicated trash killers. It isn't worth it to forsake the MWG's big zed dps to go for another trash-killing weapon when the trenchgun + molotovs + 9mm can handle it fine.
I can't stand using the 9mm anymore. It sounds like I'm shooting spit balls.
[QUOTE=Speed Of Dark;49370209]God, auto rage is the worst thing. Scrakes are no prob since they only do it at the end of the wave, but fucking Fleshpounds man[/QUOTE] yeah but don't you dare complain about it or you'll be marked as a n00b!!!!
I feel so bad for the Patriarch when he starts yelling about how he's having less fun, or how unfair him getting attacked is.
[QUOTE=Tomo Takino;49374322]I feel so bad for the Patriarch when he starts yelling about how he's having less fun, or how unfair him getting attacked is.[/QUOTE] It's reverse with Hans, hah
[QUOTE=Nickolas;49370577]I can get more kills with 9mm's and good aiming than i can get with the on-perk Grenade pistol It's amusing really, especially since it has: 1. Not much ammo to begin with 2. It's a fucking explosive weapon and can't kill anything but clots in less than 3 shots[/QUOTE] It actually does good damage for a tier 1 weapon, you can 1 shot gorefasts and even sirens with it. This is something even shotguns can't do reliably. Don't know if it still works on suicidal+ though, do they get any health buffs there compared to hard? I only play demo on hard because he's trash on anything above that. I think the nade pistol would be pretty well balanced if it was lighter so you could carry it along with your RPG and C4. Of course it also needs an ammo buff, but that's a problem that all demo weapons have.
[QUOTE=pebkac;49374536]It actually does good damage for a tier 1 weapon, you can 1 shot gorefasts and even sirens with it.[/QUOTE] In what universe do you manage this? It can't even pop the head of a damn Bloat :v:
[QUOTE=Nickolas;49374723]In what universe do you manage this? It can't even pop the head of a damn Bloat :v:[/QUOTE] Bloats have explosive resistance. And gorefasts and sirens die incredibly easy to it, if all shots connect you can kill them in one go even if you're level 1. A bit hard to do with sirens because the screaming disrupts the munitions, but still.
I feel like the siren resistance skill is essential to playing demolitionist, once you're level 15 you can just get into a siren's face and blow her up easily.
[QUOTE=A B.A. Survivor;49372922]I can't stand using the 9mm anymore. It sounds like I'm shooting spit balls.[/QUOTE] I wish we could choose between two other guns to have instead
[QUOTE=pebkac;49374918]I feel like the siren resistance skill is essential to playing demolitionist, once you're level 15 you can just get into a siren's face and blow her up easily.[/QUOTE] The choice for level 15 is really dumb, believe it or not most of the time welding doors to explode actually does nothing once it actually blows up. Why would you not want 100% resistance to the bane of your existence? [editline]23rd December 2015[/editline] [QUOTE=RenegadeCop;49375172]Customizable starting load-out would be great, may have to wait until they add more side-grades first though. so like [B]3018[/B] maybe.[/QUOTE] fixed it
Biggest issue I have with Demo is RPG rockets not doing their job of going where I aim them and detonating when they get there. I've had rockets disappear, go through zeds, shoot wildly off target, and just straight up not leave the barrel (saw the particle effects, heard the fire sound, the round even disappeared from the muzzle but the game said I still had it loaded and clicking again immediately fired it for real). This seems to happen most often when you're switching to your RPG and mashing mouse 1 for emergency situations. Besides this, and the pitiful state of the M79, I think Demo is a pretty fair perk.
[QUOTE=LolzMan1325;49375713]The choice for level 15 is really dumb, believe it or not most of the time welding doors to explode actually does nothing once it actually blows up. Why would you not want 100% resistance to the bane of your existence?[/QUOTE] Yeah a better choice for Level 15 would be Siren Resistance or a new perk (maybe named High Explosive Dual Purpose, after the munition) where your weapons ignore a percentage (start with 50% and tweak from there, too high might overshadow Siren Resistance) of enemy explosive resistance. Siren Resistance is a no-brainer choice compared to Door Trap, especially since Door Trap alone nerfs your already mediocre welding tool and cannot be to existing welds. There's no reason not to get Siren Resistance over Door Trap.
Door Trap would be useful if doors weren't literally garbage and dissapeared on their own after 2 minutes of being welded.
