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Psion is correct, the impact damage is in addition to the explosion damage. Not super relevant for Skrakes, but for bloats it is the difference between one-shot headshotting them with the M79 or two shots. And it's pretty relevant for Fleshpounds too- if they're charging just fire I guess but if they're not mad yet it's absolutely worth taking that extra second to line up a RPG headshot on them.
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# ? Jun 20, 2017 21:41 |
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# ? May 27, 2024 09:41 |
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Ugh, having to headshot something with a weapon designed to penetrate solid steel is aggravating. Much like how emptying a full AA-12 drum into anything'a brain should kill it, I think designers need to adhere to the rule of "mass of ordnance > mass of target --> dead target".
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# ? Jun 20, 2017 22:09 |
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Lacklustre Hero posted:Supports are actually good vs large zeds because the double barrel staggers and the aa12 is a war crime I got vote kicked off my last game for soloing single scrakes with AA12 and double-barrel. "Stop raging the scrakes, support!" someone yelled and then it was voting time and a millisecond later I'm out. I mean, who cares when it's only 1 at a time and everyone else seems to be ignoring it? It's not like I grenaded a group of them and they all came out swinging. Ah pubbies. Or I suck, which is not unlikely.
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# ? Jun 20, 2017 22:51 |
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Could be worse - your team could insist on fighting in the big open areas of the snow level including when Hans shows up and starts shooting.
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# ? Jun 20, 2017 23:04 |
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Gromit posted:I got vote kicked off my last game for soloing single scrakes with AA12 and double-barrel. "Stop raging the scrakes, support!" someone yelled and then it was voting time and a millisecond later I'm out. I mean, who cares when it's only 1 at a time and everyone else seems to be ignoring it? It's not like I grenaded a group of them and they all came out swinging. Ah pubbies. Or I suck, which is not unlikely. A couple double barrel altfire blasts (assuming you took the right perks) decaps scrakes, so while you're not the best choice to take point on them you can certainly obliterate them if you can headshot. Votekicking immediately is the kind of shameful behavior I'd expect from tripwire-game pubbies though Shumagorath posted:Ugh, having to headshot something with a weapon designed to penetrate solid steel is aggravating. Much like how emptying a full AA-12 drum into anything'a brain should kill it, I think designers need to adhere to the rule of "mass of ordnance > mass of target --> dead target". this game is really Headshot Floor 2, for better or for worse. The separate head health pool - not just a different damage multiplier but a literally different hp pool - really, really forces it for almost every class. Personally I don't really mind that, because it's something you have to do more as the difficulty goes up more. That works out alright, lower difficulties you can just shotgun bodyshot everything, higher difficulties take tight choke and shotgun headshot. Psion fucked around with this message at 23:38 on Jun 20, 2017 |
# ? Jun 20, 2017 23:29 |
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I haven't played since they implemented that weird rock paper scissors damage system. Did they ever manage to make this as fun and silly as the first one?
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# ? Jun 20, 2017 23:41 |
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Psion posted:this game is really Headshot Floor 2 Well that is literally the weekly wacky modifier mode this week e: which I just played solo and very nearly one-shot Hans with the railgun; I had the extra ammo perk instead of the bonus ironsight damage perk so that'd probably do it ClonedPickle fucked around with this message at 00:25 on Jun 21, 2017 |
# ? Jun 21, 2017 00:01 |
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ClonedPickle posted:Well that is literally the weekly wacky modifier mode this week Oh is the new weekly out already? Done and done. Theta Zero fucked around with this message at 04:15 on Jun 21, 2017 |
# ? Jun 21, 2017 01:34 |
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Gets you a neat centerfire skin.
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# ? Jun 21, 2017 07:32 |
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Propaganda Hour posted:Gets you a neat centerfire skin. Jurassic Park tie-in? I wouldn't mind this-game-but-with-dinos...
