|
Pretty sure the low heal xp is to prevent money/xp boosting. It's also in line with the xp boosts other classes get.
|
# ? Nov 1, 2015 02:11 |
|
|
# ? Jun 13, 2024 04:50 |
|
Lemon Curdistan posted:New bosses are planned but this is a beta. Thank you for this hard hitting drop of knowledge.
|
# ? Nov 1, 2015 02:22 |
|
Internet Explorer posted:Thank you for this hard hitting drop of knowledge. You're welcome.
|
# ? Nov 1, 2015 10:46 |
|
Are there goon servers for this or should I just get in the Steam group?
|
# ? Nov 2, 2015 14:27 |
|
I hadn't played this game since right after volter manor dropped, it's been nice playing the new classes. Firebug and new zerk rule, demo is fun but not very well balanced yet, I think. I keep changing favorite weapon to use, the trench, rpg, microwave, zwei, they're all really fun. Good on you TWI for making enjoyable weapons! Probably the most important aspect of a shooter and you continue to hit it out of the park. I'd like to echo a couple things closeted republican posted:I wish someone would make a mutator that has all of the zeds spawn and stay as puffy as they do right before they're killed with the Microwave Gun. It'would be funny and strangely adorable. verbal enema posted:Nothing is better than slo mo jumping off a 2nd floor and Pulverising a group of clots. please look into this, especially the first idea tia.
|
# ? Nov 2, 2015 20:23 |
|
verbal enema posted:I'd like a mod where opera music plays during slo mo its so beautiful https://www.youtube.com/watch?v=sjLb0uV2FgA&t=474s Alereon fucked around with this message at 20:50 on Nov 2, 2015 |
# ? Nov 2, 2015 20:48 |
|
Alereon posted:So like this? I never knew I needed this but now agree: exactly like that MadBimber posted:
Burning Paris, inside the little mall area's 2nd floor is p good height to not take to much damage jumping down onto the escalator. Combine that with a Pulveriser alt attack and boom slo mo explosion amazing
|
# ? Nov 2, 2015 22:28 |
|
Alereon posted:So like this? I never knew I needed this but now agree: Dumbass is pumping bullets into the fleshpound instead of keeping trash off his teammates asses? He deserved that.
|
# ? Nov 3, 2015 01:08 |
|
This berserker explanation has changed everything for me https://www.youtube.com/watch?v=TkQstOLz83I
|
# ? Nov 3, 2015 23:15 |
|
rt4 posted:This berserker explanation has changed everything for me Yeah but it's innacurate now. You now have the extra "shove" attack on every weapon that will push Zeds back and stumble them, and you actually CAN fully block the damage from a Scrake/Fleshpound/Hans attack unless their arms glow red. I can't seem to find a good post-Fire and Explosions patch video explaining the changes to berserker. Because they changed some other stuff around but I can't remember what it was.
|
# ? Nov 3, 2015 23:28 |
|
Two questions. 1)whats the preferred buy order for firebug? 2)why did i wait so long to play firebug?
|
# ? Nov 3, 2015 23:58 |
|
Tokubetsu posted:Two questions. 1)whats the preferred buy order for firebug? 2)why did i wait so long to play firebug? I like to go 1. Trench Gun (Helps vs Bloats and Sirens and gives you much needed long range ability) + CnB 2. Swap CnB for flamethrower asap (so Trench Gun + Flamethrower) 3. When I can afford the MWG (or when I feel it's needed for the big zeds) I get that + the CnB.
|
# ? Nov 4, 2015 00:02 |
|
I go caulk and roll with it until I can afford a microwave gun, which is usually a wave or two before scrakes show up if you like the trench gun go with that and sell the caulk for a microwave when you can afford it
|
# ? Nov 4, 2015 00:03 |
|
when you hit level five and get fully stocked there's no really wrong thing to buy
|
# ? Nov 4, 2015 00:04 |
|
I prefer the cnb over the trench gun, myself, although that's mostly after getting heat wave at level 10. Heat wave just makes the trench gun into the worst of the firebug weapons, due to long reload times + an inability to capitalize on your long reload times. The firebug doesn't have the survivability boosts that Medic and Support do to make being up close with a shotgun work out well for them. So my usual route is to keep the CnB and buy the medic pistol at the end of wave 1 for dealing with far away enemies and healing allies. Then just keep filling up those two weapons until you can buy the flamethrower, and sell the CnB for it. Then swap out the medic pistol for the medic SMG, and then you have two options for where to go from there: Pick up the Medic Assault Rifle and keep the flamethrower, or sell the Flamethrower and upgrade to the Microwave Gun. Medic and Firebug are both my favorite classes so I've basically just started playing them both as hybrids where I pick up the others' weapons all the time. I go Firebug if we're doing okay at keeping alive and go Medic if the team needs help with that, and generally go with one of those two final loadouts: Flamethrower + Medic AR, or Microwaves + Medic SMG. That second loadout also has room for dual pistols or a medic pistol if you need even more ammo.
