While KF2 is best enjoyed with pals, it continues to be totally awesome with pugs too in my experience. As long as you are open to a looser style of play and more wipes the community continues to be one of the cooler multiplayer communities around. It's a great way to get outside of your comfort zone and pick up new things too.
I might have to try out some more pubs if they are generally pretty laid back. The two buddies I picked the game up to play with are SO INTENSE. Sometimes I have to remind them we are playing a video game. I mean, they get super serious even when we are doing awesome.
I had a hilarious one where a level 3 support dude was really intense. He was all "we HAVE to stick together". Me and a couple of others were all "relax, it's normal". Having said that. I've crashed with some pubbies on the boss wave because they don't run away from the boss. Usually even two or more level 4 or above dudes are enough to know how to run away from the various attacks he has.
Imo hans is much easier than the patriarch. Steer clear of the frag grenades and watch out for his melee attack. Medics can ward off the rest of the damage (also, everyone with 1 weight block clear should have bought a medic pistol)
That said, people do seem to live running through that gas.
General_Armchair on
3DS Friend Code:
Armchair: 4098-3704-2012
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
Fighting him outdoors seems like a good call in general as well. His grenades and gas can insta-kill you if they stack up on you. There is less opportunity for this outdoors as long as you don't get into a corner.
Yeah. I suspect that the gas both stacks and that the damage rate quickly ramps up over time. People grazed by the gas take almost no damage. People loitering or running through the gas seem to quickly become unsavable.
3DS Friend Code:
Armchair: 4098-3704-2012
+2
acidlacedpenguinInstitutionalizedSafe in jail.Registered Userregular
He's like a million times worse than pat if your medic(s) die. Or when you're soloing without an AA12. His run at you going twice your sprint speed -> swipe attack that does like 70 damage loop is pretty bullshit. Not even to mention his Regen hug when you're the only one alive.
Everybody has a health tool. Heals are much stronger when you give them to others. Buddy system.
Also, Medic pistols are great, super cheap, and super lightweight.
You don't need to be a medic to heal just like you don't need to be a sharpshooter to get headshots. Nobody bats an eye at using off-perk equipment, but there seems to be some weird aversion that prevents non-medics from ever healing anybody else. I can count on one hand the number of times I've been healed by a non-medic.
I heal those guys hundred of times, but do they ever return the favor when I'm scratched up and within arms reach? No.
I can be standing there damaged as we are gathered around the trader. They could heal me then. They'd even get dosh for their act of goodwill . But they never do. Their disdain for healing is greater than their love of loads-ah-money.
q_q
3DS Friend Code:
Armchair: 4098-3704-2012
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frenetic_ferretwildest weaselEast Coast is Best CoastRegistered Userregular
He's like a million times worse than pat if your medic(s) die. Or when you're soloing without an AA12. His run at you going twice your sprint speed -> swipe attack that does like 70 damage loop is pretty bullshit. Not even to mention his Regen hug when you're the only one alive.
He's like a million times worse than pat if your medic(s) die. Or when you're soloing without an AA12. His run at you going twice your sprint speed -> swipe attack that does like 70 damage loop is pretty bullshit. Not even to mention his Regen hug when you're the only one alive.
He really isn't.
He is so much easier to kite it's almost a joke. When he's in melee it dons't matter how fast he runs if you use pillars/cars/doors/random stuff so he can't dart right to you. His nades are a big pain if you can't move a lot in the room you are in, but else than that they are pritty easy to dodge.
I think people are forgetting that good old patty would walk up and oneshot someone in the group and then do w/e he felt like, and hans got nades? One in the pipe makes hans nades look like candy on the ground.
Befor saying Hans is sooo much harder than patty remeber that in KF1 you probably have level 5/6 perks makeing it into a whole different level.
My biggest problem with KF2 at the moment is Fleshpounds and scrakes are too weak, we don't have the SS perk yet and they still drop like flies, I just don't feel like they bring the right amount of OHSHITOHSHITOHSHIT to a game.
Grass Grows,
Birds Fly,
'til there's Fire in the Sky...
There's in game voice chat that feels pretty reliable.. If you can convince it to play out of your headset instead of your speakers.
I try to disable everything in game as quickly as possible and use external clients. In game chat is pretty much never worth it. Nobody worth a buck of warm piss ever uses it, so you're automatically stuck with the short of end of the gene pool, plus people use it to troll.
Interesting; in 3 or 4 years I've never experienced anything like this from the KF community.
