In kf1 scrake had HUGE resistances to grenades. It was pretty much a gross waste of resources to ever use nades against scrakes.
I've simply assumed the same is true here.
actually they didn't they had the normal 1.0 damage mod from explosives, only the fleshpound had 1.5
I guess some of the wikis were just terrible a few years back. I'm still not gonna waste nades on scrakes though. Nades are far to valuable to be spammed like that.
3DS Friend Code:
Armchair: 4098-3704-2012
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LotharOf The Hill PeopleHills, Hill CountryRegistered Userregular
edited April 2015
As a long-time Berserker (in KF1) I love all of the things they added for my class in KF2. It really feels like it matters where you aim and what type of swing you use when you are smashing or cutting your enemies. Also, giving the class a ranged weapon with the nail gun is great for those moments where you just need to back up and spray all of the spiders coming for you (if you don't have a support buddy waiting in the wings).
Only long-standing downside that I feel like the class has is the lack of progression of round -> dosh -> better stuff. Once I've got the Pulverizer and the nail gun I just start giving my money away as I only need enough to refill ammo and armor. Maybe that's the point? Maybe I should be patient for the full game to actually be released?
Maybe stop whining and get on that Scrake?
Lothar on
Currently Playing: ARK: Survival Evolved
Feel free to add me for Smash Bros or MH4!
FC: 3668 - 8564 - 8516
In kf1 scrake had HUGE resistances to grenades. It was pretty much a gross waste of resources to ever use nades against scrakes.
I've simply assumed the same is true here.
actually they didn't they had the normal 1.0 damage mod from explosives, only the fleshpound had 1.5
I guess some of the wikis were just terrible a few years back. I'm still not gonna waste nades on scrakes though. Nades are far to valuable to be spammed like that.
Aye, was some major discussions about it back on the twi and steam formus. Ended with one of the know moders posteing screenshots of all the files with damage amps on scrakes and fleshpounds and the path so people could go look it up them self. And then a twi dev comfirmed it a bit later. This is about 3 years ago so I'm not even gonna try to find the original posts about it =p
Grass Grows,
Birds Fly,
'til there's Fire in the Sky...
As a long-time Berserker (in KF1) I love all of the things they added for my class in KF2. It really feels like it matters where you aim and what type of swing you use when you are smashing or cutting your enemies. Also, giving the class a ranged weapon with the nail gun is great for those moments where you just need to back up and spray all of the spiders coming for you (if you don't have a support buddy waiting in the wings).
Only long-standing downside that I feel like the class has is the lack of progression of round -> dosh -> better stuff. Once I've got the Pulverizer and the nail gun I just start giving my money away as I only need enough to refill ammo and armor. Maybe that's the point? Maybe I should be patient for the full game to actually be released?
Maybe stop whining and get on that Scrake?
The Eviscerator is a Berserker weapon, and pretty damn good. The primary fire can one shot everything except Scrakes, Fleshpounds, and obviously Hans. The alt fire is a powerful continous revving attack. Also, you can conserve fuel by melee bashing weak stuff like clots, crawlers, and stalkers.
And the blades have four penetration, so you can easily take out sirens hiding behind bloats or gorefasts.
As an almost exlusive Zerk player in KF1, I am underwhelmed with the zerker so far.
The parrying/stagger mechanics are interesting and fun. However, it loses its charm when you realize that all the other classes can do it as well, provided they pick up the "all class" katana or another melee weapon. It can save you in a pinch, but you're sacrificing dps for survivability, while the other classes can keep firing and just, you know, back up.
Damage seems meh, his attacks are slow. But these two things I can forgive because who knows what the extra 25% attack damage will feel like down the road after leveling (though this still feels hugely nerfed from the first game).
My biggest complaint, by far, is the survivability. Why do the backline classes have more health than the frontline? And what is this 5% damage reduction? A whole five percent. Assuming you get hit for an attack that does 100 hp (the max for zerker), you save a whole 5 hp. It's silly.
