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Huzzah, death metal Scandinavian Nazis.
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# ? Nov 13, 2015 18:51 |
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# ? Jun 8, 2024 09:21 |
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Require More Fire posted:http://steamcommunity.com/games/232090/announcements/detail/760341715107499977
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# ? Nov 13, 2015 18:52 |
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Kikas posted:Ah, the Payday 2 method. I'm down, worked like a charm for that game. I'm so used to people associating Payday 2 to microtransactions recently that what you said really threw me off.
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# ? Nov 13, 2015 22:51 |
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Also double post but in this webm they posted. http://media.tripwirecdn.com/111315/m1856.webm There's a puppet sitting in the rafters.
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# ? Nov 14, 2015 05:53 |
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Theta Zero posted:Also double post but in this webm they posted. Maybe they're giving us something more interesting to hunt for cheevos than generic dosh medals, something more appropriate to each map type? Make it so TW.
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# ? Nov 14, 2015 06:55 |
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Theta Zero posted:Also double post but in this webm they posted. Reminds me of this: https://www.youtube.com/watch?v=ikTNxheUpPk
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# ? Nov 14, 2015 08:11 |
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Theta Zero posted:Also double post but in this webm they posted. It's a reference to the Toy Master KF1 mod.
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# ? Nov 14, 2015 20:49 |
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I'm very hyped for Gunslinger
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# ? Nov 14, 2015 21:25 |
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God I really hope fleshpounds get a full rework, they just suck all of the fun out of the higher waves right now.
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# ? Nov 14, 2015 21:33 |
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Colosmicon posted:God I really hope fleshpounds get a full rework, they just suck all of the fun out of the higher waves right now. it's because you don't have a berserker or a demo hth
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# ? Nov 14, 2015 21:34 |
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Fleshpounds really are just "It targeted me, guess I'm dead now" on higher difficulties. "Kill it before it kills you" really doesn't work that well when it kills you faster than you have the ability to deplete its health with 90% of the weapons in the game. You can't DPS race a fleshpound.
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# ? Nov 14, 2015 21:51 |
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FP's still aren't as bad as Han's death rush thing. I'll take FPs raging all day over that poo poo.
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# ? Nov 14, 2015 22:02 |
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Colosmicon posted:God I really hope fleshpounds get a full rework, they just suck all of the fun out of the higher waves right now. The following emote will provide all the advice you need in dealing with fleshpounds.
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# ? Nov 14, 2015 23:30 |
Alteisen posted:The following emote will provide all the advice you need in dealing with fleshpounds. Basically. If you stand there and let one go crazy, then yeah, you're going to die. If your group gets cut apart and stops controlling the area, then maybe a Pound will slip in a wreck some people. That's a failing on the part of the group, though. When groups are organized, it's not hard to call out a Pound and have a Berserker tank/stagger it while other people blow it up.
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# ? Nov 14, 2015 23:35 |
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Alteisen posted:The following emote will provide all the advice you need in dealing with fleshpounds. this. Pounds are easy to handle if you know what you are doing. It's a teamwork game man. Hans's rush is still Bullshit though.
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# ? Nov 15, 2015 00:08 |
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Thank you all for the A+ advice and god bless.
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# ? Nov 15, 2015 02:47 |
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Colosmicon posted:Thank you all for the A+ advice and god bless. Play more and learn. Stop being a whiney B
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# ? Nov 15, 2015 03:01 |
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I don't think I've ever beaten Suicidal Hans without a Bezerker or two basically stunlocking him while everyone else unloads
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# ? Nov 15, 2015 04:01 |
Away all Goats posted:I don't think I've ever beaten Suicidal Hans without a Bezerker or two basically stunlocking him while everyone else unloads The easiest approach seems to be a Berserker tanking with Medic assistance, while everyone else switches to Support and mag dumps AA12 into him. He goes down really fast, and all the supports can quickly resupply a mag off of each other. This approach dramatically limits the need to buy extra weapons and minimizes the odds of something going wrong. Of course, the non-Berserkers need to be smart enough to run if Hans tries to focus them.
