Hah, had an awesome game on Farm earlier today on the server. Normally people just want to run around out in the open, and good idea as this might be to avoid getting overwhelmed, it often kind of sucks, especially when playing as support, as there's little or no funneling to make shotgunning clumps more effective.
Then this glorious PA crew just starts hiding in houses. 4 players, I focus on keeping the front door locked while 2 players wreck mutant shit and the last keeps the door from getting pounded too heavily. Running back and forth acting as a medic, heavy firepower when something big walked in the room and holding a door in place on my own was awesome.
Then we hit a wave where 2 people got eaten pretty quickly and a third popped up to the attic and apparently made their peace with god (or had to duck afk for a second) so I just, y'know, held off like 50 fucking things on my own. Cramped stairwell/hallway + hunting shotgun and Support Perk 4 = a lot of dead shit. We came within 30 monsters of duo'ing the entire pack before we got overrun, mostly due to sirens and those flame throwing guys.
Damned fine round folks.
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
The best advice I can give to low level people is to not camp in one spot. The more you stay mobile the less directions an enemy can come at you from. Even a class with no speed up can outrun most of the enemies so if you keep on the run you only need to worry about what is in front of you. This also helps you learn maps where enemies will come from.
The easiest class to play is berserker due to the no clot grabbing, damage reduction, and speed up. The katana is one of the strongest weapons in the game in a single attack. This combined with the secondary stun attack makes it unstoppable as a melee weapon regardless of class.
Medic is another good one for it's basic bonuses.
The biggest issue I found in pa games is usually people getting comfortable in a spot and wont move until that one wave where one too many sirens or scrakes.
randombattle on
I never asked for this!
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CheesecakeRecipe"Should not be allowed to post in the Steam Thread" - IsornSqualor Victoria, Squalor Victoria!Registered Userregular
edited April 2011
Great games with Drake today, my heart's still pounding from that santa's lair run gone sour!
CheesecakeRecipe on
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
edited April 2011
Fuck yeah, those were some good games today.
And holing up in that Farmhouse was good times. It gets pretty hard to keep up on later waves though. Randombattle's advice about staying mobile is good stuff. Just make sure you don't get seperated or leave people behind.
That one stand we tried to make in the barn though? That was a terrible idea. Just terrible.
So, I picked this up, as I imagine many others did, in the potato sack. This game is fun. I have no idea what I'm doing though, and would like to play with some PAers on beginner (or whatever difficulty someone with no levels in anything can manage). Do I need a group invite? How are games usually organized?
Then we hit a wave where 2 people got eaten pretty quickly and a third popped up to the attic and apparently made their peace with god
That would be me, had to duck out for a phone call. Came back and all I see are dead zombies at the stairs, it was a pretty glorious sight. Think we would have held out if there wasn't two scrakes coming up the stairwell.
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
edited April 2011
Yeah, I really feel like I'm just coming to grips a few of the games subtleties. And by that I mean, I don't have a handle on Hard mode. Not even close.
That doesn't mean I'm not having fun. But others may be having less when I'm their team mate.
The best way to learn and stay alive is to stick with a higher level person and cover them. They will know when to book it a lot better then you will and it's an easy way to learn the ropes.
The only things you really need to know is that the chainsaw guys (scrakes) and the monsters with the glowing yellow things (fleshpounds) walk slowly until they take enough damage, at which point they charge and attack. Avoid shooting those until everyone is focused on them so as to kill them quickly. Crossbows can stun the scrakes and berserkers can stun-lock them in melee. If you see a berserker fighting a scrake, kill everything around the scrake, but don't shoot the scrake himself as that can break the stun-lock. Other than that, just hang behind someone and shoot everything that moves. And healing others works much better than healing yourself, so heal someone as soon as you see there health drop.
Rakai on
[SIGPIC][/SIGPIC]XBL: Rakayn | PS3: Rakayn | Steam ID
And because it bears repeating: Scrakes are almost immune to explosive damage. Demos should leave them to other classes.
Fleshpounds can still hulk out even if you don't damage them - I think it's a line of sight thing.
Echo on
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
edited April 2011
It is pretty annoying when people start bombing the hell out of Scrakes. I play Sharpshooter a lot, and to be my most effective I need good visibility on key targets like Scrakes and Fleshpounds. When the sucker is completely surrounded by smoke, all I can do is guess where to place my shots. If the explosives were actually doing something I wouldn't mind. I would just turn my attention someplace else.
This reminds me of something I've been wondering about though; If I see a Berzerk stunlocking a Scrake, I should just find another target, right? Something along the lines of the headshot damage putting him into his angry state, and that breaks the stun lock? Is that right?
And because it bears repeating: Scrakes are almost immune to explosive damage. Demos should leave them to other classes.