His perks also need work. It seems like they just tossed a filler in at level 5. Night vision goggles (on a zerker? why? I'm not picking off enemies from a distance) or 20% extra starting ammo on ranged weapons, for a class that uses a melee weapon 90% of the time.
I have faith that they'll balance the class right, but right now it's a little frustrating. And I'm sure there are more nuances I'll discover after playing it more, so all hope is not lost.
Weapon size determines the damage you take when parrying. People are saying the Pulverizer is a whopping 70% damage reduction, whereas the katana is like 50% or maybe even lower? Also, another class parrying is kind of a waste since they have to sit with their melee weapon parrying instead of doing stuff?
The class needs better perks (+20% ammo is lame for just about everything except the Eviscerator), and while I like the Eviscerator is a cool "ultimate weapon," it's not "true" melee weapon and the weight is massive forcing you to stick with the shovel. The pulverizer is a great weapon, but I wish there was a melee weapon beyond that to give me options.
Weapon size determines the damage you take when parrying. People are saying the Pulverizer is a whopping 70% damage reduction, whereas the katana is like 50% or maybe even lower? Also, another class parrying is kind of a waste since they have to sit with their melee weapon parrying instead of doing stuff?
The class needs better perks (+20% ammo is lame for just about everything except the Eviscerator), and while I like the Eviscerator is a cool "ultimate weapon," it's not "true" melee weapon and the weight is massive forcing you to stick with the shovel. The pulverizer is a great weapon, but I wish there was a melee weapon beyond that to give me options.
Here is a commando parrying a Fleshpound with a katana. Look how much damage he's taking. Either FP damage needs upping or parrying is seriously OP. I realize he's being healed some but still, it's like a gnat more than a hulking ZED.
As a long-time Berserker (in KF1) I love all of the things they added for my class in KF2. It really feels like it matters where you aim and what type of swing you use when you are smashing or cutting your enemies. Also, giving the class a ranged weapon with the nail gun is great for those moments where you just need to back up and spray all of the spiders coming for you (if you don't have a support buddy waiting in the wings).
Only long-standing downside that I feel like the class has is the lack of progression of round -> dosh -> better stuff. Once I've got the Pulverizer and the nail gun I just start giving my money away as I only need enough to refill ammo and armor. Maybe that's the point? Maybe I should be patient for the full game to actually be released?
Maybe stop whining and get on that Scrake?
The Eviscerator is a Berserker weapon, and pretty damn good. The primary fire can one shot everything except Scrakes, Fleshpounds, and obviously Hans. The alt fire is a powerful continous revving attack. Also, you can conserve fuel by melee bashing weak stuff like clots, crawlers, and stalkers.
And the blades have four penetration, so you can easily take out sirens hiding behind bloats or gorefasts.
I should probably give it more of a chance. The only time I used it I found the aiming to be a bit difficult and with Nail Gun/Pulverizer I don't think you have room for the Eviscerator. With practice I will probably replace the Nail Gun with it for ranged stopping power.
Currently Playing: ARK: Survival Evolved
Feel free to add me for Smash Bros or MH4!
FC: 3668 - 8564 - 8516
I'm really glad I just looked up an article with some KF2 tips, because even though I've played many, many hours of the first one, it turns out I make very poor decisions and have no idea how to properly play Killing Floor.
I just played through a solo game to try it out. There's the bare bones of something good here. Love the new gore system, the guns feel pretty great too.
I think I'll wait for them to put more content in before i really put time into it but yeah, I'm hopeful.
I'm really glad I just looked up an article with some KF2 tips, because even though I've played many, many hours of the first one, it turns out I make very poor decisions and have no idea how to properly play Killing Floor.
Feel free to share it.
I've put more than my share into the first one and I'm sure there's a couple bad habits I could do to un-learn before we start hunting in earnest.
