Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on May 28, 2013 21:25:43 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 The Berserker. UUUUUUUUUUUUUUGGGGGGGGGGGGGGGGGGGHHHHHHHHHH. I played a few hours a day Berserker only for 2 weeks to go from 5 to 6. Not fun.
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Post by LeGitBeeSting on May 29, 2013 9:30:11 GMT -5
@bun3 Working as intended. It's a balancing factor.
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Post by beavernator on May 29, 2013 18:51:45 GMT -5
I can't confirm this, but I'm pretty sure that unwelding doors will still grant you XP towards your support specialist. In fact, because you can unweld a door 3 times as fast as you can weld a door you can quickly gain XP by unwelding/rewelding a door over and over whenever there's time.
I've also noticed that, on difficulties up to hard, you don't need to weld doors at all. If you do, it's more economic to hold out on the same door until you get a load of enemies behind it, un-weld the door, lay waste to everything behind the door, and repeat until the round is over.
This is probably already a given, but because only 25 AIs can be spawned at once just holding a bunch of enemies behind one door can make things easier for the rest of team. If 18 enemies are behind one door the game can only streamline 7 guys through every other access point.
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on May 30, 2013 20:12:30 GMT -5
I can't confirm this, but I'm pretty sure that unwelding doors will still grant you XP towards your support specialist. In fact, because you can unweld a door 3 times as fast as you can weld a door you can quickly gain XP by unwelding/rewelding a door over and over whenever there's time. I can confirm this.
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Post by UrbaneVirtuoso on Jul 5, 2013 14:06:46 GMT -5
Got around to playing this finally; fun as all hell, Scrakes are fucking annoying, and the HSG-1 is Godlike. The end. :3
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Post by kirbyderby on Jul 5, 2013 14:54:07 GMT -5
speaking from a sharpshooter's perspective, scrakes are just another head that needs popping, except he's nice enough to shamble around reeeeeeaaaally slowly so I don't waste more than one crossbow bolt on the brainshot.
I guess if you're a commando they're kinda annoying but why would you be a commando
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Deleted
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Post by Deleted on Jul 5, 2013 22:32:57 GMT -5
Here's all my build orders, what I buy first (¢), what I'll buy in the later rounds ($), and what I buy when the Patriarch comes (P)
Medic ¢ - MP7 $ - M7A3 + 3 Grenades P - Kriss + 5 Grenades The M7A3 has a slower recharge rate on the ranged healing, but if you aim for the head you can potentially deal a lot of damage to a scrake and overall save more ammo than you would the Kriss.
Support ¢ - Shotgun $ - AA12 (+Stock Shotgun) P - AA12 (Combat Shotgun) The stock shotgun lacks accuracy; for more open maps go for the KSG for its higher accuracy. Also the combat shotgun is effective against scrakes.
Commando ¢ - Bullpup $ - FAL (or SCAR) P - FAL + SCAR The Bullpup's large magazine makes it insanely good against large crowds of small enemies if you burst-fire for the head, and I prefer the SCAR over the FAL in the later rounds because of its reflex sight.
Sharpshooter ¢ - Lever Action $ - Crossbow (+Handcannon) P - M99 The lever action can take out scrakes in 3 headshots with a high-level SS, but it's very inconsistent. The M14 is strong with mobile builds for its accurate hipfiring laser sight. The M9 can deal with bloats, clots, crawlers, stalkers, and gorefasts with ease because their head health is so low.
Berserker ¢ - Fire Axe $ - Katana P - Claymore Machete is useful for low-level berserkers only, the Claymore is slow and only worthwhile against big targets, and the Katana hard-counters scrakes and is only effective against FPs when you hit them in the back. Aim for the head, and hope your connection's decent.
Firebug ¢ - Flamethrower $ - Flamethrower + Mac-10 P - Flamethrower + Mac-10 Trenchgun is great if you're kiting a lot, flamethrower is useful in tracking the patriarch's movements when he activates his cloak.
Demolitions ¢ - Lever Action $ - M79 P - M32/LAW, Pipebombs Demos are useless in the early rounds, and always need money.