What difficulty are you fighting the scrakes and fps on? Because the general consensus that I've been hearing is that they get ridiculously tanky as the difficulty goes up. A lot of people want to wait until sharps and demos are on game before deciding if they are too strong or not.
They crumple on normal, but they seem more resilient than their kf1 counterparts on hard and above.
3DS Friend Code:
Armchair: 4098-3704-2012
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frenetic_ferretwildest weaselEast Coast is Best CoastRegistered Userregular
There's in game voice chat that feels pretty reliable.. If you can convince it to play out of your headset instead of your speakers.
I try to disable everything in game as quickly as possible and use external clients. In game chat is pretty much never worth it. Nobody worth a buck of warm piss ever uses it, so you're automatically stuck with the short of end of the gene pool, plus people use it to troll.
Interesting; in 3 or 4 years I've never experienced anything like this from the KF community.
It was more a general voice comment than a KF specific one.
What difficulty are you fighting the scrakes and fps on? Because the general consensus that I've been hearing is that they get ridiculously tanky as the difficulty goes up. A lot of people want to wait until sharps and demos are on game before deciding if they are too strong or not.
They crumple on normal, but they seem more resilient than their kf1 counterparts on hard and above.
All of them , mostly play on hard since it's pointless to do sui with underleveld perks. Well look back at kf1 fps in hoe, they would pritty much oneshot you and eat all your ammo if you let them too close. While on the HoE here all I needed to do was kite him a tiny bit and slam a door in his face. Yes he did eat an aa mag or two but he's so meh if he's alone, whey they spawn two at a time hell yeah they will fuck you over, but alone? Alone they are a tiny bit tanky and deal meh damage.
Might just be that supports suddenly have 150 hp or something. The fps now got a few triks I really love and they look really good, the swing attack they do where they pritty much slam you into the ground is pritty awesome too. But when an attack like that hit you, you should get killed or close to killed (no idea how much damage they actually do since I play with a group that considers it a fail if people drop under 50% hp ever).
This might change when sharp/demo comes tho and they get tuned up to match it.
Haven't done a lot of sui/hoe yet because of a busy work week etc but this is kinda what I think after the few games I got to play. And it's kinda hard again to balance impressions compaired to kf1 because I have played with only level 6 perks since 2010 I think.
Grass Grows,
Birds Fly,
'til there's Fire in the Sky...
I bumped my solo games up to suicidal a while ago and Scrakes go down before they reach me. Fleshpounds only get a couple hits in and it is not hard to run away and heal up if you didn't have the armor to take the hit.
^Looks like someone in the community has taken the map tools and created a rudimentary test map.
You can test out weapons against different zeds and practice your parrying skills in a relatively controlled environment.
The lighting is a bit off for me, but maybe something is just off with my settings.
edit:
Ok, the Pulverizer definitely puts more hurt onto fleshpounds than scrakes. That secondary attack seems to count as the explosives that they're so weak against.
When dealing with the fleshpounds, it seems like they have a couple of unparryable attacks. When I say that, I mean they don't get staggered and keep attacking you. I haven't checked to see if damage was reduced to parry chip damage levels. The most noticeable one of these attacks is the one where he jumps at you. There is a hit from his feet followed by a hit from his "hands."
edit2:
Ok, since TWI doesn't have a whitelist system set up yet, the zeds you kill in the thunder-dome still give you XP. This does make it too easy to farm up XP.
However, as far as I'm concerned this is a testing period. I don't see the harm in unlocking perks to test that they make sure that they both work as intended and are balanced.
For example, the 2% armor restoration on heal medic perk. I'm not sure if they intended for a single healing grenade to restore potentially 30 armor over its duration.
edit3:
Ok. Thanks to some power leveling, I can finally provide some feedback on the armor restoration perk in combination in combination with the Vaccination perk.
With the medic's base 160 armor at level 20 and assuming that I've lost 60 points of health for the grenade to heal, a single healing grenade will restore 90(!!) armor if you stand within the smoke for its entire duration.
While I love fun toys for the medic...IMO that's probably too good.
If anything pubbies never talk. Which makes this game a lot harder.
Absolutely.
I don't need their life story or to have running commentary banter through the whole match, but "Scrake coming up the stairs, two Fleshpounds at the tunnel" is damned useful info to have, and generally not something people bother typing out.
Or they do and get eaten while trying, or wait until they've been eaten at which point it's probably too late.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
When dealing with the fleshpounds, it seems like they have a couple of unparryable attacks. When I say that, I mean they don't get staggered and keep attacking you. I haven't checked to see if damage was reduced to parry chip damage levels. The most noticeable one of these attacks is the one where he jumps at you. There is a hit from his feet followed by a hit from his "hands."