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# ? Nov 15, 2015 04:16 |
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LuciferMorningstar posted:Of course, the non-Berserkers need to be smart enough to run if Hans tries to focus them.
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# ? Nov 15, 2015 04:40 |
RoadCrewWorker posted:That's always the part that breaks down for me in this "best case" scenario, when he just phases through multiple players to doubleslash-jump the medic standing in the opposite corner of the room. Yeah. This is always frustrating, and I don't think you can always avoid it. However, if everyone stands back sufficiently and puts physical objects between themselves and Hans, then things should be okay most of the time. Just don't engage until the Berserker has Hans' attention. Really, the reason I like this approach is because it takes only a handful of seconds for everyone to magdump Hans and put him in shield mode. If you kill him really fast, opportunities for him to do some bullshit to you are really limited. Just make sure the Medic is farthest away and best-protected. That's really the only guy you cannot afford to lose. If the Zerker drops, a support can grab the melee drop and just hold block.
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# ? Nov 15, 2015 05:13 |
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Hans is usually pretty easy if your team does okay no matter the difficulty. If you aren't dying every wave you can buy extra aa12's or microwaves and toss them on the ground for the last wave. I only play custom servers now because as long as the team is decent HOE isn't THAT hard. I can't get a win on Voltar Manor though for some reason, but I only jump into games with pubbies so it's a roll of the dice as far as teams go. Ramsus fucked around with this message at 05:15 on Nov 15, 2015 |
# ? Nov 15, 2015 05:13 |
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She Bangs the Drums posted:Play more and learn. Thanks for your invaluable input, but I'm not new to this game. I'm going to explain why fleshpounds suck for low-DPS classes like commando: there is no effective way to neutralize them as an individual player, or a small group of individual players. If my demoman or berserker fucks up, I don't have any recourse except to sprint backwards away from an unyielding meat mountain until it kills me. There's nothing fun or rewarding about that. Hopefully TW will add ways to de-escalate fleshpounds by expanding the area damage system, but for now they're just a gigantic distraction from popping heads.
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# ? Nov 15, 2015 05:30 |
Colosmicon posted:Thanks for your invaluable input, but I'm not new to this game. I'm going to explain why fleshpounds suck for low-DPS classes like commando: there is no effective way to neutralize them as an individual player, or a small group of individual players. If my demoman or berserker fucks up, I don't have any recourse except to sprint backwards away from an unyielding meat mountain until it kills me. There's nothing fun or rewarding about that. Hopefully TW will add ways to de-escalate fleshpounds by expanding the area damage system, but for now they're just a gigantic distraction from popping heads. I don't see a problem here. It is true that some classes struggle with certain enemies. Commandos shouldn't be seen as an effective counter to Fleshpounds. If the portion of your team that is responsible for handling that threat fails, then that's the end of the line. The system is working as intended. It shouldn't be the case than any class can effectively solo any enemy. The fun and rewarding part of the game is when a team works effectively as a unit to deal with threats in all forms.
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# ? Nov 15, 2015 05:39 |
What's the generally accepted strategy to deal with fleshpounds? I know nothing so I'd like to read up on this.
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# ? Nov 15, 2015 05:44 |
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Colosmicon posted:Thanks for your invaluable input, but I'm not new to this game. I'm going to explain why fleshpounds suck for low-DPS classes like commando: there is no effective way to neutralize them as an individual player, or a small group of individual players. If my demoman or berserker fucks up, I don't have any recourse except to sprint backwards away from an unyielding meat mountain until it kills me. There's nothing fun or rewarding about that. Hopefully TW will add ways to de-escalate fleshpounds by expanding the area damage system, but for now they're just a gigantic distraction from popping heads. i dont care if you have been playing for a million years. It is a team game. Especially at the high levels. you can get away with not role based stuff at normal , even hard, but above that, if the team mix doesnt work, you are dead. stop being a little bitch.
