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I'm pretty sure it doesn't reload slower than the pump action in KF2. If it is slower it's not by a noticeable margin.
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# ¿ Apr 30, 2015 01:04 |
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# ¿ May 12, 2024 06:28 |
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Capn Beeb posted:For a hunting shotgun, it's got a hell of a spread. The barrels ought to be choked somewhat to tighten the grouping.
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# ¿ Apr 30, 2015 01:42 |
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dorkasaurus_rex posted:I think the lack of a weapon that weighs 2 is pretty egregious at the moment. Maybe make the medic SMG weigh 2?
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# ¿ Apr 30, 2015 03:14 |
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Daily Forecast posted:Playing Commando, I usually use the bullpup until I can afford a SCAR, and I completely skip the whatever that other thing is, I don't even remember. Is that worth doing? Is it also worth carrying a double barrel as a commando? It seems to help against Scrakes and Fleshpounds, but is there a better loadout I should be using? gnome7 posted:But it does get you XP and winning means absolutely nothing, so weld away. All the stuff I said above only matters if people need to run and gun, and it is almost always a better idea to have a group hold a room together than try to run and gun. Until you're the last one standing, anyway.
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# ¿ Apr 30, 2015 05:20 |
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Ramsus posted:Welding doors is usually an emergency type thing. You don't typically weld a door to hold out because they don't last and then the door is gone. Plus it could trap people that are kiting. I only ever weld a door when I have a ton of poo poo chasing me and I have a couple seconds to throw a bit of weld on and keep running just to buy some time. It's also handy to stop a flesh pound from raging at you. Switch to your welder while running through a door, shut it then whip a 180 and throw some weld on then take off again. https://www.youtube.com/watch?v=0P696IwhYj0&hd=1
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# ¿ Apr 30, 2015 05:39 |
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It was mentioned once earlier in this thread, but the Katana having a special draw attack if you hold down mouse 1 while pulling it out is pretty much the best thing.
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# ¿ Apr 30, 2015 09:53 |
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Shumagorath posted:I've been selling crovels and katanas as Support since I don't have the weight limit (or money) for a third shotgun. Are they worth keeping around or am I losing out on XP?
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# ¿ May 1, 2015 03:09 |
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Section Z posted:I have no problems with Commandos being relegated to trash clearing, but even trash can become ammo sinks while on Hard so I can imagine what Suicidal and HoE would be like if the rifle's can't pop a clot's skull in one go on those difficulties(hopefully I'm overestimating).. Meanwhile with Support, I don't notice much of a difference at all clearing trash away with one or two barrels. splifyphus posted:Right now commandos feel kind of limited as a class. They aren't as good against packs compared to support and berserker, and medic always has a lot of options and things to do. Commandos pop heads, and see stalkers, and give everyone else the ability to see stalkers and thereby become redundant and passive. As for Zed time it's not quite the same as Zed time on demand but Commandos can reset Zed time up to 6 times at level 25 (starting at level 5 you get 1 extra reset every 5 levels), whereas every other class can only do it once.
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# ¿ May 3, 2015 09:46 |
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Section Z posted:Could somebody explain what I'm missing here? If trash HP really doesn't improve, why does the 9MM stop being able to 1 shot trash skulls past normal, even when you are stacking it with damage bonuses? Does the Commando inherent damage passive not work for them? Is the Backup talent broken? (After all, apparently their other lv 10 talent was broken until recently)? Is there an specific penalty to the 9MM itself on higher difficulties?
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# ¿ May 3, 2015 10:09 |
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Fina posted:Some perks are just weird such as the choice between the two Support ammo perks. One extra reload for one player (yourself) or one extra reload for five players? It's a non choice. If you're grouped up with one other Supplier Support then you both get the same benefit as if you both took 20% extra ammo, but your teammates get two extra reloads. There is no reason to take the 20% extra ammo. If the ammo perk was a larger benefit like 100% more ammo then you'd suddenly be making serious choices. Do you take double ammo and know you have enough AA12 ammo to deal with all of the Fleshpounds you're running into, or do you take Supplier and give 5 whole reloads out to your teammates and make sure your team is stocked with all of the ammo and grenades they're going to need?
