Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
I use the extra ammo perk on Support and I don't have trouble with ammo management. I very rarely need to switch to my Pistol or other single-fire AA-12 because my primary is empty.
you will always run out of ammo as support on HOE, even with the extra ammo. its difficult to not run out of it on suicidal as well. not to mention you're not being nearly as useful to your team due to the lack of ammo you're giving them every round.
Is there any sort of way to tweak the difficulty for offline solo, namely increase enemy spawn count? Getting sort of tired of 35 zeds at a time.
I just realized something interesting with the Kevlar Helm on the two Mattersons.
You can combine it with the NBC Mask with new Matterson to make him look like Corporal Lewis, but you can't on Classic Matterson.
[t]http://images.akamai.steamusercontent.com/ugc/544173479676304449/4DF2691091454F91DB3688E2163440B9F597646E/[/t]
New Matterson is basically Lewis. :v:
[QUOTE=Rob3k;49434903]I just realized something interesting with the Kevlar Helm on the two Mattersons.
You can combine it with the NBC Mask with new Matterson to make him look like Corporal Lewis, but you can't on Classic Matterson.
[t]http://images.akamai.steamusercontent.com/ugc/544173479676304449/4DF2691091454F91DB3688E2163440B9F597646E/[/t]
New Matterson is basically Lewis. :v:[/QUOTE]
Yeah only Lt. Bill Masterson can have the helmet and gas mask combination, PC Bob Briar and Classic Briar can't have them either..
[QUOTE=Wormy;49434657]I had the same thing happen to me once in Farmhouse.[/QUOTE]
In fact... this happens way too often.
You know the best way around this? [i]Don't fucking weld doors.[/i]
[QUOTE=Mr. Someguy;49435074]Yeah only Lt. Bill Masterson can have the helmet and gas mask combination, PC Bob Briar and Classic Briar can't have them either..[/QUOTE]
You can put a Ski Mask and Police Riot Helm on Classic Briar if you really want to make him look almost exactly like he did in KF1
[QUOTE=lilguy;49435257]In fact... this happens way too often.
You know the best way around this? [i]Don't fucking weld doors.[/i][/QUOTE]
It had nothing to do with welding doors normally, it's an exploit that breaks the door. Someone has to do it on purpose, it's basically a trolling technique and you should kick anyone you see doing it because they're just trying to get you killed.
Also apparently Hans has an unanimated attack that instant kills you if you're near him? I'm trying to learn Berzerker yet I keep running into this "attack" where he grabs both of his guns and turns at me and I drop dead instantly regardless of health remaining. It just happened to me at 100 health. No accompanying sound or animation, just instant death.
#NoMoreHans
It's time for that old Nazi fuck to be laid to rest.
[QUOTE=Mr. Someguy;49435542]Also apparently Hans has an unanimated attack that instant kills you if you're near him? I'm trying to learn Berzerker yet I keep running into this "attack" where he grabs both of his guns and turns at me and I drop dead instantly regardless of health remaining. It just happened to me at 100 health. No accompanying sound or animation, just instant death.[/QUOTE]
You're probably dying from an excessive overdose of disappointment simply by being near Hans.
[QUOTE=Magmacow358;49434805]Is there any sort of way to tweak the difficulty for offline solo, namely increase enemy spawn count? Getting sort of tired of 35 zeds at a time.[/QUOTE]
They just need to add back the damn sandbox mode.
Y'know I kinda wonder what's even the point of Siren's destroying projectiles anymore
because the only kind of projectiles they're going to destroy are demo projectiles and even then there's a perk bonus that's a direct counter to the siren which makes that feature entirely useless so why even have it at that point
sometimes I throw a grenade at a siren when I'm not a demo and it still goes off even when she screams so... yeah, why?
[QUOTE=LolzMan1325;49438399]Y'know I kinda wonder what's even the point of Siren's destroying projectiles anymore
because the only kind of projectiles they're going to destroy are demo projectiles and even then there's a perk bonus that's a direct counter to the siren which makes that feature entirely useless so why even have it at that point
sometimes I throw a grenade at a siren when I'm not a demo and it still goes off even when she screams so... yeah, why?[/QUOTE]
medic grenades
any grenades meant for an FP
Also you must have some amazing luck if you can grenade sirens when they're in screaming range.
I hate when I get caught throwing grenades just before I see a siren.
Siren grenade poofing is weird.
Sometimes I throw a nade right into the shockwave and it ended up exploding after, but throwing one away from it causes it to poof.
Sirens overall are very inconsistent to me.
[QUOTE=Destroyox;49436805]It's time for that old Nazi fuck to be laid to rest.[/QUOTE]
you sayin this just makes me imagine tripwire implementing an ingame event where you have to globally kill hans a certain amount of times until he gets totally removed from the game
[QUOTE=Derp123213;49438578]Siren grenade poofing is weird.
Sometimes I throw a nade right into the shockwave and it ended up exploding after, but throwing one away from it causes it to poof.
Sirens overall are very inconsistent to me.[/QUOTE]
That's literally the whole issue with KF2.
it's inconsistent.