-If you shoot a scrake he'll raise his chainsaw; if you do too much damage to him all at once he'll charge you. Scrakes will automatically charge the nearest player when they're low on health. -To prevent a FP from going nuts, break your line of sight with him. Also he's 50% resistant to everything except explosives. -Husks are highly fireproof, Sirens are vulnerable to fire, on normal and lower you can escape a clots' grasp by jumping -On hard enemies will move 15% faster, and will never de-spawn if they're too far away from you -Enemy health/bounties/enemy count/enemy damage all scale by a factor of 0.50/1.00/1.35/1.55/1.75 for each ascending difficulty level (bounties will decrease for every added level of difficulty; you'll get less money for killing stuff).
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Post by LeGitBeeSting on Jul 5, 2013 22:43:23 GMT -5
legitbeastin on Gayben.exe(Steam). Let's bounce
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Post by LeGitBeeSting on Jul 5, 2013 23:08:19 GMT -5
neg4 told me to take a potshot at map-c every chance i get.
y are mice so dum?
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Deleted
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Post by Deleted on Jul 6, 2013 3:13:58 GMT -5
After visiting a few modded servers an extra class that specializes in akimbo weaponry isn't such a bad idea. You can literally dual-wield any weapon from any class as long as you have there's the cash and carrying capacity to match.
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Post by LeGitBeeSting on Jul 6, 2013 12:22:47 GMT -5
After visiting a few modded servers an extra class that specializes in akimbo weaponry isn't such a bad idea. You can literally dual-wield any weapon from any class as long as you have there's the cash and carrying capacity to match. Brokimbo fire axes?
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Deleted
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Post by Deleted on Jul 6, 2013 13:22:50 GMT -5
After visiting a few modded servers an extra class that specializes in akimbo weaponry isn't such a bad idea. You can literally dual-wield any weapon from any class as long as you have there's the cash and carrying capacity to match. Brokimbo fire axes? Yeah; except you couldn't alt-fire them. Dual lever action rifles, dual SCARs, dual M32s were all up for grabs. The only downside was that discounts started at 10% and only went up by 5% for every successive level for a 40% discount on all weapons at level 6 instead of 70% off a certain weapon type. Damage and accuracy bonuses still scaled accordingly, and reload times were increased on every 2-handed weapon I got my hands on.
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Post by UrbaneVirtuoso on Jul 6, 2013 22:42:14 GMT -5
Thanks for the pointers, Beavernator. Say, which shotgun is better for a huge damage spike up close? I'm contemplating between keeping the hunting shotgun or if I should incorporate an AA-12 in my build. Bear in mind that these'll be strictly used for kissing distance, ie vs. mobs, Scrakes and Fleshpounds. The HSG-1 is going to be my general purpose weapon, otherwise.speaking from a sharpshooter's perspective, scrakes are just another head that needs popping, except he's nice enough to shamble around reeeeeeaaaally slowly so I don't waste more than one crossbow bolt on the brainshot. I guess if you're a commando they're kinda annoying but why would you be a commando For being an obvious level 6 Sharpshooter that'd come naturally to you; I on the other hand am a low-level Supportist who HAS to get close to those stupid monkeys. HARUMPH. >:C
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Post by LeGitBeeSting on Jul 7, 2013 0:43:36 GMT -5
Tried and true Hunting Shotgun + Shotgun never failed anyone.
The KSG feels fine but only in lower difficulties as it's extremely weak.
A X2 barrel blast from the HA will 1HK a Scrake on 6 man HoE if you do either the Dragon Uppercut(Point blank crouching shot to the chin)or Death from above(Jumping dome-shot).
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Deleted
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Post by Deleted on Jul 7, 2013 0:52:57 GMT -5
Thanks for the pointers, Beavernator. Say, which shotgun is better for a huge damage spike up close? I'm contemplating between keeping the hunting shotgun or if I should incorporate an AA-12 in my build. Bear in mind that these'll be strictly used for kissing distance, ie vs. mobs, Scrakes and Fleshpounds. The HSG-1 is going to be my general purpose weapon, otherwise. Damage per shot (Relative to the stock shotgun) is as follows:AA12 (65%), HSG (93%), Combat Shotgun (100%), Vlad (100%) Hunting Shotgun (204%) That being said you CAN effectively take on scrakes and chip away FPs with a Hunting Shotgun and use it as a short-range budget AoE weapon. However, it's usually best to stay out of melee reach altogether. I just like using the AA12 so much because it can literally solo every calibre of enemy at a long range; even FleshPounds.
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Deleted
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Post by Deleted on Jul 7, 2013 18:31:39 GMT -5
That new map "Steamland" is fun until you die in it. Because everyone spawns in this secluded corner of the map and two of the three trader outposts are both on the other side of the map it usually takes 50+ seconds to get there. It's really annoying, and I'm probably going to avoid that map until they change the players' spawn location.