I heard that you are supposed to parry the first attack (reduced damage), then jump over the second. I haven't tried it yet.
Ok, so if you've been playing the game and thinking "ok, this is pretty good, but it would be better if we were playing on "Facility" from N64's Goldeneye," I have good news!
I'm confused. Alt fire toggles between fire modes. What is it exactly you're trying to figure out.
EDIT: Commando weapons only have two fire modes, so not all of them will have exactly what you want.
I think the main issue is the lack of guns right now. The guns have two fire modes and work differently when scoped in. So there's a mix of fire modes out there. I think a more clear distinction between smg, ar, and br will help.
I think the main issue is the lack of guns right now. The guns have two fire modes and work differently when scoped in. So there's a mix of fire modes out there. I think a more clear distinction between smg, ar, and br will help.
This post is short-circuiting my brain dude. What issue are you talking about? Just that there aren't a lot of weapons in the game? Yeah, I'd like more guns too. Especially SMGs. Want that Thompson back.
Is time a gift or punishment?
0
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
Two fairly vanilla pistols are not nearly enough to satisfy my handgun fetish. Bring on the Gunslinger perk. I want to festoon myself with pistols again.
I am frustrated. Was in a match yesterday and the group died again on the final boss. People just don't move about enough to avoid the grenades. There's not nearly enough healing of others. I had the medic gun and tried to heal the others, but not enough. There were also too many commandos (me included!) on the team.
I am frustrated. Was in a match yesterday and the group died again on the final boss. People just don't move about enough to avoid the grenades. There's not nearly enough healing of others. I had the medic gun and tried to heal the others, but not enough. There were also too many commandos (me included!) on the team.
I see so many teams with 3 or 4 and I just shake my head. The commando has a niche, and it can be filled by one person. They don't do enough damage to stack them like that. When I see that, I just go medic, since I know I'm gonna get lots of healing points.
Gunslinger would be a neat perk to mess around with but I think for balance sake Sharp is the best perk to introduce next. Easier to balance the game if Sharps are back in.
Posts
Armchair: 4098-3704-2012
I might have to try out some more pubs if they are generally pretty laid back. The two buddies I picked the game up to play with are SO INTENSE. Sometimes I have to remind them we are playing a video game. I mean, they get super serious even when we are doing awesome.
XBL: InvaderJims
Bnet: Pudgestomp#11153
That said, people do seem to live running through that gas.
Armchair: 4098-3704-2012
Armchair: 4098-3704-2012
Also, Medic pistols are great, super cheap, and super lightweight.
You don't need to be a medic to heal just like you don't need to be a sharpshooter to get headshots. Nobody bats an eye at using off-perk equipment, but there seems to be some weird aversion that prevents non-medics from ever healing anybody else. I can count on one hand the number of times I've been healed by a non-medic.
I heal those guys hundred of times, but do they ever return the favor when I'm scratched up and within arms reach? No.
I can be standing there damaged as we are gathered around the trader. They could heal me then. They'd even get dosh for their act of goodwill . But they never do. Their disdain for healing is greater than their love of loads-ah-money.
q_q
Armchair: 4098-3704-2012
Is there a solid way to dodge him?
Armchair: 4098-3704-2012
He really isn't.
He is so much easier to kite it's almost a joke. When he's in melee it dons't matter how fast he runs if you use pillars/cars/doors/random stuff so he can't dart right to you. His nades are a big pain if you can't move a lot in the room you are in, but else than that they are pritty easy to dodge.
I think people are forgetting that good old patty would walk up and oneshot someone in the group and then do w/e he felt like, and hans got nades? One in the pipe makes hans nades look like candy on the ground.
Befor saying Hans is sooo much harder than patty remeber that in KF1 you probably have level 5/6 perks makeing it into a whole different level.
My biggest problem with KF2 at the moment is Fleshpounds and scrakes are too weak, we don't have the SS perk yet and they still drop like flies, I just don't feel like they bring the right amount of OHSHITOHSHITOHSHIT to a game.
Birds Fly,
'til there's Fire in the Sky...
So this is a thing you can do in the current build. And it is awesome.
AniList
Interesting; in 3 or 4 years I've never experienced anything like this from the KF community.
They crumple on normal, but they seem more resilient than their kf1 counterparts on hard and above.
Armchair: 4098-3704-2012
It was more a general voice comment than a KF specific one.
Anyways, runs fairly well for a 750ti.