Fleshpounds can still hulk out even if you don't damage them - I think it's a line of sight thing.
This is good to know. Despite how many hours I have put in, I get so little information because the voice chat quality is horrid. No one ever wants to use Vent, though.
And because it bears repeating: Scrakes are almost immune to explosive damage. Demos should leave them to other classes.
Fleshpounds can still hulk out even if you don't damage them - I think it's a line of sight thing.
This is good to know. Despite how many hours I have put in, I get so little information because the voice chat quality is horrid. No one ever wants to use Vent, though.
Think of it this way. Fleshpounds: after wait or too much damage they attack fast once, repeat. High health, high attack. Come in solo or in pairs. They take half damage from most weapons, and have resistance to headshots from sharpshooter weapons. Take extra damage from explosives.
Scrakes: After too much damage, they attack fast, until you're dead. Very high health, high attack. Show up more often than Fleshpounds, and they have resistance to crossbow bolts. Not resistant to anything else, just has tons of health.
See a fleshpound? Hit it with crossbows, grenades, or let a demo reel off most of an M32. See a Scrake? Let a high level beserker take it solo and kill everything around it, or hit it with lots of combined fire. The fleshpound is actually almost less of a risk though.
It is pretty annoying when people start bombing the hell out of Scrakes. I play Sharpshooter a lot, and to be my most effective I need good visibility on key targets like Scrakes and Fleshpounds. When the sucker is completely surrounded by smoke, all I can do is guess where to place my shots. If the explosives were actually doing something I wouldn't mind. I would just turn my attention someplace else.
This reminds me of something I've been wondering about though; If I see a Berzerk stunlocking a Scrake, I should just find another target, right? Something along the lines of the headshot damage putting him into his angry state, and that breaks the stun lock? Is that right?
Unless you have a crossbow, find another target as it does indeed break the stun-lock for brief moments. It's typically not enough to cause any serious damage to the berserker, but it still causes damage none the less. Mainly shoot everything near the scrake to help him out.
Rakai on
[SIGPIC][/SIGPIC]XBL: Rakayn | PS3: Rakayn | Steam ID
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
edited April 2011
Cool, I'll keep that in mind. Thanks for the confirmation, Rakai.
And I didn't know that Fleshpounds are resistant to headshot damage either. This is disconcerting information.
Yeah, I've definitely started leaving Skrakes to the Berzerkers where possible, with an exception of when one has already taken fairly significant damage and I can get it point blank with both barrels on the hunting shotgun. Blowing one of them clean out of its shoes never gets old.
I really should put a little time getting Berzerker, Pyro and Demo up to 3 at some point.
You know, once I can tear myself away from Portal 2.
I'll tell you this much, that isn't going to be tonight.
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
And because it bears repeating: Scrakes are almost immune to explosive damage. Demos should leave them to other classes.
Fleshpounds can still hulk out even if you don't damage them - I think it's a line of sight thing.
This is good to know. Despite how many hours I have put in, I get so little information because the voice chat quality is horrid. No one ever wants to use Vent, though.
The Voice chat quality is fine if you go change to to the "better quality" setting in Audio. The only real problem I have with it is that it's quiet as fuck.
Does anyone have any advice with the Commando? I mean I've had this game since it came out but I've only put a few hours into it really. I've always felt like it's been the fodder-clearing class.
I also can't decide whether to use the Bullpup or AK.
Does anyone have any advice with the Commando? I mean I've had this game since it came out but I've only put a few hours into it really. I've always felt like it's been the fodder-clearing class.
I also can't decide whether to use the Bullpup or AK.
Everyone likes to do a different combo of the three weapons. Bullpup has the most ammo, has good sights, and if you're in a tight spot being able to spray out 40 rounds or so before reloading is actually useful, even with a weak gun. Think of the bullpup as the commando's pistol, it's weak, but has tons of cheap ammo and is easy to get headshots with.
AK has less ammo but still a fair amount, but has iron sights and much higher recoil. For all it's faults, more power.
I usually go with SCAR + AK, scar on single fire to get rid of commons, when something big comes, reload, empty a mag into it, then switch to AK and empty that.
I would use both, have the bullpup be your main weapon until you level up more and reduce recoil, and the AK with a few extra mags be your backup.
Btw, there is a highly detailed wiki on the game here: http://kf-wiki.com/wiki/Main_Page
There's a lot of stuff in there on tactics for each map/gun/class/baddie and how they all relate to each other, plus they figure out what "nerfed sharpshooter perks" actually means in terms of balancing.
Oh, and commando is one of those classes where it's best to just play on hard from the start, as the higher the difficulty, the more stalkers will show up.