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# ? Jun 21, 2017 13:27 |
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Meldonox posted:I haven't played since they implemented that weird rock paper scissors damage system. Did they ever manage to make this as fun and silly as the first one? They really tamed that the gently caress down and I don't really notice it now. I honestly think the game is in a good place right now, although I'm sure there are some things that could still do with tuning. Not that I could tell you what those would be, but I couldn't describe it as a perfect experience. The one thing that stands out between KF1 and 2 for me is how hard it is to heal other players with the syringe. In 1 you could run past someone and easily give them a hit with it but now it's like some precision minigame.
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# ? Jun 21, 2017 13:50 |
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To be fair, medics now have a homing dart and each medic weapon has its own supply. Also, anyone can use these weapons. Not saying you're wrong, it is a bitch to syringe someone, but it's pretty moot at this point.
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# ? Jun 21, 2017 14:13 |
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Dark_Swordmaster posted:To be fair, medics now have a homing dart and each medic weapon has its own supply. Also, anyone can use these weapons. Not saying you're wrong, it is a bitch to syringe someone, but it's pretty moot at this point. Tryhard grogs were trying to use the homing dart as an excuse to nerf the Medic into oblivion earlier last year because it "made the game too easy".
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# ? Jun 21, 2017 14:43 |
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Dark_Swordmaster posted:To be fair, medics now have a homing dart and each medic weapon has its own supply. Also, anyone can use these weapons. Not saying you're wrong, it is a bitch to syringe someone, but it's pretty moot at this point. What always bothered me about the medic in KF2 was healing others with the syringe. In KF1 it only took half your gauge to heal others and that promoted healing others over yourself. But in KF2 it consumes the full gauge. Having level 25'd medic first it's a pretty well rounded class. Just wish it had more different weapons to play with.
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# ? Jun 21, 2017 14:54 |
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Revolver Bunker posted:What always bothered me about the medic in KF2 was healing others with the syringe. In KF1 it only took half your gauge to heal others and that promoted healing others over yourself. But in KF2 it consumes the full gauge. Healing someone else with KF2's syringe has it recharge twice as fast compared to healing yourself with it. Also hitting other players with KF1's syringe sucked as well, fight me
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# ? Jun 21, 2017 17:11 |
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You also get a bit of money for healing allies, so there's another small incentive to be a team player.
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# ? Jun 21, 2017 17:14 |
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So I just found out on the new weekly, don't go Demo hoping to get splash damage head damage on the bosses. Unless it's a direct head shot with the RPG, they take no damage.
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# ? Jun 21, 2017 17:17 |
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Gromit posted:They really tamed that the gently caress down and I don't really notice it now. I honestly think the game is in a good place right now, although I'm sure there are some things that could still do with tuning. Not that I could tell you what those would be, but I couldn't describe it as a perfect experience. The one thing that stands out between KF1 and 2 for me is how hard it is to heal other players with the syringe. In 1 you could run past someone and easily give them a hit with it but now it's like some precision minigame. Hey cool, thanks! I bought this ages ago hoping it would be a worthy successor to the first one, but realistically expecting it to be.. kinda competent maybe? I really enjoyed playing berserker in the first one and kinda liked how it was here.
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# ? Jun 21, 2017 20:32 |
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Skoll posted:So I just found out on the new weekly, don't go Demo hoping to get splash damage head damage on the bosses. Unless it's a direct head shot with the RPG, they take no damage. Yeah, this is kind of "Don't play demo or firebug" the event.
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# ? Jun 21, 2017 20:55 |
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aniviron posted:Yeah, this is kind of "Don't play demo or firebug" the event. Yep. Rolled Sharpshooter next game and got it though.
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# ? Jun 21, 2017 21:15 |
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This event made me realize how much damage a team of sharpshooters and commandos can do on a boss. Good lord
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# ? Jun 21, 2017 21:23 |
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What's this Rock Paper Scissors thing people are talking about? I only play intermittently and have never noticed something like that. Not that I'm the sharpest of players, when I first started I'd refuse to take ammo or grenades from Supports and Demos because I thought my teammates would need them more
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# ? Jun 21, 2017 23:33 |
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ClonedPickle posted:Healing someone else with KF2's syringe has it recharge twice as fast compared to healing yourself with it. Also hitting other players with KF1's syringe sucked as well, fight me Oh I completely agree that the syringe sucked in both versions. Its slightly better in KF2. I wish the knife could heal so I can just stab people to full health as a medic.
