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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Geight posted:

They're really fuckin good, and the medic gets a shotgun that can also shoot healing darts.

And there's a berserker tagged Shotgun that can turn into a semi-auto rifle at the push of a button. Which is fantastic for a Support, because it's a rifle and shotgun in one that also gets you berserker XP while still using your support passive. And the semi-auto mode also has the penetration from Support passives from what I've seen.

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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

echronorian posted:

KFs shotgun is my favorite since doom 2, glad it's still super satisfying.

The basic pump shotgun is not that great sadly though (except for the reload animations, those are great). All the other shotguns make up for it.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Nah you get XP for doing the things the perks list as giving XP.

Medic: Heal dudes/Kill Zeds with Medic weapons
It even makes sense for support because the medic shotgun is drat awesome

Support: Weld doors/Kill Zeds with Support weapons
Only the welding really makes sense - apart from the AA-12, you're probably not going to touch support weapons as non-supports

Berserker: Kill Zeds near teammates with melee/Kill Zeds with Berserker weapons
The former is probably not going to happen all that much for non-Zerks and the latter is also probably not going to happen for non-Zerks. Except for Supports, because the Nailgun is a Shotgun that behaves as toggleable penetrating semi-auto rifle/shotgun

Commando: This I don't recall 100% but I'm fairly sure it's Kill Zeds with Commando weapons/Kill Stalkers with Commando weapons
This one sucks because there's no sensible reason to get xp for it as a non-commando. The Commando weapons are uniformly assault rifles, which none of the other perks get passives for - on the other hand Commando has the sickest Passive of all: % Weapon damage. Commando knows how to shoot guns, any guns (and melee too, but what self respecting commando would use melee).

You can do all those things as any perk, but as you can see some make more sense to than others.

DatonKallandor fucked around with this message at 23:31 on Apr 20, 2015

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Section Z posted:

Does this mean the Combat Shotgun feels like an overall improvement compared to the basic shotgun now? It was literally the only shotgun weapon I didn't like in KF1.

I have literally no idea because I never bothered to buy the Combat shotgun. I always had either not enough money for an upgrade from the basic pump, or enough money to go to the Medic Shotgun and from there to the AA-12. Frankly that might be a bit of a problem with the pricing. I hope Tripwire doesn't take the Nailgun and Medic Shotgun being good for off-perks as a reason to nerf or restrict perk weapons somehow for off-perk use, however.
But I guess:

Geight posted:

I actually preferred the pump action to the combat shotgun during the beta.
I didn't miss out on much (except some Support XP, which I made up for with Medic XP during the Medic Shotgun times).

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Played several matches. Game is loving awesome. Every perk is cool.

I wish it started everyone at level 1 instead of level 0 though - the jump in power is huge and there's no reason to have new players go through the level 0 hazing period.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Stormgale posted:

Nope it uses fuel at least when I used it which is what confused me

The melee bash is the ammo-less melee for the Eviscerator.

Generally from what I've seen:
Primary Fire - Swing once with tap, hold to do a short combo
Secondary Fire (Ironsights Key) - Heavy attack, one swing, extra stagger and damage
Alternate Fire - Parry/Block
Melee Bash - same swing as the primary fire, but only one of them

For the Hammer the Secondary Fire is also the one that uses ammo on contact (but can also be used if empty and won't auto-reload for you - reload your hammers manually)
For the Eviscerator, the Primary fire is firing the sawblade, the Secondary fire is using the Chainsaw mode, the Alternate fire is also Chainsaw mode and Melee Bash is Ammo-less stab

lovely Wizard posted:

Played a shitload of KF1 (firebug pride, we'll meet again soon my rad fire class), but I'm worried about :



From the EULA

Script kiddies/hackers deserve bans from the game, also their servers their rules, but then they're also dictating what other people do on their own servers with the game itself.

That and there's likely no way of them enforcing this manually with this massive playerbase they're going to have, so who knows if they do some sort of automated solution thats easily abused ala X REPORTS MEANS YOU'RE SUSPENDED INSTANTLY?

Good on them for trying to build a better community. I hope it works out.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

closeted republican posted:

Support feels like the best class so far. It's great for multikills and is by far the best class for quickly dealing a lot of damage to tough enemies and Hans. Once you get a few levels in it, you can really shred through groups of enemies with the increased penetration. The only issue is with ammo, but picking off trash from a distance with the 9mm is a big help for conserving ammo.

Grab the Nailgun. It has hundreds of nails - switch it to semi-auto for popping heads. A support using the Nailgun gets a: 40+ Magazine, Penetrating, Semi-auto, Bouncing Projectile, Shotgun/Rifle transforming gun that benefits from +Shotgun damage skills.