Kf1 everything made sense. if you were good and the last one alive you could make it to the next round - it just took a little finesse. Now you're lucky if you can kill off one of the remaining enemies because fuck you I'm going to autorage for absolutely no reason, also my attacks are inconsistent and unpredictable.
Also you have no way to counter it hahahahahaha
yea, I played suicidal with a few friends the other day and they had the misfortune of leaving 3 scrakes up at wave 9. which meant that they all raged when zed count dropped to 5. and the last guy alive ended up being a firebug, so it wasn't a good end for him.
yes but autorage is obviously balanced and you are a scrub for not liking it
:^)
Seriously, I want to punch the ones that go "don't leave them for last"
[QUOTE=LolzMan1325;49438399]Y'know I kinda wonder what's even the point of Siren's destroying projectiles anymore
because the only kind of projectiles they're going to destroy are demo projectiles and even then there's a perk bonus that's a direct counter to the siren which makes that feature entirely useless so why even have it at that point
sometimes I throw a grenade at a siren when I'm not a demo and it still goes off even when she screams so... yeah, why?[/QUOTE]
There is no point, it doesn't make sense anymore. Sirens had that ability in KF1 because Demo was destroying 6 man HoE Fleshpounds like they were nothing. And now that KF2 Demo is much less powerful, they copy and pasted his hard counter over? Where is the logic? No wonder Siren Resistance is deemed so essential to viable perk function. It is a gaping flaw with the perk and covering it up with an "optional" skill is awful design.
[QUOTE=slashsnemesis;49439755]There is no point, it doesn't make sense anymore. Sirens had that ability in KF1 because Demo was destroying 6 man HoE Fleshpounds like they were nothing.[/QUOTE]
Correct me if I'm mistaken but wasn't Demolition added to KF1 later down the line? Sirens had that ability since the game released iirc.
[QUOTE=Keychain;49439817]Correct me if I'm mistaken but wasn't Demolition added to KF1 later down the line? Sirens had that ability since the game released iirc.[/QUOTE]
Sirens were not negating Demo's weapons before Demo's weapons were added.
[QUOTE=NitronikALT;49439746]yes but autorage is obviously balanced and you are a scrub for not liking it
:^)
Seriously, I want to punch the ones that go "don't leave them for last"[/QUOTE]
if only they gave enough ammo to deal with things
it takes around 100 or so MW ammo to deal with one scrake on suicidal 6 player, which sucks so much
especially since you can only use cock and burn or trench with it so you're mostly useless outside of scrake killing
[QUOTE=Keychain;49439817]Correct me if I'm mistaken but wasn't Demolition added to KF1 later down the line? Sirens had that ability since the game released iirc.[/QUOTE]
Support was the original demo. Had the L.A.W and the better grenades that stuck around.
EDIT: also does the classic foster suit change his first person sleeves/gloves
[QUOTE=slashsnemesis;49439856]Sirens were not negating Demo's weapons before Demo's weapons were added.[/QUOTE]
My point is that the Siren's ability was not created to solely counter the Demolition because the Demolition class didn't exist when the Siren was created.
Siren was probably originally designed to counter grenade spam.
[editline]2nd January 2016[/editline]
[QUOTE=Zombie626;49439862]also does the classic foster suit change his first person sleeves/gloves[/QUOTE]
Yeah it does
I wonder when we will get the feature to make listen servers. I don't have time to set up a dedicated server, and random people can be assholes.
[QUOTE=Naught;49439861]if only they gave enough ammo to deal with things
it takes around 100 or so MW ammo to deal with one scrake on suicidal 6 player, which sucks so much
especially since you can only use cock and burn or trench with it so you're mostly useless outside of scrake killing[/QUOTE]
Stop trying to rambo everything and work with your team, suddenly ammo isn't so much of a problem on suicidal.
[editline]2nd January 2016[/editline]
Not trying to be a complete smeghead but I had a friend who also complains about ammo and he dies a lot. Most frequently from running up and starting on scrakes with MWG without even telling us about the scrake so ofc he would just die. And as for giving FB more ammo that it's weakness, low ammo count use it wisely. It's also not meant to be the counter to them, that'll most likely be sharpshooter.
[QUOTE=benzinxrm;49440027]Stop trying to rambo everything and work with your team, suddenly ammo isn't so much of a problem on suicidal.
[editline]2nd January 2016[/editline]
Not trying to be a complete smeghead but I had a friend who also complains about ammo and he dies a lot. Most frequently from running up and starting on scrakes with MWG without even telling us about the scrake so ofc he would just die. And as for giving FB more ammo that it's weakness, low ammo count use it wisely. It's also not meant to be the counter to them, that'll most likely be sharpshooter.[/QUOTE]
except he was the last one alive, so there was no ramboing. I got cornered by two fleshpounds so it was game over for me. im well aware of all of that, but ammo problems are massive on hoe, when you get to wave 5+ you'll almost always be out before the wave even ends. even worse that hans and such are complete bullet sponges no matter where you shoot them.
Sounds like they should just take explosive resistance off the bosses so we have an actual boss killer class.
[editline]2nd January 2016[/editline]
But I'm still betting that they're waiting for major rebalances until they get all perks in. Which on one hand is dumb because they're taking so long to get the perks out. But on the other hand it's actually a great way to ensure all classes have a role to play.
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