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
I'm really glad I just looked up an article with some KF2 tips, because even though I've played many, many hours of the first one, it turns out I make very poor decisions and have no idea how to properly play Killing Floor.
Feel free to share it.
I've put more than my share into the first one and I'm sure there's a couple bad habits I could do to un-learn before we start hunting in earnest.
main one i found is them changing the order of the weapon select keys
i kept hitting 3 to get my main weapon and got the knife instead
I'm really glad I just looked up an article with some KF2 tips, because even though I've played many, many hours of the first one, it turns out I make very poor decisions and have no idea how to properly play Killing Floor.
Feel free to share it.
I've put more than my share into the first one and I'm sure there's a couple bad habits I could do to un-learn before we start hunting in earnest.
main one i found is them changing the order of the weapon select keys
i kept hitting 3 to get my main weapon and got the knife instead
I just instantly rebound the keys. After pulling my knife at the scrake when i should be pulling out the aa12 and then died.
Grass Grows,
Birds Fly,
'til there's Fire in the Sky...
I'm really glad I just looked up an article with some KF2 tips, because even though I've played many, many hours of the first one, it turns out I make very poor decisions and have no idea how to properly play Killing Floor.
Feel free to share it.
I've put more than my share into the first one and I'm sure there's a couple bad habits I could do to un-learn before we start hunting in earnest.
My main mistake was "always try be at full armor from as soon as you can possibly afford it"
There was a steam sig here. It's gone now.
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
The kevlar thing is just a matter of preference, play style and situation. On pub servers I'm not really counting on some medic to keep an eye out for me when he's probably going to look out for his pals, so kevlar is an early purchase. Staying alive saves more money.
If you're a Berserker you should be buying Kevlar every round. You're saving shitloads of money on ammo, and you don't have a whole lot to save up for.
Having said that, there is laughably little risk of dying in the first three rounds, so do whatever.
Arguably an unarmored zerkers can generate some dosh for the team medic by letting himself take some minor damage. He can also Contribute his excess cash to more cash-hungry classes.
It is definitely a fine line that they walk. It is what separates the zerkers that are worth their weight in gold and the zerkers that are simply dead weight.
3DS Friend Code:
Armchair: 4098-3704-2012
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
A lot of this depends on who you are playing with. I don't play with an exclusive group. I'll play with pubs any time PAers aren't playing, so I encounter lots of different group compositions and levels of aggression and defense. If I'm in a super mobile and aggressive group, which is pretty common on pub servers I will be buying armor pretty early on.
I just played through my first full match. The one thing I noticed myself missing was the "quick-swap" button to equip your previously equipped weapon. I hope that button comes back.
Also, if you are level five, I highly recommend switching to Hard. The experience gains are much better, and it's way more entertaining than Normal since regular waves start to get a bit dicey.
the medic darts feel like they have some self homing capability. They seem to gyro-jet on over to whoever your cursor was over when you pulled the trigger.
Since its still early access and we dont have a lot of people on at the same time I have ope server as public and set it to Hard difficulty. Once we start filling up the other PA server and need another dedicated spot I will put the password back on.
The medic dart lock on also slightly changes the reticle which I find a bit more reliable than using just the sound since it will change again if you go off-target.
Speaking of, just had my first Hans fight while playing a medic. Pretty hectic keeping everyone topped off with the grenades flying everywhere, but I felt fantastic when I was saving folks with <50% hp.
Weapon size determines the damage you take when parrying. People are saying the Pulverizer is a whopping 70% damage reduction, whereas the katana is like 50% or maybe even lower? Also, another class parrying is kind of a waste since they have to sit with their melee weapon parrying instead of doing stuff?
The class needs better perks (+20% ammo is lame for just about everything except the Eviscerator), and while I like the Eviscerator is a cool "ultimate weapon," it's not "true" melee weapon and the weight is massive forcing you to stick with the shovel. The pulverizer is a great weapon, but I wish there was a melee weapon beyond that to give me options.