Also anyone pining for the Firebug days, your best bet right now is to level Commando and use the Flamethrower as a Commando.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Lemon Curdistan posted:

I think you could still comfortably give them 1% damage with Medic guns. They wouldn't outdamage other classes, but would be able to at least keep up their damage output and not be dead weight DPS-wise on higher difficulties. Since it's limited to Medic guns, they wouldn't be able to just grab a crossbow or whatever and kill fleshpounds, either.

Enemy health supposedly doesn't scale with difficulty so the Medic will always be great at killing everything weaker than a Scrake (incredibly important too - you can't kite Scrakes for poo poo if there's clots and Gorefasts all over). And the healing is incredible.

1% per level isn't low by the way - it's literally what specialist perks get for their weapon type (and what Commando gets on everything).

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Alkydere posted:

Wait, you can still earn experience for perks you don't currently have equipped, like in KF1? Holy poo poo, that's amazing.

Yeah you get XP for doing the things described on the Perk Selection screen. Knife and Pistol count as Perk weapons for whatever perk you currently are. There are no other rules. You don't have to be a perk to get XP for it.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Dark_Swordmaster posted:

Even if you don't count, he yells each heal about a new attack or after three, "NOW YOU SHALL SEE MY TRUE FORM!" Also his color/lighting indicates the phase, not overall damage. Especially nice because the small touches like sparks and blood leaking are lost in the action.

Maybe make his glow/lighting a completely new color when he's invul/85% so he had a tell. Bright blue or gold or something. Maybe even make shots visibly bounce off? I'm not certain how you can effectively communicate visually, "Your shots aren't doing much right now."

A visible health bar somewhere would do it. Bosses are always problematic because it's hard to tell how much damage you're doing and bosses that also have multiple phases are even worse. A segmented health bar visible to everyone solves everything.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Blight Runner posted:

We were trying to take turns tanking it. It just got impatient. :v:

Is it me or do frag grenades seem to have a small blast radius? I can see the shrapnel goes a bit of distance but the results can be underwhelming. Had one go off in a 3 deep line of zeds. One clot survived and was pushed into my face from the explosion. :argh:

Frags (Support Class) seem quite a lot more potent when in tight quarters - the fragments bounce and I wouldn't be surprised if they benefited from the Support pierce passive.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Holding or double tapping the Grenade Throw key is a fairly common "detonate remote explosives" solution.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

etalian posted:

higher difficulty means more monsters per wave, more monster HP and more importantly they do more damage.

They said this isn't the case and from playing it certainly seems like it isn't the case. Player numbers bump monster health - difficulty setting does not. Difficulty seems to increase zed counts per wave, increase zed quality per wave, increase zed damage and unlock new zed moves (this is mostly sprinting related).

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Ramsus posted:

e. here is an example video of the combos you could do as support in kf1 against HOE level Scrakes and FP's
https://www.youtube.com/watch?v=nXsqQtRQPnU

I just love that KF1 players call engine bugs and hit register glitches "combos". I guess they come from the same school of player that managed to rebrand "our engine can't handle jumping movement very well" into bunnyhopping.

Very much doubt "combos" are going to be in KF2 (for long - there'll be bugs, but they'll be patched out). Any special hard to pull off ways to solve problematic encounters in specific ways are hopefully going to be designed by the devs and properly balanced.

Lemon Curdistan posted:

Video game developers are perfect ascended beings who are incapable of ever making assumptions like "yes, our playerbase will find this feature useful instead of annoying."

It's not supposed to be useful. It's supposed to be annoying. You are getting punished for leaving clots alive and letting them get next to you. You do not like what happens when you do - that is by design.

DatonKallandor fucked around with this message at 22:00 on Apr 26, 2015

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Theta Zero posted:

Somebody on Reddit found how the stumbling mechanics work. It's what you'd expect, more damage is positively correlated to more stumble, but it's got some raw data in it.

https://www.reddit.com/r/killingfloor/comments/33qijy/killing_floor_2_zed_hit_and_stumble_mechanics/

Yup, confirms that the Nailgun is a stumbling machine - it's awesome.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Skoll posted:

Just wrote a semi:effort: post in the TWI forums regarding Commandos and some load out suggestions. Tell me what you guys think.

http://forums.tripwireinteractive.com/showpost.php?p=1394542&postcount=3

Recoil reduction passives suck. It leads to guns that are lovely for perks that don't get recoil reduction and way too good for the ones that do. Making Recoil a universal thing that applies to everyone equally was one of the best decisions they made for KF2.