All of them , mostly play on hard since it's pointless to do sui with underleveld perks. Well look back at kf1 fps in hoe, they would pritty much oneshot you and eat all your ammo if you let them too close. While on the HoE here all I needed to do was kite him a tiny bit and slam a door in his face. Yes he did eat an aa mag or two but he's so meh if he's alone, whey they spawn two at a time hell yeah they will fuck you over, but alone? Alone they are a tiny bit tanky and deal meh damage.
Might just be that supports suddenly have 150 hp or something. The fps now got a few triks I really love and they look really good, the swing attack they do where they pritty much slam you into the ground is pritty awesome too. But when an attack like that hit you, you should get killed or close to killed (no idea how much damage they actually do since I play with a group that considers it a fail if people drop under 50% hp ever).
This might change when sharp/demo comes tho and they get tuned up to match it.
Haven't done a lot of sui/hoe yet because of a busy work week etc but this is kinda what I think after the few games I got to play. And it's kinda hard again to balance impressions compaired to kf1 because I have played with only level 6 perks since 2010 I think.
Birds Fly,
'til there's Fire in the Sky...
God help you if you find yourself alone against a scrake on one of the silly 32 man servers. They are juggernauts.
Armchair: 4098-3704-2012
I wondered if there was a sway to toggle single and automatic, for a commando perk.
EDIT: Commando weapons only have two fire modes, so not all of them will have exactly what you want.
^Looks like someone in the community has taken the map tools and created a rudimentary test map.
You can test out weapons against different zeds and practice your parrying skills in a relatively controlled environment.
The lighting is a bit off for me, but maybe something is just off with my settings.
edit:
Ok, the Pulverizer definitely puts more hurt onto fleshpounds than scrakes. That secondary attack seems to count as the explosives that they're so weak against.
When dealing with the fleshpounds, it seems like they have a couple of unparryable attacks. When I say that, I mean they don't get staggered and keep attacking you. I haven't checked to see if damage was reduced to parry chip damage levels. The most noticeable one of these attacks is the one where he jumps at you. There is a hit from his feet followed by a hit from his "hands."
edit2:
Ok, since TWI doesn't have a whitelist system set up yet, the zeds you kill in the thunder-dome still give you XP. This does make it too easy to farm up XP.
However, as far as I'm concerned this is a testing period. I don't see the harm in unlocking perks to test that they make sure that they both work as intended and are balanced.
For example, the 2% armor restoration on heal medic perk. I'm not sure if they intended for a single healing grenade to restore potentially 30 armor over its duration.
edit3:
Ok. Thanks to some power leveling, I can finally provide some feedback on the armor restoration perk in combination in combination with the Vaccination perk.
With the medic's base 160 armor at level 20 and assuming that I've lost 60 points of health for the grenade to heal, a single healing grenade will restore 90(!!) armor if you stand within the smoke for its entire duration.
While I love fun toys for the medic...IMO that's probably too good.
Armchair: 4098-3704-2012
Absolutely.
I don't need their life story or to have running commentary banter through the whole match, but "Scrake coming up the stairs, two Fleshpounds at the tunnel" is damned useful info to have, and generally not something people bother typing out.
Or they do and get eaten while trying, or wait until they've been eaten at which point it's probably too late.
Aim at a Scrake or FP, press F, and your character yells the name.
Point at scrake: "Dosh!"
Point at fp: "money!"
point at Zed horde: "loads of money"
Armchair: 4098-3704-2012
It does, but you don't have to press anything. The characters shout out when SC/FPS pop up. But it can be hard to hear over all the gunfire.
I would say that's a pritty spot on discription tho!
Birds Fly,
'til there's Fire in the Sky...
I heard that you are supposed to parry the first attack (reduced damage), then jump over the second. I haven't tried it yet.
The speed at which scrags died was just hilarious.
http://forums.tripwireinteractive.com/showthread.php?t=107385
Armchair: 4098-3704-2012
I think the main issue is the lack of guns right now. The guns have two fire modes and work differently when scoped in. So there's a mix of fire modes out there. I think a more clear distinction between smg, ar, and br will help.
Look I aim to have my opinion changed, where do you gents play?
This post is short-circuiting my brain dude. What issue are you talking about? Just that there aren't a lot of weapons in the game? Yeah, I'd like more guns too. Especially SMGs. Want that Thompson back.
I see so many teams with 3 or 4 and I just shake my head. The commando has a niche, and it can be filled by one person. They don't do enough damage to stack them like that. When I see that, I just go medic, since I know I'm gonna get lots of healing points.
Sharpshooter is also my favourite perk so gimme.
AniList