Chuck Goodrich on
0
WulfDisciple of TzeentchThe Void... (New Jersey)Registered Userregular
Roland, I was healing you for about twenty minutes before someone kicked me. Damn pubs
hah Don't feel bad cause they kicked me too.
Although I didn't know till I got back home.
By the way. Anyone not in the know, Roland is some sort of Fire Axe Ninja. Completed 207 zombies on wave 10 with just himself. Cawaaaazy! Good games last night too, even with me nubbing it up!
Roland, I was healing you for about twenty minutes before someone kicked me. Damn pubs
hah Don't feel bad cause they kicked me too.
Although I didn't know till I got back home.
By the way. Anyone not in the know, Roland is some sort of Fire Axe Ninja. Completed 207 zombies on wave 10 with just himself. Cawaaaazy
I am positive that if the zombie apocalypse every actually happens, I am immediately hitting the road and finding Roland in real life. Even if he is a poor shot in reality, he knows how shit goes down and how to take care of himself. Even if it means sacrificing others.
Icemopper on
0
That_GuyI don't wanna be that guyRegistered Userregular
edited April 2011
Couple of things to help the new player out. A zed's hitbox is really wonky. If the he is walking towards you and is above you (like up a flight of stairs, you want to aim for slightly below his head to get a proper headshot. Likewise if he is below you (like down a flight of stairs, aim for slightly above the head.
Couple of things to help the new player out. A zed's hitbox is really wonky. If the he is walking towards you and is above you (like up a flight of stairs, you want to aim for slightly below his head to get a proper headshot. Likewise if he is below you (like down a flight of stairs, aim for slightly above the head.
My general advice for UE hitboxes and headshots is to aim for the neck. The head box is always a little lower than where you want to aim at.
Honestly, the best part about playing zerk like that (on certain maps of course) is telling pubbies "Come with me if you want to live" all terminator style, and seeing them get ripped apart because they don't listen, then having them follow you around little ducklings the next wave.
I've seen zerks that easily put me to shame btw. I once joined a game of bedlam (the rave mansion) right after wave 9 started , and got sandwiched between a fleshpound and a scrake at the beginning of round 10 so I got a long view of his handywork, and honestly, a lot of ideas on how to play the class better from those two rounds. At then end of round ten, he had 1182 kills, with the second guy sitting close at 53. :shock:
What's a good medic weapon besides the obvious dart gun?
With the way the perk/weapons bonus works, it really depends on the type of map, and what other perks you want to level while playing medic, if any.
But, the crossbow is often picked for headshooting the zeds that laugh at your medigun, or the katana, so you can keep your speed bonus while you hack and slash your way to safer places, or one of the demoguns, because, hell, blowing shit up is fun. Just remember you lose the perk bonus when using the other perk-guns because you get used to killing things with X bullets, then you lose the damage bonus and OH SHIT IT'S NOT DOUBLE DEAD YET AND IT'S RIPPING MY FACE OFF.
What's a good medic weapon besides the obvious dart gun?
I play Medic almost exclusively. I usually take the pump shotgun because I find that when I'm tanking stuff I'll quickly get surrounded, and the shotgun is the best at clearing that out.
Posts
Then this glorious PA crew just starts hiding in houses. 4 players, I focus on keeping the front door locked while 2 players wreck mutant shit and the last keeps the door from getting pounded too heavily. Running back and forth acting as a medic, heavy firepower when something big walked in the room and holding a door in place on my own was awesome.
Then we hit a wave where 2 people got eaten pretty quickly and a third popped up to the attic and apparently made their peace with god (or had to duck afk for a second) so I just, y'know, held off like 50 fucking things on my own. Cramped stairwell/hallway + hunting shotgun and Support Perk 4 = a lot of dead shit. We came within 30 monsters of duo'ing the entire pack before we got overrun, mostly due to sirens and those flame throwing guys.
Damned fine round folks.
hah Don't feel bad cause they kicked me too.
The easiest class to play is berserker due to the no clot grabbing, damage reduction, and speed up. The katana is one of the strongest weapons in the game in a single attack. This combined with the secondary stun attack makes it unstoppable as a melee weapon regardless of class.
Medic is another good one for it's basic bonuses.
The biggest issue I found in pa games is usually people getting comfortable in a spot and wont move until that one wave where one too many sirens or scrakes.
I never asked for this!
And holing up in that Farmhouse was good times. It gets pretty hard to keep up on later waves though. Randombattle's advice about staying mobile is good stuff. Just make sure you don't get seperated or leave people behind.
That one stand we tried to make in the barn though? That was a terrible idea. Just terrible.
To be fair, I didn't expect you guys to seal the second door as well. >.<
It's full. Ffffuu
Steam Profile
Yeah, figured that out right after posting this >.>
We could find a pug server and play together? Add me on steam?