Starting with better weapons when you're higher level was also dumb as poo poo. Thank god that's not in KF2.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Dual Wielding and Bouncing Shots would be nice enough really. Gunslingers clean trash - with a twist (the twist is shooting around corners).

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Abandoned Toaster posted:

Although Demolitions sort of does the traps with pipe bombs, so since he's dropping in the next update we'll see if pipe bombs are part of it.

Demo gets C4 as his bomb laying weapon, it's been confirmed.

Also yuck on the animation reload change. Finishing the reload before the animation is done absolutely sucks, because it encourages and rewards stupid weapon switch behavior. If you want the reload to be faster, make the animation faster, don't force people to weapon switch juggle. It's just as dumb as running faster with a knife out and we've left that behind (for the most part).

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

LuciferMorningstar posted:

Berserker has partial resistance to Siren damage. Demo has a skill that makes explosives totally invulnerable to Siren screams.


The 10% buff to off-perk weapon damage is fairly meaningless, I think. With most weapons, you're already one-shotting the trash with a headshot without the buff. For the stronger stuff, you don't end up saving much ammo, if any. You're also really limited on your choices if you try to pair something with the RPG. Someone suggested the Double Barrel, and I think they're right about that being the best option.

You know what fits the Demo Weight limit perfectly? Microwave + C4 + Medic SMG. That gives you options to deal with everything including something that screws over the explosion resistant scrakes.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
If they're really opposed to make it do more damage (enough to consistently kill Gorefasts), they could just add a lot of stagger/knockdown. So even if it won't always kill the Gorefast at least it'd buy you a lot of time to reload/run. Hell, consistent strong ranged crowd control is a good niche for the Demo to have in the early weapon tiers - no other class does that yet.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Unless it's changed since release, Berserker Nailgun benefits from Support penetration bonus, and it's awesome. More of that stuff would be great.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Kamikaze Raider posted:

What would you suggest for filling those last 5 weight points? Or do you think a firebug should just go ahead and get a Medic SMG/Dual 9mm instead of the pistol and roll with 14/15?

C4 man! Microwave Scrakes, C4 Pounds, heal team with medic SMG.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Okay Tripwire, time to retire the AA-12 and put in a much cooler automatic Shotgun.
They even made devices to turn the magazines into landmines! That's exactly the kind of ridiculous stuff that Killing Floor is all about.

Imagine putting down a 10-shotgun-round landmine and having a scrake step on it. With the Support penetration perk bonus?

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Kazvall posted:

I think every class should have some baseline class "ability" like the zerk, i.e. not grabbed by clots. Demo should just say "explosives not affected by the siren".

Absolutely. It's that and not starting at level 0 would massively help all the classes play better from the start. It wouldn't even be that hard to find special stuff for every class.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Away all Goats posted:

Well the nailgun's thing is lots of ricochets so maybe the nailbomb is similar? Although functionally yeah, it's pretty much identical to a frag grenade.

Frankly they should give the gunslinger sticks of dynamite (to complete the cowboy/western theme) and give the demo cluster bombs or something.

Gunslinger should get the Dynamite, Demo should just get C4 has his grenade item. Since there's no reason to stack them ever (damage penalty) just make the first grenade press throw the C4 and the second detonate it.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

CJacobs posted:

4chan is pretty upset about this, a guy said "why does everything I love turn to poo poo" and while I do think this sucks, it's not that bad. At least, it's not game-ruiningly bad. I mostly play singleplayer anyway so really it's just free steambux with the USB stick thing.

If they put the gameplay-affecting weapons into don't-know-what-you'll-get-ahead-of-time boxes, it'll loving suck. They can put cosmetics into that poo poo, but for proper DLC we need to be able to just buy it upfront without literally gambling.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Azran posted:

I'm amazed at people complaining about the devs getting extra revenue from a pretty well tested system which is completely cosmetic.

It isn't purely cosmetic though. They specifically state that they'll do non-cosmetic poo poo too. The whole "it's only cosmetic thing" would be totally fine if it was true, but it isn't.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Pirate Jet posted:

I'd argue the thing that pissed off the Payday player base the most was the fact that the weapon skins you could get from microtransactions gave you active stat boosts on your guns.

Plus the fact that Payday 2 already had a system in place for getting random loot after every match, and the crate upgrade made it so sometimes instead of getting random loot like normal you got random loot locked in a box you could only open with real money. They essentially replaced loot you used to get with pay-for-loot that was also random.

And as you mentioned, they put stat boosts on weapon skins, which is a hilariously dumb idea.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

gnome7 posted:

TL;DR: If you want to be taken seriously, talk about what you actually know about instead of what you assume you understand, stop being pedantic over every two words, and drop the 800+ word megaposts with the gross "do you agree or disagree" nonsense.