|
# ? Nov 4, 2015 00:36 |
|
There's usually another Firebug on the team who wants to go straight to the Microwave so I focus on trash. I tend to save up for the Flamethrower then buy the Trenchgun if the map has lots of long halls / lines or stay with the CnB if it's more cramped. For Hans I always go for Microwave + Trenchgun as I get the best stand-off distance from his ridiculous melee. edit: gnome that Medic weapon plan sounds great and I'll definitely try that next time I play Firebug. Now that I've got it and Support up to level 20 it's either Zerk or wait for Sharp. Shumagorath fucked around with this message at 03:15 on Nov 4, 2015 |
# ? Nov 4, 2015 02:59 |
|
do i have a reason to live yet
|
# ? Nov 4, 2015 14:29 |
|
no, get yourself balls deeps in zeds to get the most kills
|
# ? Nov 4, 2015 14:35 |
|
dorkasaurus_rex posted:do i have a reason to live yet Being alive is merely the process of slowly dying, there is no reason to any of it.
|
# ? Nov 4, 2015 19:05 |
|
Has this game always had steam trading cards? I've played 97 hours and only just received a card.
|
# ? Nov 5, 2015 04:47 |
|
bluetail posted:Has this game always had steam trading cards? I've played 97 hours and only just received a card. No, they've only been out about a week.
|
# ? Nov 5, 2015 06:22 |
|
The whole Steam Badge/cards/gems system seems so tacked-on and messy (this will not stop me from trying to get all the KF2 cards though so uh it's me, I'm the rube).
|
# ? Nov 5, 2015 15:37 |
|
It's a magnificently obfuscated system to make people buy jpgs from each other that gives valve a tremendously good cut from every (albeit tiny) transaction. I think Steam "level" is meaningless nonsense and the backgrounds and emotes all look like horrible garbage but if a independent adult decides to spend their own money on that stuff and it gives them joy more power to them. I usually just gift a copy of the game to a friend whenever i feel like showing my support for a game.
|
# ? Nov 5, 2015 22:46 |
|
Gorefasts should stumble backwards when beheaded. They're a bit too persistent in chasing players after they've had their brains blown out, and stumbling them might make them less of a threat without completely negating their damage potential. Also it would look cool.
|
# ? Nov 6, 2015 01:11 |
|
Colosmicon posted:Gorefasts should stumble backwards when beheaded. They're a bit too persistent in chasing players after they've had their brains blown out, and stumbling them might make them less of a threat without completely negating their damage potential. Also it would look cool. Yeah, the headless zed tracking is something they really need to work on, it's stupid. Just make them stop and flail in one place, that should do it.
|
# ? Nov 6, 2015 01:47 |
|
Kikas posted:Yeah, the headless zed tracking is something they really need to work on, it's stupid. Just make them stop and flail in one place, that should do it. I do like that it keeps them dangerous even after you pop their heads, but yeah it can get pretty out of hand when a headless zed is chasing you around perfectly.
|
# ? Nov 6, 2015 02:04 |
|
Headless gorefasts are the cause of one of my more embarrassing deaths. "Whoooo bullpup Zed time decapitate 6 Gorefasts in a row! Now to reload my empty gun and escape- Oh they are all still standing perfectly fine blocking the door and stabbing me repeatedly WHOOPS the rest of the horde caught up." Like, even if I had remembered I had a melee bash button or switched to my varmint, wouldn't have helped with a dozen live zeds on one side, and a half dozen decapitated but still stabbing me zeds on the other.
|
# ? Nov 6, 2015 02:12 |
|
Kikas posted:Yeah, the headless zed tracking is something they really need to work on, it's stupid. Just make them stop and flail in one place, that should do it. I believe they did the same thing in Killing Floor 1 when you blew their heads off. They'd still come at you slicing away.