Here is a commando parrying a Fleshpound with a katana. Look how much damage he's taking. Either FP damage needs upping or parrying is seriously OP. I realize he's being healed some but still, it's like a gnat more than a hulking ZED.
Either that was from beta or on normal. I was blocking/parrying scrakes in hard and they hit much harder than that.
Hell it seems like scrakes are bigger problems in general than flesh pounds
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
Not sure if this is totally legit but a dude said it on a server so hey who knows. It goes like this; You can't hurt the boss when he grabs someone and does his vampire number on them. It kinda makes sense because he is a huge sitting duck right then and what good would the move be if it just exposed him to take more damage than he could ever hope to drain off of one dude.
So just heal that guy who is getting drained and clear any trash mobs around or find a good position or something.
I've been maining medic so far. Just dinged level 5 tonight.
I started paying closer attention to the heal-dart lockon, and realized that you don't even need to be in iron-sights to achieve a lock. Simply center on a friendly from the hip and fire away (if you look closely, the hud on your sights will still light up with a green target lock. It is just easier to overlook when firing from the hip).
So far I've just been going 9mm>Medic pistol>Medic SMG>Medic Shotgun>Medic Rifle. With my final loadout being the medic rifle and medic shotgun for the boss fight. It works well, but I need to experiment with some other classes and some alternative weapon loadouts.
I'm currently loving the shit out of the eviscerator weapon. It makes me feel like I'm playing Dead Space 2.
I played alot of Support in KF1, but in KF2 I think the Berserker class is for me.
I hope they add more weapons with varying weights so I can play around with weapon loadouts more. When I have the eviscerator, my options for filling out my kit are severely limited, but I guess I don't really need anything else.
My current final kit is the eviscerator, with a back up shovel and the medic healing pistol to use up that final point.
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StragintDo Not GiftAlways DeclinesRegistered Userregular
So should I look at a new video card or an entirely new PC for choppy gameplay?
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Posts
I guess some of the wikis were just terrible a few years back. I'm still not gonna waste nades on scrakes though. Nades are far to valuable to be spammed like that.
Armchair: 4098-3704-2012
Only long-standing downside that I feel like the class has is the lack of progression of round -> dosh -> better stuff. Once I've got the Pulverizer and the nail gun I just start giving my money away as I only need enough to refill ammo and armor. Maybe that's the point? Maybe I should be patient for the full game to actually be released?
Maybe stop whining and get on that Scrake?
Feel free to add me for Smash Bros or MH4!
FC: 3668 - 8564 - 8516
Aye, was some major discussions about it back on the twi and steam formus. Ended with one of the know moders posteing screenshots of all the files with damage amps on scrakes and fleshpounds and the path so people could go look it up them self. And then a twi dev comfirmed it a bit later. This is about 3 years ago so I'm not even gonna try to find the original posts about it =p
Birds Fly,
'til there's Fire in the Sky...
Sounds a lot like early Lamb of God (Burn the Priest/As the Palaces Burn era) or 4ARM.
I LURV IT SO VERY MUCH
XBL: InvaderJims
Bnet: Pudgestomp#11153
And the blades have four penetration, so you can easily take out sirens hiding behind bloats or gorefasts.
The parrying/stagger mechanics are interesting and fun. However, it loses its charm when you realize that all the other classes can do it as well, provided they pick up the "all class" katana or another melee weapon. It can save you in a pinch, but you're sacrificing dps for survivability, while the other classes can keep firing and just, you know, back up.
Damage seems meh, his attacks are slow. But these two things I can forgive because who knows what the extra 25% attack damage will feel like down the road after leveling (though this still feels hugely nerfed from the first game).
My biggest complaint, by far, is the survivability. Why do the backline classes have more health than the frontline? And what is this 5% damage reduction? A whole five percent. Assuming you get hit for an attack that does 100 hp (the max for zerker), you save a whole 5 hp. It's silly.