Thank god we have arbiters of knowledge in this thread like you who can decide who is or isn't qualified to comment on which topics. You're doing us a real service.

But I hey, I get what you and Coolguye are saying. Game development is really hard and even tiny numbers changes are incredibly hard and expensive and that's why there'll never be any mods that change numbers for games really quickly after release or after patches. Because it's just way too expensive and hard to do even for the developers themselves.

DatonKallandor fucked around with this message at 13:59 on Dec 2, 2015

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Require More Fire posted:

I don't play Zerker enough to care about the Zweihander nerfs, but that nerf to Armament is ludicrous. I barely feel like it's helping most days as it is.

I think the Zweihander nerf, while probably enough to make it de-facto useless is entirely okay. It makes a DLC weapon that is a generic two-handed sword bad and the thing it replaced, an awesome shotgun-hammer that is included in the base game the better option. There's worse things than that.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
That looks like the best N64 game that never existed.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
What is "Bullet Resistance"? Is there a Zed with a gun I can't remember that would make that stat make sense?

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Lemon Curdistan posted:

Rack 'em Up actually feels like it should outright be a Commando talent instead, because the low damage/high RoF nature of Commando weapons would work as a balancing factor for it, and it would be rewarding short, controlled bursts/semi-auto fire.

Or, you know, a Sharpshooter talent. There's a lot of Gunslinger stuff that is really cool, but also completely stepping on Sharpshooters toes. What's left for that perk when the headshot and aim-down-sights focused perks are already in Gunslinger?

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Questioner86 posted:

Laughed out loud at this. It's a stupid thing to miss.

We're working on another patch to address some of the bugs still outstanding from the one that went out today so thanks for looking out.

It's exactly the kind of bug that's really easy to understand showing up. You just introduced a ton of dual wield weapons - there's bound to be bugs with dual wield weapons interacting with various systems. I doubt anybody gets mad when something like that slips through - especially in early access.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Make C4 their grenade and you free up a spot for a proper weapon.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Lemon-Lime posted:

Yeah, that's a fair point. Press G to drop C4, hold it to detonate.

Either that, or just first press throws C4, second press detonates it. That way you don't tempt new players that don't know about the stacking C4 debuff into accidentally wasting all their C4 for no gain on a stack.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Plan Z posted:

After playing Doom and getting to run against some good FPS bosses, it's highlighted to me so many more specific problems I have with Hans and specific reasons why I like Patriarch. Hans just oozes bad gameplay design in almost all of his features, when Patriarch has lots of good design.

The number 1 thing that the Doom devs understood that bad FPS devs don't is that enemy attacks need to be avoidable. Are they ranged attacks? They shouldn't be hitscan (and if they are hit-scan they need to be trivial damage or very telegraphed and easily avoided). Are they extremely high damage attacks (yes, even melee)? They need to be announced and extra-dodgable - they should never be on a platform that moves faster than the player - because that's stupid, see also Hans. It's ok for the player to have hitscan gently caress-you-over attacks, but not for the enemies.

The Husks are a good example of a well designed enemy. Ranged, very damaging - projectile with travel time and distinct sound and visual for the charge-up.

DatonKallandor fucked around with this message at 23:26 on May 18, 2016

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
I think Sirens are good enemies too, just very one-dimensional. But they do their job, they tell the players they are doing their job and they're not one-shotting people while doing it.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

LuciferMorningstar posted:

Nope. Like I said earlier, an extra 10% damage doesn't generally mean much. I decided to go an rerun a few numbers*, though, just to make sure. I might be missing edge cases, but generally speaking, my assertion holds. For Sirens and Husks, it literally does not matter, at all. As long as you're level 25, regardless of whether or not you take the extra damage, you will almost always require the same amount of ammo to kill an enemy. For Sirens, regardless of player number or difficulty, it will always take one rocket or grenade. Sirens are easy. Husks are slightly more variable, but again, 10% damage generally means nothing. At the low end, you need 3 grenades, or 1 rocket. At the high end, 4 grenades, or 2 rockets. Regardless of whether or not you take the extra damage. Am I clear on this point?

The mistake you're making is assuming the Demo has to 100% solo every zed in a vacuum. That's not the realistic situation. You're not going to be shooting at pristine scrake heads, you'll be shooting at scrake heads also getting chewed up by many lower-damage attacks from other classes - and in that situation, a realistic one, extra damage is good even if it doesn't lead to a solo breakpoint.

Not that 10% is still super low and incredibly boring, but it's not useless.

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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
C4 as grenade would be one huge step to making Demo better.

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