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Post by beavernator on May 6, 2013 14:44:45 GMT -5
Neither does the Firebug, Berserker, Demo, and Sharpshooter; they're all strictly slayers too.
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Post by kirbyderby on May 6, 2013 16:11:38 GMT -5
yeah but they have guns
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Post by LeGitBeeSting on May 6, 2013 16:24:39 GMT -5
Medic has oober utility(Healz/Solo clutch speed/armor).
Sharpshooter/Support are the most versatile slayers.
Fire Bug/Demo have the most AoE DMG.
Commando and Berzerker are meh despite their niches.
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42
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Post by 42 on May 6, 2013 16:34:13 GMT -5
Neg's looking at it on a solo standalone perspective but the issue w/ the Berzerker is that in full man game he doesn't bring much to table in terms of utility and fire power. If you need a tank just have a medic, if you need lead down range just use Sharpshooter/Support. The berzerker can bring survivability and can stun Scrakes indefinitely. Medics can take but they have trouble dealing as much damage as the 'zerk.
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Post by beavernator on May 6, 2013 17:54:08 GMT -5
Though LeGitt has a point; the Commando kind of sucks. I know he's supposed to be able to see the Patriarch, but that ability is kind of pointless when the Firebug can light him on fire so that everyone on the team can see him. Stalkers are also pretty easy to see in well-lit conditions. Weapon-wise the commando can barely take on Scrakes despite his 2.0x headshot multiplier. If I had to buff him, I'd either:
1) Amp up the magazine size on his weapons to 50% (+10% every level until Level 5). This way he'll have more firepower than the medic's M7A3, and against the sharpshooter he'd have more sustainable firepower against longer-ranged targets. 2) Introduce a drum-mag machine gun. I predict that that weapon would have 60 rounds, deal 45 damage (same as the AK/MkB), it would have the slowest reload compared to the other assault rifles, and (like the AA12) it would cost 4000 Pounds. Recoil pattern is irrelevant. 3) Make his utility role more effective. For instance, whenever a cloaked enemy comes near him his vision reveals the cloaked enemy to his allies as well as long as he/she stays close enough to him. I'd also recommend increasing his range of sight; making it limitless if need be. 4) Increase weapon swap speed on the commando. 5) Increase the headshot multiplier. Obviously not to sharpshooter-tier levels, but maybe a small jump from 2.0 to 2.5 would do wonders for the commando.
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Post by beavernator on May 8, 2013 11:57:54 GMT -5
Consistently nailing a hip-fired headshot is harder than it looks.
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42
True Bro
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Post by 42 on May 8, 2013 13:44:20 GMT -5
Consistently nailing a hip-fired headshot is harder than it looks. You'll get used to it. Hell, if you can get it down then you'll never need to ADS again.
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Post by LeGitBeeSting on May 9, 2013 14:53:51 GMT -5
ADS is for chumps anyways. Does anyone know it "ADS"ing the brokimbo weapons reduces spread?
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Post by beavernator on May 9, 2013 15:30:06 GMT -5
I have no idea since I never use akimbo weapons. But I did figure out yesterday that you should never play Killing Floor past midnight; that's when all the morons and crackheads come out and play the game. The first lobby I went into was a short, normal match on West London. The only problem was that the server was Fleshpounds only. The second server was even worse. Two people hogged all the money, branched from the group, and fended off the zeds while everyone else died with tier 1 weapons in their hands. I almost soloed a round, but it's really hard to take on 2 FPs as a firebug. We ended up getting squad wiped on wave 8. The server after that enabled friendly fire. One guy kept killing half the team off every round. So I pulled out my Sharpshooter, pegged him in the head every time he spawned, and quit the match after he did. The final match I played before quitting my midnight session featured a clan going berserker-only. I got kicked by the admin for being a medic.
