Killing Floor Killing Floor 2 - Perilous Plunder Beta 1 is now live! |
- Killing Floor 2 - Perilous Plunder Beta 1 is now live!
- New g18c in action on HoE
- My wife just started learning to edit videos. She started with us playing KF2.
- Opinions on the new weapons
- Finally did it
- The Beta is out!
- Which berserker weapon do you feel most comfortable with?
- REWORK Survivalist 1st Skill: Weapon Handling - Changes and Modifications
- Random game freeze causes death. Thank you TWI!
- Tripwire, on console you can't view contents of crates unless you purchase them first. How do you expect to tempt console players to buy crates if they can't see what's in them to begin with?
- can you play multiplayer with a friend yet?
Killing Floor 2 - Perilous Plunder Beta 1 is now live! Posted: 14 May 2020 08:38 AM PDT
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Posted: 14 May 2020 09:13 AM PDT
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My wife just started learning to edit videos. She started with us playing KF2. Posted: 13 May 2020 10:05 PM PDT
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Posted: 14 May 2020 11:43 AM PDT I tested all new weapons in 6 man HoE settings, and these are my thoughts. Let me know if you agree or disagree with me. HRG Teslauncher (Zerk RRRLR) With parry bonus up it can kill both FP and SC in 12 (T4) and 10(T5) shots. It can still be carried with a Zwei, Bone Crusher, Static Strikers, HemoClobber making it very much viable in a zerk loadout. I honestly think this is a huge upgrade from the nailgun which has huge ammo problems, but this gun comes with 270 ammo. At T5 this weapon has the potential to decap 27 big zeds which is insane! I can only imagine what a this gun can do with a good commando. The only drawback is the fire panic it causes on SC (not FP since it goes into predictable head movement during its rage animation). It makes it hard for you to land clean headshots. It honestly feels cheap for zerk to easily head trace a FP and take it down in a blink of an eye at a safe distance. The emp nades you can launch are just meh. No one really uses the EMP nades for anything useful IMO aside from deraging an angry SC that is about to kill a teammate. HRG Kaboomstick (Demo LLLLL) At T3 it can 3 Alt-Fire shot both SC and FP if all pellet lands on the head which is impossible to do (did it using playersonly console command). I tried testing numerous builds with the kaboomstick but its weight of 6 makes it a bit harder to optimize its build. RPG7 + Kaboomstick might be the best. SC can be killed with one RPG in the head (dud or explosive) followed up by Alt-FireKaboomstick in the head, and FP can be Killed with 2 RPG and 1 Kaboomstick Alt-Fire. Even with the Seeker Six buffs, I still think the rocket travel speed and lower per shot damage makes it not viable compared to the T4 RPG even if Seeker Six is at T5 when combining with the Kaboomstick. It still nice to have more of a utility weapon for demo since you can boomstick jump with it, allowing Demo to kite a raging FP if needed with well-timed jump shots. Glock 18c (GS RLRLR) T4 Starting from zero ReU it can 27 shot a SC and 33 shot a FP. T5 starting from zero ReU it can 23 shot a SC and 27 shot a FP. Everything sounds too good to be true but it has way too many drawbacks for it to be viable. Bullet spread is insanely random, the accuracy is garbage. Only way you can really be accurate is when you go for a FP takedown by exploiting its rage animation at point-blank range. It has little to no gun hit stun power so bash takedowns are impossible. Maybe as a sidearm it might be viable but weight of 4 per pistol? That is insane. It does have more ammo at 495 rounds, buts not reliable enough to make up for the damage loss even with the huge ammo pool. This might be a killer trash killing weapon for GS but most HoE players expect GS to be an effective HVT killer. The only way Glocks are superior than other guns such as T4 Dealges and T4 M1911s is during zedtime due to its fire rate and large magazine. Also a weird thing with this gun compared to other GS guns is that when dualing, reload is long when the gun is completely empty compared to have one shot left in the mag. But, when just holding just one you can still reload cancel the cocking of the gun. I guess if I were to give a build it would be T4 Dealges, T4 Glock 18c, and T2 HMTech-101. Blunderbuss (Support RRRLR) At T5 (T4 you cannot one clip a FP) it can 3 shot both Scrakes and Fleshpounds if you hit all pellets in the head. Scrake takedown outside of zedtime seems early impossible to do because of the weapons horrendous bullet spread even with tight choke skill. For Fleshpounds you can take advantage of its traceable rage animation to for a bash takedown at point blank range. Compared to M4, meta support shotgun, it does not stand a chance in replacing the meta in killing big zeds, but it might be viable like the Rhinos in killing trash in tight corridor maps like biotics lab since each pellet can bounce. Blunderbuss (Demo LLLLL) This gun on demo feels like TF2's Loose Cannon. You have to aim the trajectory of the cannonball to deal both impact and explosion damage to the head for it to be effective in taking down Big Zeds. Surprisingly at T4, 3 shots will kill a FP (dud, explosive, or both) and SC (dud), but the dud distance is very very short. Shooting SC in the leg with a dud or explosive will knock them down, which can be annoying for clean takedowns. At T5, this thing can two shot dud a SC, but still takes 3 shots for FP. The drawbacks are random recoil pattern of going up, and up left or right after being fired. Just like support, impressive in its own way but will not replace the T5 RPG meta due to randomness, terrible range, hard to master trajectory of the weapon. [link] [comments] | ||
Posted: 14 May 2020 08:48 AM PDT
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Posted: 14 May 2020 08:25 AM PDT
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Which berserker weapon do you feel most comfortable with? Posted: 14 May 2020 08:12 AM PDT "comfortable" can mean your ability to kill zeds with it, how well you parry with it, how much fun you have when using it and the general "luck" [link] [comments] | ||
REWORK Survivalist 1st Skill: Weapon Handling - Changes and Modifications Posted: 13 May 2020 07:51 PM PDT Tactical Reload - Increase reload speed of SWAT , Gunslinger, and Commando weapons. Heavy Weapons Handling - Increase reload speed of Support, Demolitionist, and Sharpshooter weapons . Reworked as: Tactical Reload- Increase global reload speed of all weapons. Heavier Weapon Damage - Increase global damage of all weapons. Could range from 10%-30% based on balance. Any other changes are welcomed to better the quality of life the perk. The primary focus will be on what would the first skill changes be instead of what we have now. [link] [comments] | ||
Random game freeze causes death. Thank you TWI! Posted: 14 May 2020 07:57 AM PDT
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Posted: 13 May 2020 08:55 PM PDT Just trying to help you guys make more money. Make it so console players can view contents of crates without having to own them first. Kinda silly if you ask me. Also the store is a bit of a mess to go through. [link] [comments] | ||
can you play multiplayer with a friend yet? Posted: 14 May 2020 09:00 AM PDT i remember getting kf2 with friends to play together a year or two ago, but there was no option to matchmake together on pc, so we quickly refunded. has this feature been added since? [link] [comments] |
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