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# ? Jun 21, 2017 23:39 |
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ClonedPickle posted:Also hitting other players with KF1's syringe sucked as well, fight me You are crazy and I'll beat the poo poo out of you after school today to prove it.
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# ? Jun 22, 2017 00:30 |
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Revolver Bunker posted:I wish the knife could heal so I can just stab people to full health as a medic. I didn't, but now I do.
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# ? Jun 22, 2017 01:36 |
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Propaganda Hour posted:This event made me realize how much damage a team of sharpshooters and commandos can do on a boss. Good lord Finishing the boss with a team of all Sharpshooters is the winning strat akin to the sextuple Firebug strat back when the microwave gun was busted. We did it with Skoll if he's running around somewhere and he can vouch for it, it just melts the boss. The way to go is use all the stability perks and use the railgun, double tap when you fire because it makes you reload faster, and if you're fighting Kevin just freeze him the moment his health bar changes color for an instant one-cycle. Easy peasy. Alacron posted:What's this Rock Paper Scissors thing people are talking about? I only play intermittently and have never noticed something like that. It's resistances. They implemented them in the beta and they were completely insane (Stalkers could survive a pointblank shotgun, Crawlers could be rendered headless but alive by the pistol, and Gunslinger's weapons all did reduced damage to everything). How it works is that some zeds just take more or less damage than others based on the weapon you're firing. I wrote a guide breaking it down here, and it includes the raw data I extracted my information from. It doesn't quite matter now considering how much they toned it back. Theta Zero fucked around with this message at 02:24 on Jun 22, 2017 |
# ? Jun 22, 2017 02:20 |
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Can confirm Theta Zero's Sharpshooter strat melts bosses. When I did my second try for this Weekly, it was me and two other Sharpshooters and we killed Kevin in about three railgun shots. You can actually solo him with a railgun headshot.
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# ? Jun 22, 2017 03:06 |
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Skoll posted:Can confirm Theta Zero's Sharpshooter strat melts bosses. When I did my second try for this Weekly, it was me and two other Sharpshooters and we killed Kevin in about three railgun shots. You can actually solo him with a railgun headshot. The railgun is just busted. I was stuck on HoE solo as SWAT for a while until I decided to just run the railgun as SWAT and it finally let me beat the boss.
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# ? Jun 22, 2017 03:35 |
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Skoll posted:Can confirm Theta Zero's Sharpshooter strat melts bosses. When I did my second try for this Weekly, it was me and two other Sharpshooters and we killed Kevin in about three railgun shots. You can actually solo him with a railgun headshot. Was just level 14 doing the weekly solo as sharpshooter, a single headshot does about 90% to Kev with the left hand side of the perk tree. It's obscene.
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# ? Jun 22, 2017 05:10 |
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Oh they took out the dumb resistance thing? Might actually play this game over KF1 now.
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# ? Jun 22, 2017 11:38 |
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dogstile posted:Oh they took out the dumb resistance thing? It's less that they removed it, and more they changed the values to be less retarded for the most part(I'd say the resistances for the bosses need some more fine tuning though, make it so Gunslinger and SWAT are less of a liability in the boss round for one thing)
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# ? Jun 22, 2017 12:58 |
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I'm pretty happy to hear it's decent. Do folks still use the old Killing Floor group?
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# ? Jun 22, 2017 15:39 |
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Hmm.KF 2 Update 1054 posted:We have just set live a required update for clients and servers with the following changes:
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# ? Jun 22, 2017 15:44 |
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Meldonox posted:I'm pretty happy to hear it's decent. Do folks still use the old Killing Floor group? Not from what I've seen. The game spent so long in EA with balance issues going back and forth I think a lot of goons lost interest. It's a shame because it's really fun where it is right now.