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# ? Nov 15, 2015 05:44 |
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Ryuga Death posted:What's the generally accepted strategy to deal with fleshpounds? I know nothing so I'd like to read up on this. support, beserkers, and demos gang up to take him down with medic dumping healing darts while commando and firebug sweeps to prevent trash from overwhelming them. Commmando can go full auto in an emergency. Firebugs can gang up on Skrakes because Skrakes are weak to fire
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# ? Nov 15, 2015 05:47 |
Ryuga Death posted:What's the generally accepted strategy to deal with fleshpounds? I know nothing so I'd like to read up on this. They are weak to explosives and piercing damage, and resist basically all other damage types. They've also got a bunch of health and do a substantial amount of damage. They charge when they're angry, and they're often angry, so... Anyway, viable approaches: Berserker with Pulverizer - Pulverizer does explosive damage with heavy attacks. Aim for the head. If you've got Smash, you can knock the Pound to the ground for a few seconds. Berserker with Zweihander - Zweihander's tertiary poke attack does piercing damage. Aim for the head and spam it. Between the range of the Zwei and the piercing bonus, you can stab at the Pound while backing away and basically solo the whole encounter that way. Demo with RPG/C4: Have a teammate (Zerk) tank while you fire off explosions. If all else fails: Have someone tank while everyone else unloads. Even before Berserker was super-good and before we had Demo, Pounds were manageable. AA12s work sufficiently well, as does the Microwave Gun. The only real thing is that you can't expect to solo a Pound without some real effort. Most classes really aren't well-equipped to do it by themselves. And that's okay. Work together.
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# ? Nov 15, 2015 05:53 |
She Bangs the Drums posted:support, beserkers, and demos gang up to take him down with medic dumping healing darts while commando and firebug sweeps to prevent trash from overwhelming them. Commmando can go full auto in an emergency. Firebugs can gang up on Skrakes because Skrakes are weak to fire Are fleshpounds weak to explosives in KF2 like they were in the first game? What should a zerk do against an FP exactly? I didn't realize scrakes are weak to fire now, that's neat. LuciferMorningstar posted:They are weak to explosives and piercing damage, and resist basically all other damage types. They've also got a bunch of health and do a substantial amount of damage. They charge when they're angry, and they're often angry, so... Anyway, viable approaches: That's awesome! Thanks. What are the generally accepted ways of dealing with scrakes for now?
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# ? Nov 15, 2015 05:53 |
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Ryuga Death posted:Are fleshpounds weak to explosives in KF2 like they were in the first game? What should a zerk do against an FP exactly? I didn't realize scrakes are weak to fire now, that's neat. basically anyone with a melee weapon can block. With medic support you can survive until the rest you team take the pound out.
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# ? Nov 15, 2015 05:58 |
Ryuga Death posted:That's awesome! Thanks. What are the generally accepted ways of dealing with scrakes for now? Scrakes aren't weak to fire, they're weak to Microwaves. From the Microwave Gun. Firebugs can almost solo 6-man HOE Scrakes with that thing. If you're being careful, have a Berserker tank while Firebug does its thing. Or just have a Firebug or two magdump their Microwaves into the Scrake. It'll literally take a second or three for the Scrake to melt. Good Berserkers can mostly solo Scrakes as well, but things get a little dodgy when the Scrakes rage out. Much safer to just have a Berserker play bait while other teammates assist with the kill.
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# ? Nov 15, 2015 06:00 |
LuciferMorningstar posted:Scrakes aren't weak to fire, they're weak to Microwaves. From the Microwave Gun. Firebugs can almost solo 6-man HOE Scrakes with that thing. If you're being careful, have a Berserker tank while Firebug does its thing. Or just have a Firebug or two magdump their Microwaves into the Scrake. It'll literally take a second or three for the Scrake to melt. Good Berserkers can mostly solo Scrakes as well, but things get a little dodgy when the Scrakes rage out. Much safer to just have a Berserker play bait while other teammates assist with the kill. What does a good zerker have to do against a scrake?