His perks also need work. It seems like they just tossed a filler in at level 5. Night vision goggles (on a zerker? why? I'm not picking off enemies from a distance) or 20% extra starting ammo on ranged weapons, for a class that uses a melee weapon 90% of the time.
I have faith that they'll balance the class right, but right now it's a little frustrating. And I'm sure there are more nuances I'll discover after playing it more, so all hope is not lost.
The class needs better perks (+20% ammo is lame for just about everything except the Eviscerator), and while I like the Eviscerator is a cool "ultimate weapon," it's not "true" melee weapon and the weight is massive forcing you to stick with the shovel. The pulverizer is a great weapon, but I wish there was a melee weapon beyond that to give me options.
Here is a commando parrying a Fleshpound with a katana. Look how much damage he's taking. Either FP damage needs upping or parrying is seriously OP. I realize he's being healed some but still, it's like a gnat more than a hulking ZED.
https://gfycat.com/FemaleParallelAmericanblackvulture
I should probably give it more of a chance. The only time I used it I found the aiming to be a bit difficult and with Nail Gun/Pulverizer I don't think you have room for the Eviscerator. With practice I will probably replace the Nail Gun with it for ranged stopping power.
Feel free to add me for Smash Bros or MH4!
FC: 3668 - 8564 - 8516
I think I'll wait for them to put more content in before i really put time into it but yeah, I'm hopeful.
Feel free to share it.
I've put more than my share into the first one and I'm sure there's a couple bad habits I could do to un-learn before we start hunting in earnest.
main one i found is them changing the order of the weapon select keys
i kept hitting 3 to get my main weapon and got the knife instead
I just instantly rebound the keys. After pulling my knife at the scrake when i should be pulling out the aa12 and then died.
Birds Fly,
'til there's Fire in the Sky...
http://www.pcgamer.com/killing-floor-2-guide-10-tips-for-being-a-better-zed-killer/
My main mistake was "always try be at full armor from as soon as you can possibly afford it"
Having said that, there is laughably little risk of dying in the first three rounds, so do whatever.
It is definitely a fine line that they walk. It is what separates the zerkers that are worth their weight in gold and the zerkers that are simply dead weight.
Armchair: 4098-3704-2012
Armchair: 4098-3704-2012
Armchair: 4098-3704-2012
Speaking of, just had my first Hans fight while playing a medic. Pretty hectic keeping everyone topped off with the grenades flying everywhere, but I felt fantastic when I was saving folks with <50% hp.
nothing like counteracting nerve gas with healing gas or heal darting the guy being vampirically drained.
Armchair: 4098-3704-2012
Either that was from beta or on normal. I was blocking/parrying scrakes in hard and they hit much harder than that.
Hell it seems like scrakes are bigger problems in general than flesh pounds
So just heal that guy who is getting drained and clear any trash mobs around or find a good position or something.
As a medic, I've just been spamming heal darts into the victim to keep them alive.
Armchair: 4098-3704-2012
I started paying closer attention to the heal-dart lockon, and realized that you don't even need to be in iron-sights to achieve a lock. Simply center on a friendly from the hip and fire away (if you look closely, the hud on your sights will still light up with a green target lock. It is just easier to overlook when firing from the hip).
So far I've just been going 9mm>Medic pistol>Medic SMG>Medic Shotgun>Medic Rifle. With my final loadout being the medic rifle and medic shotgun for the boss fight. It works well, but I need to experiment with some other classes and some alternative weapon loadouts.
Armchair: 4098-3704-2012
I played alot of Support in KF1, but in KF2 I think the Berserker class is for me.
I hope they add more weapons with varying weights so I can play around with weapon loadouts more. When I have the eviscerator, my options for filling out my kit are severely limited, but I guess I don't really need anything else.
My current final kit is the eviscerator, with a back up shovel and the medic healing pistol to use up that final point.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Then if that doesn't work, go for the new PC?
The real question is "what are your system specs?"
Armchair: 4098-3704-2012