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# ¿ May 3, 2015 22:44 |
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averox posted:The amount of people that actually pull the ammo from my butt though almost makes me just want to take the extra 20% for myself.
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# ¿ May 3, 2015 23:36 |
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Azran posted:My favourite thing about KF is that it feels at all times like you are playing a mod, in the good sense - it's goofy fun of the kind you get when your friend finds this hilariously amazing Custom Map for Warcraft 3 or whatever. The Office level is my favourite example of that. I've jumped off those windows so many times.
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# ¿ May 4, 2015 05:57 |
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Abandoned Toaster posted:Also re: zerker chat it's important to remember that in KF1 the Berserker had 80% bloat bile resistance, 40% resistance to ALL damage, spawned with body armor, and could get up to 4 zed-time extensions at level 6. So making Berserker start at 5% damage reduction and get 1% per level means he'd cap at 30% which would be much better, and perhaps give him 2% resistance per level against bloats and sirens. Also, giving him zed-time extensions again might make his level 25 skills less poo poo. I understand parrying is sort of the name of the game here but precision timing with lag and enemies that have 3 or more attack animations they can do make it pretty difficult sometimes.
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# ¿ May 5, 2015 10:36 |
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Phrasing posted:When do you ever take the combat shotgun over the AA12? 2) ?????? Section Z posted:It's been quite a while since I played KF1, even longer since I touched the KF1 combat shotgun. Does this mean the wiki is wrong when it says the KF1 combat shotgun weighs the same, does the same damage, but reloads slower than the stock shotgun?
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# ¿ May 9, 2015 07:31 |
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Dezztroy posted:Mechanically, what's the difference between the HE and Frag grenades? Shouldn't the HE be more damaging (especially indoors) while the frag has a much larger kill radius?
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# ¿ May 9, 2015 20:52 |
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Takes No Damage posted:Since we're all wishlisting this weekend, I'm really not looking forward to lv15 Commando since I like both those perks. I spend most of my time in single shot mode for popping heads, so +20% damage sounds awesome. But tac reload is something I need to see, especially with all the work they put into the weapons. I'd like reload speed to be an increasing perk for Commando in general, say 1% per level, and at 15% it just switches from speeding up the stock animations to the new tactical ones. Bend to my will TripWire.
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# ¿ May 10, 2015 00:23 |
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Shumagorath posted:Is there a reason why I have to pick up and drop extra weapons to get their full trade value? That seems like a silly mechanic if it's intentional.
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# ¿ May 11, 2015 02:58 |
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Section Z posted:I think at the moment, that is mostly because- *technically it's a reset, which means it's possible to accidentally waste it if say your shotgun blast triggers Zed time, penetrates and kills another zed right away, basically wasting your one free reset since the time isn't added on to the end
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# ¿ May 13, 2015 22:16 |
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Unclean009 posted:Adding new content for a game takes more than a couple weeks to complete. Please be patient. They just announced a new map this week.
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# ¿ May 14, 2015 19:02 |
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Ruggington posted:i bet those gently caress-faces at tripwire already made all the content and they're holding it back out of spite
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# ¿ May 15, 2015 04:09 |
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splifyphus posted:I'm also really not that fond of the leveling system. They tried to spread out the KF1 levels so you level 'faster' but you still only really get a meaningful change every fifth level so it ends up being the same, just with 4 almost unnoticeable levels in between the real ones. It's particularly bad for Zerker and Commando because they don't really get gently caress all for useful upgrades until level 10. More perks spread out more evenly would be a lot more compelling.
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# ¿ May 15, 2015 06:15 |
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FaustianQ posted:Back up would be fine if it was a Level 5 skill, as it is putting it up against a higher mag cap is a no-brainer.
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# ¿ May 16, 2015 05:04 |
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The animations for loading the shells in the pump-action and 1014 (but not the first shell if you're empty), and the AA-12 reloads are all different but the rest are the same for Support.