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# ? Jun 22, 2017 15:45 |
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John Murdoch posted:Hmm. assuming the numbers spreadsheet was current before today, that means Stoner changed from 30 to 36 base damage, SCAR-H from 55 to 60.5 (I don't know if this rounds to 60 or 61) and the M4 change doesn't let you bring it with an AA12+DBS so who cares. (ok being generous as possible, the M4 change puts it in a better place in the hypothetical future they reduce it to 6 weight) someone else can do the math on whether or not 5-6 damage changes any shot-to-kill breakpoints. It'd be nice if the answer was yes, especially letting the SCAR drop sirens/gorefiends faster, for example. Psion fucked around with this message at 18:08 on Jun 22, 2017 |
# ? Jun 22, 2017 18:06 |
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The Stoner desperately needed the buff. After the first shot or two it's not accurate enough to get headshots so you have to aim for the body, which means the damage is really necessary. I mean, the utility of a 1500D weapon that doesn't get headshots can still be called into question here, but at least this will help. Right now it's one of the worst weapons for how much it costs. The Benelli buffs are welcome too, especially the reload speed. Power isn't an issue, even the standard issue does fine against everything except skrakes and FPs, but with how fast the M4 fires it meant you spent about 80% of your time reloading the drat thing, what's the point to firing that fast if the reload is still slow? I don't think this is going to stop me from using the AA12 over it, but it's at least something to think about when I'm loving around on lower difficulties now.
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# ? Jun 22, 2017 20:39 |
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I really dig the centerfire. Part of me is surprised that they didn't nerf it because it is incredibly effective at 650 I feel.
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# ? Jun 23, 2017 01:43 |
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Is there a good updated guide to Berzerker? I seem to struggle until I can afford a Pulverizer and can't get the hang of the mace + shield. Still only level 8 so I guess the Crovel / Zwei are usable on Hard with the damage bonus at 10?
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# ? Jun 23, 2017 01:55 |
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Sell the crovel, the lawnmower blade does more damage
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# ? Jun 23, 2017 02:10 |
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# ? May 27, 2024 09:41 |
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Severed posted:I really dig the centerfire. Part of me is surprised that they didn't nerf it because it is incredibly effective at 650 I feel. I like it for Gunslinger, not so much Sharpshooter. The .500 outclasses it just because you get more bullets out faster, the iron sight isn't wrong half of the time due to view bobbing, you get a nice handful more ammo, and it does essentially the same damage. On Gunslinger though it can replace dual 1911 which is a straight upgrade. Shumagorath posted:Is there a good updated guide to Berzerker? I seem to struggle until I can afford a Pulverizer and can't get the hang of the mace + shield. Still only level 8 so I guess the Crovel / Zwei are usable on Hard with the damage bonus at 10? I wrote this brief guide a while back, I think just two weeks ago. Theta Zero posted:You can use pretty much any setup of skills for Berserker, it just depends on whether or not you want to play super-defensively or super-offensively. For defense, you want the perks that give you extra health and for offense you want to use the perks that give you health regen. In general, working with perks that give you extra health or damage over health regen work best with a pocket Medic on you. The absolutely most important perk is the one that gives you stat boosts on a successful parry. During its effects, you take almost no damage, do an insane amount of damage in return, and it's easy to chain infinitely by just letting a baby zed hit you for another free parry. In general you want to play like an absolute idiot if you're going for an offensive build because you heal by killing small zeds, or stick with your team as the resident tanky front line for defensive builds. Learn how to parry (it's not that difficult, the timing is super generous), and learn how to swing your view with your attacks (your swings' hitboxes go off in a ray, so if you swipe your view, you'll hit more things). Decide what you like better--doing precise light attacks or arcing your strong attacks, and select your skills based off of which resonates better with you. Theta Zero fucked around with this message at 03:25 on Jun 23, 2017 |
# ? Jun 23, 2017 02:15 |