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Post by LeGitBeeSting on Jul 7, 2013 22:11:27 GMT -5
Then don't die you nubcake. mmmmmm cake....
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Deleted
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Post by Deleted on Jul 7, 2013 22:33:55 GMT -5
Then don't die you nubcake. mmmmmm cake.... I didn't; I joined in mid-game and never made it to the shop because it took so long. On the second time I played the map I was a medic, and ended up being the last guy on the squad because everyone kept running and jumping around when I tried to heal them. In turn this meant I had to stop killing things and actually heal people with my syringe, which in turn caused more enemies to swarm us. I ran out of grenades, and it if wasn't for the 4 ammo packs I picked up while kiting the rest of the round I would have been completely screwed. And it gets worse. When everyone respawned it was the Patriarch round; by the time everyone gets to the shop they had less than 12 seconds to shop for their gear, while I somehow manage to distribute 6k. I was the only guy with armour, the Patriarch decides to heal in front of me twice, 4 squad mates die, and the level 2 support was the only guy who makes it out with me.
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Deleted
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Post by Deleted on Jul 8, 2013 15:02:06 GMT -5
Also, does anyone else's game lag like a sonofabit ch whenever a fleshpound gets angry? Scratch that; I reset my network settings back to default and everything's back to normal
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Deleted
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Post by Deleted on Jul 13, 2013 14:48:36 GMT -5
I finally got around to testing out the HSG-1 as Urbane recommended; it's way more effective than the stock shotgun if you ADS with it a lot and compliments the AA12 better than the stock shtogun. It's possible to 1SK gorefasts in one shot if you aim for the head, and because of that 12-round magazine its ability to sustain that firepower with such a relatively small reload time has saved my hide time and time again. The combat shotgun could cost as much as the HSG-1 and I'd still take the HSG for all the time spent firing and not reloading. I've also tried using the hunting shotgun in lieu of an AA12. It can be really inconsistent at times, but the large bandolier presses a significant advantage over the AA12 on Hard and harder. It'll put a dent in a Fleshpound, but it can't drop one without at least 2 reloads and a lot of lost armor.
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Post by UrbaneVirtuoso on Jul 13, 2013 19:25:09 GMT -5
I definitely see it as the most consistent shotgun; not only is 7% less damage neglectable, but the incredibly tight spread ensures you don't waste your pellets, so long as you're not dropping lone Clots, Crawlers and Stalkers. Better off using your pistol since I've learned the hard way, what with my shotgun running dry almost immediately into long waves, lol.
The Hunting shotgun can be tricky against Fleshpounds, but I tend to dole out as much ranged damage as possible with the HSG-1, before switching over to my dual-barrel -- this works like a charm vs. Scrakes, if nothing else. The only bad thing is that the magazine reload animation can be a pain in the ass, solely because you can't cancel it when trying to equip said dual-barrel in pinches. Gotta watch out for that one. :c
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Post by LeGitBeeSting on Jul 13, 2013 22:40:33 GMT -5
The Ranger is pretty mandatory for HoE.
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Deleted
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Post by Deleted on Jul 18, 2013 19:04:05 GMT -5
If I go medic people will rarely stop moving so I can heal them If I go support my allies will run around and draw me out into a corner of a map I can easily get ambushed in If I go commando I'll feel absolutely useless when 2 or more FPs/Scrakes come along If I go sharpshooter I die a little every time my crossbow shot misses or someone else kills the guy I was trying to headhunt If I go berserker there's rarely a medic around to keep me going in the higher levels If I go firebug I won't be able to use my Damage over Time ability in close quarters If I go demo I might aim for a large group of enemies, but only kill 1 because my allies kill them for me If I go medic it takes a bajillion shots to kill anything If I go support I might not have enough time to reload my weapons in heated situations If I go commando everyone kills the stalkers for me If I go sharpshooter I'm screwed if I'm surrounded If I go berserker there will be sirens and husks with minions to preventing me from beheading them right away If I go firebug I have to choose between a Flamethrower and a trenchgun, and they're both so cool If I go demo I could be ten bucks away from an extra pipe bomb, buy extra ammo instead, and then get several bucks from an ally
Killing Floor problems.