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# ¿ May 18, 2015 22:32 |
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Can't wait to play as EOD suit guy again
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# ¿ May 18, 2015 23:13 |
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Shumagorath posted:The tac reload on the pump shotgun is definitely a new animation. The gun stays much lower and the player feeds shells in at a pace they could only pull off with a pouch or bandoleer. I feel like the double barrel is different with a single-hand closing but it wouldn't surprise me if it's just sped up like the AA-12. The M4 I have no idea because once you get tac reload the pump shotgun is 90% as good for 0% of the money. Krowley posted:Zed time is for gibbing heads, not dicking around with your mag
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# ¿ May 19, 2015 21:52 |
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Psion posted:If it weighed less and had similar reserve ammo to the pump and/or double-barrel it'd be okay. But that double-hit of fewer rounds and more weight just deep sixes it so hard against the double, which I think is pretty much spot-on.
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# ¿ May 22, 2015 19:33 |
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Psion posted:you sure? I thought it had 36. Or maybe 6+36 (so 42)
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# ¿ May 22, 2015 23:11 |
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Require More Fire posted:Yeah I just tried this and the game's "LOL TELEPORTING CLOTS" thing makes it a very rushed tour. Still the map looks great and there's some serious storytelling going on in some of the rooms.
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# ¿ May 27, 2015 02:19 |
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Theta Zero posted:http://steamcommunity.com/games/232090/announcements/detail/231153538426768782 Hahaha oh man this thing owns
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# ¿ May 30, 2015 00:01 |
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Krowley posted:I thought caulk was a sorta paste-like mass? How would it even spray fire at any sort of useful distance?
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# ¿ May 31, 2015 00:58 |
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Is there somewhere I can post incredibly minor and pointless bugs because I really don't want to make a bug report thread on the official forums just for this but the hole in the SCAR's model bothers the hell out of me:Psion posted:Heh, I understand. I'd rather see development time go to something everyone uses instead of something only Section Z uses
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# ¿ Jun 10, 2015 06:58 |
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Capn Beeb posted:I like Matebas and I like Bolters, gimme both Kikas posted:This motivates me to play more like no other announcement has to this point.
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# ¿ Jun 17, 2015 02:34 |
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Winchester 1897 status:
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# ¿ Aug 26, 2015 00:53 |
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Psion posted:With the existence of demo and firebug, it's no longer the permanent go-to class anyway so it probably didn't need to get hit that hard. I'm ignoring the perk change of putting Bombard next to tac reload; I forgot tac was a level 15 perk and whatever I'm never not taking tac reload so Bombard is meaningless. Speaking of tac reload everyone buy dual 9mms and empty them with tac reload. Do it.
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# ¿ Aug 26, 2015 06:21 |
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AndroidHub posted:Is there any way to disable controller via config files or something? For whatever reason it's seeing my flight stick as an xbox controller and disabling mouse/keyboard for all intents and purposes, and unplugging my flight stick from the back of my computer is not something I feel like doing every time I want to play.
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# ¿ Aug 27, 2015 04:56 |
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Azran posted:https://www.youtube.com/watch?v=Gmf_QN09Olk
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# ¿ Sep 15, 2015 06:49 |
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Psion posted:I've seen that also and I think it's a bad idea. The exact opposite of what I want, in fact, because resetting to 0 makes your class suck again. Something to strive for at 25 (or to get you to 25 faster) keeps you engaged while still letting you actually play the class with all the bells and whistles. Ok maybe not that bad but still
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# ¿ Sep 18, 2015 19:02 |
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Psion posted:this is interesting ... I'll have to try it out. On the other hand range matters a hell of a lot for the C&B, trench, and flamethrower (and the microwave when you aren't trying to focus down a scrake) so I'd still suggest it as an overall Good Choice. micro without range can't even cross half of the small rooms on Biotics Lab, it's shameful
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# ¿ Sep 19, 2015 07:19 |
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I dunno I kinda liked how KF1 did it: holding aim would bring up both guns close to the center of the screen and you would line up the heads between the two front sight posts.
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# ¿ Oct 4, 2015 05:22 |
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# ¿ May 12, 2024 06:28 |
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verbal enema posted:i hope the signature gunslinger pistol is two revolvers and alt fire spins them
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# ¿ Oct 4, 2015 09:11 |