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Post by beavernator on May 11, 2013 13:28:15 GMT -5
Apparently the Firebug is really good for soloing in the long run if you survive the initial onslaught of enemies and have enough clutter between you and the horde; you can literally take down anything by lighting it on fire. The key to taking out Fleshpounds is to constantly break your line of sight against them while you flame and kite them to death. Scrakes might be problematic if you don't have a flamethrower to finish them off; you can only wittle their health down so far before they start a "desperation charge".
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42
True Bro
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Post by 42 on May 15, 2013 18:34:26 GMT -5
We should play on Friday
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Post by kirbyderby on May 15, 2013 18:41:11 GMT -5
okay
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prioc
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Post by prioc on May 15, 2013 18:45:46 GMT -5
I will be able to play if you guys need anybody extra. I could have played earlier, but I had to study for something and didn't want to get too distracted
just send me a message whenever you want, and I'll play
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Post by beavernator on May 15, 2013 20:28:06 GMT -5
Sure, why not? I just got level 6 Medic.
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Post by LeGitBeeSting on May 17, 2013 14:49:11 GMT -5
me worko fridae knight
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42
True Bro
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Post by 42 on May 17, 2013 18:25:13 GMT -5
We had a lot of fun First game: Pictured: NegFour, Mousey, KirbyDerby, Ties Not Pictured: Npnok (skulking), Beavernator (dead) Second game: Pictured: NegFour, Mousey, KirbyDerby Not Pictured: Beavernator (dead, again), some random scrubs Mousey (aka Captain Noob Danger Tube) blew herself up at least 3 times. Kirb and Beavernator are top tier players.
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prioc
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Post by prioc on May 17, 2013 18:33:16 GMT -5
yeah, that was pretty fun. I would have stayed for the 2nd one, but I wanted to eat some food
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Post by beavernator on May 17, 2013 19:28:16 GMT -5
I had to re-buy my katana 3 times in the first match =b
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42
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Post by 42 on May 17, 2013 19:50:33 GMT -5
I had to re-buy my katana 3 times in the first match =b Yeah, you died almost as much as Mousey. However, you did kill the most as well.
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Post by beavernator on May 17, 2013 20:57:00 GMT -5
The first two times I died were from fleshpounds, which could have been avoided if I picked up a Claymore. I stuck with a katana because my game stuttered a bit from lag, making it hard to dodge the FP's attacks and smack him in the face with a Claymore. Icebreaker can be an unforgiving map since there are loads of tight corridors to get trapped in and many access points to every part of the map. The number of levels on the map just adds to the confusion. However, any of the larger rooms are decent hold-out areas, the very top works out pretty well, along with the very back of the ship near the spawn area.
On Mountain Pass I would have lived if I didn't follow the Patriarch into my own pipe bombs. Beforehand I moved out ahead of the group and took a few hits since I was more effective up close and there were two demos on the team and I had a shotgun. By that point it wasn't like I was planning on living through the round anyways. Kirb probably would have nailed more kills if he didn't quit out since I was using a shotgun on a long-range map and he was a sharpshooter (I think). That's why I kept running into the forest; to rack up more kills.
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Post by kirbyderby on May 17, 2013 21:30:18 GMT -5
I think I might actually have gotten more kills during Icebreaker. Definitely not on Mountain though, Bomb Boy is a team player; I gave my M32 to Captain Noobtube (also, demo sucks.)
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Post by beavernator on May 18, 2013 1:22:00 GMT -5
The only way I've managed to find use for my demo and turn him into a profitable class was in that Doom 2 map. We held out in the 3rd or 2nd room, and even then it was difficult to get kills IN A CHOKEPOINT WHERE THEY ALL CLUMP UP. Profits were minimal, if existent. He can kill clots, crawlers and stalkers in one grenade launcher hit. Everyone else, direct impact or not, takes two shots or more. That's problematic; the firebug can also provide AoE damage to more specimens at every range a demo can and more. He can do it more cost-efficiently, and with better sustainability.