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Deleted
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Post by Deleted on Jul 23, 2013 14:52:24 GMT -5
Just a heads-up; if you keep your texture settings at "Lower" or "Lowest" the scope on the FN FAL, Crossbow, and M99 will be blurred out and useless whether or not you keep you scope detail on "High" or "Textured". You'll also see the red dot on the LAW, SCAR and M4 blurred out, transparent, and overall impractical for longer ranges. It'll be like using the "ghost ring" on the MW2 MG4; where you have to predict the centre of a circle in order to tell where your shots will go.
Speaking of the red dot the M14's laser will be rendered useless if you keep your lighting effects on low settings. That, and your M9/Shotgun's tac light won't work. (EDIT) You'll need to turn on "Projectors" and turn on "Dynamic Lighting" as well.
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prioc
True Bro
eep
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Post by prioc on Jul 23, 2013 14:57:58 GMT -5
yeah, that is why I don't like some of the very dark and small areas of maps. my computer isn't powerful enough to run this game on too high of a setting, so flashlights and things do not work so well, and I always thought the laser sight on the M14 was just a better hip fire accuracy, I couldn't think of any other point since I didn't see a dot show up on the enemies. I don't use those scoped weapons that often, but I don't think I've had any problem with them and shooting stuff at longer ranges. I haven't played in a while though, so I'll play later and see what I think about it
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Deleted
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Post by Deleted on Jul 25, 2013 0:43:07 GMT -5
I was going to say "don't play the Minecraft map", but after a brief Google image search it turns out that there are several Minecraft maps out there. I couldn't even find the map I was looking for.
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Deleted
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Post by Deleted on Jul 29, 2013 21:22:33 GMT -5
On second thought the Demo isn't that bad. The M79/M32 is a very safe and versatile loadout; both weapons deal 350 base damage plus another 200 on a Direct Impact. The LAW is a solid choice for the patriarch on long range maps; but only if you can nail those direct hits. The LAW will deal 950 damage (+200 DI), but it will deal double damage on a direct hit.
I didn't have a lot of problems using the default M9 as a back-up weapon; but I imagine on Suicidal and HoE that will change quite a bit since the M9's headshot multiplier goes from 2.4 to 1.4. Maybe then the M4 Grenadier will see some viability, but on the other hand the Mk 23/M79 will probably be cheaper since direct impacts are all you need most of the time.
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Deleted
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Post by Deleted on Jul 29, 2013 22:45:58 GMT -5
One thing I like about this game is that, despite there being a role-playing aspect to this game, there's not a lot of bad class combinations. Here's how I find each class combo works out: All Medic: The medic is the best kiting class because they have all that health an armor. Several years ago if the medic was the last guy alive all he would have is an MP7 and a cross-clased weapon to fall back on. All Support: A solid well-rounded team that can easily hold down any area they want. All Sharpshooter: A solid, versatile team that can engage any enemy at any range. All Commando: Despite being a beginner class, with enough co-ordination they can out-micro any number of enemies. All Berserker: Your best bet would be splitting up and hoping to see who gets the spawn with the most zeds. Usually they're on the front lines with team mates supporting them, but high-level berserkers can have zeds walk right past them. All Firebug: A very adaptive team that can hold an area down easily or kite on higher difficulties. It's really hard to play the firebug wrong. All Demo: Having small teams spread apart can counter their lack of close-range weapons, but money will be harder to come by as the difficulty goes up. HOWEVER, if you have money saved up in the end the Patriarch won't stand a chance.
That being said sharp/demo and sharp/firebug don't mix. On the other hand berserker/medic, medic/commando/firebug/sharp(M14), and support/demo/berserker work particularly well.
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Post by LeGitBeeSting on Aug 1, 2013 9:26:01 GMT -5
Support Specialist team master race.
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Deleted
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Post by Deleted on Aug 9, 2013 21:05:41 GMT -5
This afternoon I came across a modded server in KF that had room for 32 players, and I swear it was so heavily modded it felt like a completely different game. Here's what changed:
NEW LEVELING SYSTEM The leveling system for each class was broken down into 40 levels. You got very marginal benefits for leveling (i.e. every level offered +2% damage, +2% discounts, +3% other things, etc.) That being said you also level a lot faster with inflated damage values on the weapons, and the insanely high Zed count every wave.