|
# ? Nov 6, 2015 02:13 |
|
Section Z posted:Headless gorefasts are the cause of one of my more embarrassing deaths. my most embarrassing deaths usually consist of me jumping off a high place with 6 health. Dying from a fall from the catwalk in Biolab is hella embarrassing.
|
# ? Nov 6, 2015 02:21 |
|
Revolver Bunker posted:I believe they did the same thing in Killing Floor 1 when you blew their heads off. They'd still come at you slicing away. its why if I have time i pop them in the leg once to get them to fall. If i have the bullets
|
# ? Nov 6, 2015 02:22 |
|
She Bangs the Drums posted:my most embarrassing deaths usually consist of me jumping off a high place with 6 health. Don't worry, I got one of those too. "Hmm, the bloat bile wore off right as I hit 1 health. My syringe is 1/4 full. So I want to die to a crawler? or gravity?" Getting literally 4 doors shut in your face while you and the two other players are running from a fleshpound and change adds up She Bangs the Drums posted:its why if I have time i pop them in the leg once to get them to fall. If i have the bullets Yeah, hindsight is a hell of a thing. Normally it's never an issue and I can't blame them for staying alive and flailing for a bit. But I can agree them tracking you just as well without a head as with can be a bit offputting when you are making neat headclick kills instead of sweet kills that send bodies flying like with a shotgun or even your knife. My aim is questionable enough as it is, so it's discouraging landing a bunch of headshots in a row (for once), turning to deal with other stuff, only to realize oh wait those seven guys I just killed are still able to track me down perfectly.
|
# ? Nov 6, 2015 02:28 |
gorefasts eyes are actually in their nipples which is how they always know where you are
|
|
# ? Nov 6, 2015 02:30 |
|
President Ark posted:gorefasts eyes are actually in their nipples which is how they always know where you are My god, the perfect soldiers.
|
# ? Nov 6, 2015 03:21 |
|
Theta Zero posted:My god, the perfect soldiers. It also explains why they removed the nipple rings from Bloats
|
# ? Nov 6, 2015 03:22 |
|
I think that headless zeds should attack where they last saw you. It'd add a cool element to the headpopping classes, where you have to constantly be moving but not just in a small circle. It would also make some sense.
|
# ? Nov 6, 2015 03:23 |
|
Revolver Bunker posted:I believe they did the same thing in Killing Floor 1 when you blew their heads off. They'd still come at you slicing away. Yea but they made a beeline for your last position, not perfectly track you.
|
# ? Nov 6, 2015 03:32 |
|
Section Z posted:Headless gorefasts are the cause of one of my more embarrassing deaths. And that's why I always go for the SCAR ASAP as Commando. Being able to kill, not just decap, Gorefasts with a single headshot is a godsend.
|
# ? Nov 6, 2015 03:41 |
|
Headless zeds should drop mid-stride with lots of good tweening / PhysX effects that keeps the momentum of their last frame alive lets them skid.
|
# ? Nov 6, 2015 04:35 |
|
Got my first HoE win this afternoon. Turns out with at least 3 zerks (with Smash) and 2 medics you can pretty effectively box Hans in place and with a little luck facetank him all 3 phases. He spends half the time stumbling around or falling down. It's kinda like the old chainsaw strat for the Patriarch, but 3 times in a row. One mechanic I'm noticing still needs some love is the perma-rage for Scrakes and FPs if they're in the last few zeds of a wave. There are only a few classes that can handle that, for everyone else it's pretty much death. There should be some way to calm them down so smart players at least have a fighting chance (the door welding trick from KF1 or similar). vvv Like whenever there's a decap have zedtime apply just to the fluids? Takes No Damage fucked around with this message at 08:49 on Nov 6, 2015 |
# ? Nov 6, 2015 05:07 |
|
|
# ? Jun 13, 2024 04:50 |
|
Shumagorath posted:Headless zeds should drop mid-stride with lots of good tweening / PhysX effects that keeps the momentum of their last frame alive lets them skid. I'm wondering if I'd like to see the headless stump geysering blood like a Japanese samurai film as the body falls forward. Like a big rooster-tail that paints red lines over everything.
|
# ? Nov 6, 2015 05:42 |