[QUOTE=MrHeadHopper;49376728]Door Trap would be useful if doors weren't literally garbage and dissapeared on their own after 2 minutes of being welded.[/QUOTE] Welding is useless as is but the main problem with Door Trap is that it only does 200 dmg iirc, so you're essentially trading a door for killing trash.
i don't understand how doors being broken down creates an incentive for welding a door honestly, that basically means you shouldn't weld doors (or else you won't be able to close them again)
[QUOTE=benzinxrm;49377712]Welding is useless as is but the main problem with Door Trap is that it only does 200 dmg iirc, so you're essentially trading a door for killing trash.[/QUOTE] No the main problem is that you weld much slower, when welds are already slow if you're not Support, and ontop of that it cannot be applied to other player's existing welds. They need to make it so you can weld a single door to 100% before the tool burns out, and allow you to apply this over other player's welds. [editline]23rd December 2015[/editline] [QUOTE=MarioInATopHat;49377795]i don't understand how doors being broken down creates an incentive for welding a door honestly, that basically means you shouldn't weld doors (or else you won't be able to close them again)[/QUOTE] Huh? Closing them doesn't do anything anyway. Welding lets you break up a wave by preventing parts of it from arriving on time, or makes Zeds detour to another door so you don't have to watch that one.
[QUOTE=Mr. Someguy;49377828]No the main problem is that you weld much slower, when welds are already slow if you're not Support, and ontop of that it cannot be applied to other player's existing welds. They need to make it so you can weld a single door to 100% before the tool burns out, and allow you to apply this over other player's welds. [editline]23rd December 2015[/editline] Huh? Closing them doesn't do anything anyway. Welding lets you break up a wave by preventing parts of it from arriving on time, or makes Zeds detour to another door so you don't have to watch that one.[/QUOTE] In certain places, just closing the door is enough to make zeds reroute. I'd like to see doors no longer break when weld % goes to 0 despite the door still having hp. It makes no sense. If weld % goes to 0 and the door still has hp, it should just open. On top of this, Support should be able to see door hp and be able to replenish it by welding. Also, somebody on the TWI Forums had a great idea to let Support weld vents and other such places where zeds spawn.
[QUOTE=Mr. Someguy;49377828]Huh? Closing them doesn't do anything anyway. Welding lets you break up a wave by preventing parts of it from arriving on time, or makes Zeds detour to another door so you don't have to watch that one.[/QUOTE] when ur being chased i find that flipping a door shut just gives you that extra bit of space to stop you dying, thats one use for me at least
-Edit- [QUOTE=MarioInATopHat;49377943]when ur being chased i find that flipping a door shut just gives you that extra bit of space to stop you dying, thats one use for me at least[/QUOTE] THIS GUY
[QUOTE=slashsnemesis;49375948]Biggest issue I have with Demo is RPG rockets not doing their job of going where I aim them and detonating when they get there. I've had rockets disappear, go through zeds, shoot wildly off target, and just straight up not leave the barrel (saw the particle effects, heard the fire sound, the round even disappeared from the muzzle but the game said I still had it loaded and clicking again immediately fired it for real). This seems to happen most often when you're switching to your RPG and mashing mouse 1 for emergency situations. Besides this, and the pitiful state of the M79, I think Demo is a pretty fair perk.[/QUOTE] m79 is pretty good tho It's just shit compared to the RPG as always, m79 isn't a demo weapon, it's a sidearm for medic/berserker. Or if you're feeling badass, you can take it as commando with the fast reload zed time perk, and trigger a zed time with the m79, then during zed time you reload, fire again and kill another group of trash, get an extension, rinse repeat. It's fucking awesome but completely inefficient.
[QUOTE=Empty_Shadow;49377991]m79 is pretty good tho It's just shit compared to the RPG as always, m79 isn't a demo weapon, it's a sidearm for medic/berserker. Or if you're feeling badass, you can take it as commando with the fast reload zed time perk, and trigger a zed time with the m79, then during zed time you reload, fire again and kill another group of trash, get an extension, rinse repeat. It's fucking awesome but completely inefficient.[/QUOTE] It's simply way overpriced. 1100 for a low ammo weapon that does 225 base damage. The thing should cost 650 like most other Tier 2 weapons. No reason to pay 1100 for that junk when for just 400 more you get the RPG.
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