That would be me, had to duck out for a phone call. Came back and all I see are dead zombies at the stairs, it was a pretty glorious sight. Think we would have held out if there wasn't two scrakes coming up the stairwell.
That doesn't mean I'm not having fun. But others may be having less when I'm their team mate.
Although even with pubs it's still a bunch of fun.
I never asked for this!
Fleshpounds can still hulk out even if you don't damage them - I think it's a line of sight thing.
This reminds me of something I've been wondering about though; If I see a Berzerk stunlocking a Scrake, I should just find another target, right? Something along the lines of the headshot damage putting him into his angry state, and that breaks the stun lock? Is that right?
This is good to know. Despite how many hours I have put in, I get so little information because the voice chat quality is horrid. No one ever wants to use Vent, though.
NintendoID: Nailbunny 3DS: 3909-8796-4685
Think of it this way. Fleshpounds: after wait or too much damage they attack fast once, repeat. High health, high attack. Come in solo or in pairs. They take half damage from most weapons, and have resistance to headshots from sharpshooter weapons. Take extra damage from explosives.
Scrakes: After too much damage, they attack fast, until you're dead. Very high health, high attack. Show up more often than Fleshpounds, and they have resistance to crossbow bolts. Not resistant to anything else, just has tons of health.
See a fleshpound? Hit it with crossbows, grenades, or let a demo reel off most of an M32. See a Scrake? Let a high level beserker take it solo and kill everything around it, or hit it with lots of combined fire. The fleshpound is actually almost less of a risk though.
Unless you have a crossbow, find another target as it does indeed break the stun-lock for brief moments. It's typically not enough to cause any serious damage to the berserker, but it still causes damage none the less. Mainly shoot everything near the scrake to help him out.
And I didn't know that Fleshpounds are resistant to headshot damage either. This is disconcerting information.
I really should put a little time getting Berzerker, Pyro and Demo up to 3 at some point.
You know, once I can tear myself away from Portal 2.
I'll tell you this much, that isn't going to be tonight.
The Voice chat quality is fine if you go change to to the "better quality" setting in Audio. The only real problem I have with it is that it's quiet as fuck.
I also can't decide whether to use the Bullpup or AK.
Steam Profile
Everyone likes to do a different combo of the three weapons. Bullpup has the most ammo, has good sights, and if you're in a tight spot being able to spray out 40 rounds or so before reloading is actually useful, even with a weak gun. Think of the bullpup as the commando's pistol, it's weak, but has tons of cheap ammo and is easy to get headshots with.
AK has less ammo but still a fair amount, but has iron sights and much higher recoil. For all it's faults, more power.
I usually go with SCAR + AK, scar on single fire to get rid of commons, when something big comes, reload, empty a mag into it, then switch to AK and empty that.
I would use both, have the bullpup be your main weapon until you level up more and reduce recoil, and the AK with a few extra mags be your backup.
Btw, there is a highly detailed wiki on the game here: http://kf-wiki.com/wiki/Main_Page
There's a lot of stuff in there on tactics for each map/gun/class/baddie and how they all relate to each other, plus they figure out what "nerfed sharpshooter perks" actually means in terms of balancing.
Oh, and commando is one of those classes where it's best to just play on hard from the start, as the higher the difficulty, the more stalkers will show up.
By the way. Anyone not in the know, Roland is some sort of Fire Axe Ninja. Completed 207 zombies on wave 10 with just himself. Cawaaaazy! Good games last night too, even with me nubbing it up!
I am positive that if the zombie apocalypse every actually happens, I am immediately hitting the road and finding Roland in real life. Even if he is a poor shot in reality, he knows how shit goes down and how to take care of himself. Even if it means sacrificing others.
My general advice for UE hitboxes and headshots is to aim for the neck. The head box is always a little lower than where you want to aim at.
Honestly, the best part about playing zerk like that (on certain maps of course) is telling pubbies "Come with me if you want to live" all terminator style, and seeing them get ripped apart because they don't listen, then having them follow you around little ducklings the next wave.
With the way the perk/weapons bonus works, it really depends on the type of map, and what other perks you want to level while playing medic, if any.
But, the crossbow is often picked for headshooting the zeds that laugh at your medigun, or the katana, so you can keep your speed bonus while you hack and slash your way to safer places, or one of the demoguns, because, hell, blowing shit up is fun. Just remember you lose the perk bonus when using the other perk-guns because you get used to killing things with X bullets, then you lose the damage bonus and OH SHIT IT'S NOT DOUBLE DEAD YET AND IT'S RIPPING MY FACE OFF.
I play Medic almost exclusively. I usually take the pump shotgun because I find that when I'm tanking stuff I'll quickly get surrounded, and the shotgun is the best at clearing that out.