Here's my proposal: 1) Make direct impacts on the M79, M32, and LAW count for more. The problem with the demo is that he's grossly outclassed by the Firebug. That class can provide AoE damage, he can provide it more efficiently. He can use DoT to be efficient against any single enemy while the demo can't. Direct impacts can amp his ability to take on husks, sirens, gorefasts, and bloats more efficiently. If these weapons start from 1250 pounds, at 10 pounds for one shot, it should be one heck of a shot. 2) Make his discounts apply to grenades. I know I said this before, but to make this guy more effective in the early stages of the game he needs some economic ordinance. Why is an explosive weapon assigned as a commando weapon? 3) Grenade bandolier upgrade. Support guy will never need this upgrade, but the demo will. 4) Another weapon can be introduced into the demo's arsenal. If we're throwing WW2 weapons into this game like the Mkb, why not a WW2-style bouncing betty? It can be a pipe bomb that covers more area, deals less damage and costs less. I think the demo would have benefitted a lot more from a shotgun that fired explosive rounds than the Firebug would from a shotgun that fired incendiary rounds. To be more viable as a solo player the demo could definitely use a close-range weapon. There's no point introducing the M4 Grenadier as a high-tier weapon; the demo needs something that can help him out in CQC a little bit in the early game and therefore make him a lot more viable as a solo class. Some sort of weapon that fired explosive rounds would do the trick just nicely.
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Post by kirbyderby on May 18, 2013 2:19:28 GMT -5
Some sort of weapon that fired explosive rounds would do the trick just nicely. needs more shotgun slap some frag rounds on that bitch and we're golden Interesting tidbit I found out about the Jackhammer today: "As an additional feature, it is possible to take the drum magazine off the firearm, attach a detonator, and use it as an anti-personnel mine that fires all of the cartridges at once when tripped." Seems like that would be a pretty cool secondary feature and a low-cost disposable alternative to pipe bombs. Or we can just give him the Flak Cannon.
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Post by LeGitBeeSting on May 18, 2013 12:13:52 GMT -5
Demo master race.
You could make a shotgun have an underbarrel pro pipe.
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Post by beavernator on May 27, 2013 0:56:33 GMT -5
Apparently taking on enemies from behind with a melee weapon deals double damage; which is very useful against FPs and the Patriarch. Also the machete is borderline useless, and the katana's DPS/fast speed makes it a ridiculously good weapon against higher-tier options.
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Post by beavernator on May 27, 2013 1:09:29 GMT -5
Also I've noticed that, with the M99 and LAW, you'll probably save more money by just not buying any ammo for it, than selling/rebuying it when you're out of ammo to save money.
In fact, as a level 6 sharpshooter I can buy an M99 for 1050 pounds, but it'll come with 6 shots. That's 1500 pounds worth of ammo. I could just sell the gun and rebuy it at a 262-pound loss instead.
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Post by beavernator on May 28, 2013 15:34:02 GMT -5
The Berserker/Commando/Demo/Firebug/Support all need to do 2 million damage with their weapons to get from level 4 to level 5. To get from level 5 to 6 they need to do another 2 million damage. What.
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prioc
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Post by prioc on May 28, 2013 16:26:59 GMT -5
yeah, that is pretty insane. when I got to level 4 firebug, I thought that I wouldn't get 5 until I played that game almost everyday for a year. it would probably be less than that, but I don't play that game with firebug exclusively enough for that
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Post by beavernator on May 28, 2013 17:11:37 GMT -5
I estimate that it'll take ~29 hours of in-game time to achieve; assuming you get ~70k damage every long match out every 40 minutes on normal difficulty. That might go along a little faster on Hard since all the enemies have 33% more health, but at the same time your odds of dying/running out of ammo increase.
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Post by beavernator on May 28, 2013 17:13:04 GMT -5
Also, does anyone else's game lag like a sonofabitch whenever a fleshpound gets angry?
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