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# ? Nov 15, 2015 06:03 |
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LuciferMorningstar posted:I don't see a problem here. It is true that some classes struggle with certain enemies. Commandos shouldn't be seen as an effective counter to Fleshpounds. If the portion of your team that is responsible for handling that threat fails, then that's the end of the line. The system is working as intended. It shouldn't be the case than any class can effectively solo any enemy. The fun and rewarding part of the game is when a team works effectively as a unit to deal with threats in all forms. I'm not advocating that commandos be an effective counter to fleshpounds, just that they have emergency defense mechanisms if poo poo doesn't go their way. Most classes can deal with raging scrakes by sprinting backwards and shooting them in the head, but with fleshpounds that strategy is nonviable- they're just a little too fast to dodge and hit too hard to allow you to keep dodging, considering the slowdown mechanic. Basically, fleshpounds stand out as the only enemy that skilled non-zerker players can't solo, and that's weird.
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# ? Nov 15, 2015 06:05 |
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Ryuga Death posted:What does a good zerker have to do against a scrake? just keep its attention.
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# ? Nov 15, 2015 06:05 |
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Colosmicon posted:I'm not advocating that commandos be an effective counter to fleshpounds, just that they have emergency defense mechanisms if poo poo doesn't go their way. Most classes can deal with raging scrakes by sprinting backwards and shooting them in the head, but with fleshpounds that strategy is nonviable- they're just a little too fast to dodge and hit too hard to allow you to keep dodging, considering the slowdown mechanic. Basically, fleshpounds stand out as the only enemy that skilled non-zerker players can't solo, and that's weird. drop a ton of grenades and dump a mag full auto into their head as a Commando. You can take them down, its just not ideal, because it burns ammo.
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# ? Nov 15, 2015 06:07 |
Ryuga Death posted:What does a good zerker have to do against a scrake? Mainly just parry it. My preferred routine is to let it walk after me until everyone is ready to go. I parry the first attack, heavy attack the head to make the Scrake fall, and generally, by that time, the Firebug(s) has shown up and destroyed the Scrake. If you have to solo, just keep parrying and attack between parries. Play conservatively, though. It's better to give up an attack to block or parry than it is to eat a bunch of damage. Colosmicon posted:I'm not advocating that commandos be an effective counter to fleshpounds, just that they have emergency defense mechanisms if poo poo doesn't go their way. Most classes can deal with raging scrakes by sprinting backwards and shooting them in the head, but with fleshpounds that strategy is nonviable- they're just a little too fast to dodge and hit too hard to allow you to keep dodging, considering the slowdown mechanic. Basically, fleshpounds stand out as the only enemy that skilled non-zerker players can't solo, and that's weird. What does "if poo poo doesn't go their way" mean?
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# ? Nov 15, 2015 06:12 |
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Colosmicon posted:Thanks for your invaluable input, but I'm not new to this game. I'm going to explain why fleshpounds suck for low-DPS classes like commando: there is no effective way to neutralize them as an individual player, or a small group of individual players. If my demoman or berserker fucks up, I don't have any recourse except to sprint backwards away from an unyielding meat mountain until it kills me. There's nothing fun or rewarding about that. Hopefully TW will add ways to de-escalate fleshpounds by expanding the area damage system, but for now they're just a gigantic distraction from popping heads. I agree. Sure some classes should be better than other classes at handling certain things, and it is a team game. But for highly skilled players there should be ways to pull of fleshpound and scrake kills solo. That's what made KF1 so great to me. You could join a team of complete poo poo and if you were good enough you could carry the whole game. Some scoff at the idea, but it was very hard to pull off (certain maps as medic or zerk notwithstanding), and they are probably just jealous of those who can, or hate being the bad ones that die and then have to watch a pro take 20 minutes to finish the wave.
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# ? Nov 15, 2015 06:49 |
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How is demo getting fixed?
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# ? Nov 15, 2015 07:43 |
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I'll look into my crystal ball
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# ? Nov 15, 2015 09:27 |
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# ? Jun 8, 2024 09:21 |
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turns out they're just gonna put in the kf1 demo passives and weapons completely unchanged
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# ? Nov 15, 2015 09:28 |