NEW CLASSES ENGINEER - You buy a turret and place it on the map. I was surprised to see the portal turret, the Doom 3 drones, and the TF2 mini sentry imported into this game. You also have a stronger welding tool to help fix your allies' armour. Without any perks you can fix 20% of someone's armor by welding 100% of your welder tool's energy; and even if the player has 0 armour you can still weld him. The only downside to this is that you don't get any money for fixing armor. DUAL WIELDER - Pistols, fast speeds, and higher fire caps. A very straightforward nimble slayer. HEAVY GUNNER - High recoil, big magazines, slow reloads, bigger inventory, and very big bandoliers.
NEW ENEMIES New enemies, and 50 of them can spawn at a time instead of 25. Well.. the new enemies are sort of new. A lot of the "new enemies" are just normal Zeds recoloured to indicate that they have more health and special abilities. Some examples include: -Metal clot. A clot with more HP and head health -Brood mother crawler. These things occasionally spawn very small broodlings that are hard to hit, but die in one 9mm pistol round -Orange Gorefast. It moves very fast when it charges -Then there's the Mauler; a even scarier version of the Fleshpound. Let's just say there's a reason only one spawns at a time. It has a red tint, larger arms/hand-drills, and a smaller head. I should also mention that all the enemies take a LOT more punishment because the players' can get their hands on stronger weapons now. However, they're not quite as bullet-spongy as they are in Borderlands.
NEW SHOP SYSTEM -There's now 120 seconds of downtime between waves -Everyone spawns with 2 basic weapons for their class and 1500 Pounds -Resale costs are low (~25% of their sale value) -There is a massive array of new weapons available; some looked like they've been imported from Red Orchestra and (I think) Counter-Strike. I played the Heavy Gunner class, spawned with a Bren LMG and a PpSH, sold those and bought an L86 (had an ACOG & select fire), and eventually upgraded to an M249 SAW. I've also noticed higher-level players buy the patriarch's minigun for a hefty $12k.
OTHER NEW FEATURES -There was a damage counter. It's as effective as a hitmarker system in CoD that can lure curious players and hook them. You get that instant gratification for just injuring enemies, and you just love to see that number drive up and you sink so much lead into your targets. -When you die your spectator camera takes on the form of a tiny spaceship that can slightly zap enemies. You have a 1-second cooldown, and deal very little damage. However, the effects of your shot are similar to that of the ZED gun; you can reveal stalkers. -At round 2 Fleshpounds and everything below it begin to spawn. From there on the game is more likely to spawn tougher enemies. -Stalkers are even harder to detect without the commando perk; their shadows are literally the only things you can spot them with -Fleshpounds resist 2/3 of all types of damage except explosives. Scrakes resist 2/3 of all bullet damage. There is also no limit to how many zeds of each type can spawn; by round 9 25 fleshpounds could be swarming the map. -A LOT of custom maps. It turns out that with 32 players the intricacy and size of the map doesn't matter as long as you can't exactly spawn trap the enemies. In fact, because the enemies are so tough in this mod you don't want to sit outside of a spawn; you'll die if you do that. Dividing into squads and finding areas to hold out in becomes a priority
DOWNSIDES For the mod and how it functions on its own: -Dying/Joining mid-game. Waves can take a long while to finish; entire matches can take 2-3 hours or more. For that the little spaceship was a pretty clever feature, but even that can get boring as the internal screams of not being able to shoot things lurch over the player. -Holding out and staying near your allies is your best and only tactic; especially if you're a low level player. This can be easily overlooked since there's always something to shoot. -The server gets overloaded easily. With such high packet loss at times players just died and it wasn't their fault. EDIT - Supposedly the server's being DDoSed and it causes lag spikes; is that even possible?
As a mod in Killing Floor: -There's a LOT of things to download. Be ready to wait 20 minutes before actually getting into the server, and another few more minutes for every new map you have to download. Then again the fact that these files downloaded without any issues is a huge positive that blows away any negatives. -Class composition. Platoon with a lot of Heavy Gunner/Akimbo/Engi will leave a lot of vulnerabilities in the team's composition, and it's completely understandable why so much people would choose these classes. Being one the base 7 classes on a server like that is like an American going on vacation to an exotic locale, watching American TV in his hotel all day, and eating out at McDonalds all the time. You know what? This is a really minor problem, forget about it.
Overall, despite being level 6 in everything, I think I'll keep playing this game for Suicidal achievements and this server. A huge thanks goes out from me to whoever made this mod; this is really fun and impressive. If Killing Floor 2 ever happens it should look something like this.
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