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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 12, 2017 14:06 
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Rude Belittler

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Doctor Glyndwr wrote:
Pundabaya wrote:
We're giving the weekly challenge a go, right?

They had a stab before I played last night. It didn't go well, judging by the yelping I heard in party chat as I waited for the update to download. Note that it's forced Sui difficulty...


Well, the B-team was playing...


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 12, 2017 22:58 
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INFINITE POWAH

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Fun times. I think I've sorted the mike issue, as I'd got a setting on mad I probably shouldn't

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 12, 2017 23:13 
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Yeah, it's weird - we could hear you pretty well, but there was regular mad bouts of popping

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 12, 2017 23:16 
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INFINITE POWAH

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I'm not wholly sure it wasn't simply you lot being broken in the heads.

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 8:00 
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It sounded like a bad connection, where it disconnects, reconnects, and makes a loud pop as it does so. Is the wire broken somewhere? It might be popping as you move about.


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 9:12 
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I did the voice test thing - I think it may have been as I had the "gain" equivalent set to max. I've turned it down so hopefully that should solve the issue. I'm sure you lot will let me know.

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 9:49 
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Rude Belittler

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Last night's lowlight: being shouted at for not engaging a large zed with 40 health and empty deagles by an annoying Welsh hobbit.


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 9:53 
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Never step up to the plate with empty deagles.

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 10:46 
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Pundabaya wrote:
Last night's lowlight: being shouted at for not engaging a large zed with 40 health and empty deagles by an annoying Welsh hobbit.


:D

To my mind if we're in a scenario like we were yesterday where we can't comfortably take out the big zeds because of numbers, everyone should be engaging them once they're raged. You ideally want their attention to be focussed away from the person that's actually going to kill them

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 11:11 
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Cras wrote:
Pundabaya wrote:
Last night's lowlight: being shouted at for not engaging a large zed with 40 health and empty deagles by an annoying Welsh hobbit.


:D
I regret nothing. Pundy should regret having empty deagles.

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To my mind if we're in a scenario like we were yesterday where we can't comfortably take out the big zeds because of numbers, everyone should be engaging them once they're raged. You ideally want their attention to be focussed away from the person that's actually going to kill them
Maybe there's a comms issue? If someone has capacity to take a big zed out, they should call it. If no-one calls it, the whole team needs to focus fire on it, and in particular try and peel it off anyone that it corners. The top floor of the barn isn't ideal for this sort of thing, though, because there's not much room; if a mostly-full-health big zed gets up with us it's going to hurt every time. We sorely missed our 'zerkwall last night I think.


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 11:32 
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Nobody did though, is sort of my point. I was on M79, which means I'm gonna kill the dude, but it's going to require a dynamite then 6+ on-target shots to take him down. Which is viable, but he needs ideally to be distracted at the time.

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 11:32 
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Oh, which I guess is what you were saying.

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 11:35 
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Also, less relevant against Scrakes but very relevant against FPs is that once he's under the demo's minimum arming distance, the demo's doing comparatively fuck all damage.

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 12:03 
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Cras wrote:
Oh, which I guess is what you were saying.

Yeah, if APoD was around he could have held the big zed at your arming range for long enough for you to bring the hurt.


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 12:06 
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Precisely

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 12:06 
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Beserker? More like deserter.

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 14:25 
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Rude Belittler

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I don't think that the barn works as a holdout spot unless you've got a Berserker and Medic. I think it's generally better to mill about outside if you don't.

Gunslinger truth bombs: Gunslingers need space to operate, a clean solo scrake decap takedown is possible if the GS has a nice straight shot and enough room to back up to keep piling in those headshots. If the scrake gets in the GS face he's just as knackered as any other class. Note the "nice straight shot". Reasonably flat ground helps loads.And they pretty much have to be facing you to have any chance.

Fleshpounds are harder, they're resistant to bullets, and you've got to get them before they charge.

You spend half the round reloading. Every time Gaywood stunned a big zed last night I had to reload before I could shoot the bad guy.


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 14:37 
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Rude Belittler

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Oh yeah, for such a headshot class, aiming is a bit of a nightmare.


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 14:45 
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Pundabaya wrote:
I don't think that the barn works as a holdout spot unless you've got a Berserker and Medic. I think it's generally better to mill about outside if you don't.
Outside, srsly? We didn't do *that* badly in the barn. Outside is a nightmare, they come from everywhere.

I wonder if the bottom floor of the barn is any good. At least you can kite big 'uns around the truck.

Quote:
Gunslinger truth bombs: Gunslingers need space to operate, a clean solo scrake decap takedown is possible if the GS has a nice straight shot and enough room to back up to keep piling in those headshots. If the scrake gets in the GS face he's just as knackered as any other class. Note the "nice straight shot". Reasonably flat ground helps loads.And they pretty much have to be facing you to have any chance.
Hmm, good to know, thanks. I guess the upper floor doesn't really have room to backpedal? Re: facing you, this is one example (amongst many) where other people damaging the big zed is actively getting in the way because they can pull the big zed off you and make it move away. It's easier to hit them if they are bearing down on you, as long as you can keep your cool. I've noticed this with Support, too.

Quote:
Fleshpounds are harder, they're resistant to bullets, and you've got to get them before they charge.
FPs should be for demos, ideally, because of their vulns. That's on me, I was the demo and I'm not good enough at it.

Quote:
You spend half the round reloading. Every time Gaywood stunned a big zed last night I had to reload before I could shoot the bad guy.

Maybe much closer co-operation is needed. "I'm going to stun now" "no, wait, I'm reloading... ok go" *boom*


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Jul 13, 2017 17:11 
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Rude Belittler

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Yes, outside. Every time I've played with Randos on Farmhouse we end up taking them on outside. It works pretty well.


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 9:25 
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Rude Belittler

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Me and Zardoz had our own game! With blackjacks and a hooker. Don't ask me about the rugby player, Z brought him.

Highlight was me going through half a wave of Zeds as a last man standing, almost out of ammo, one left. I joked to Z that it was probably a scrake... Seconds later I heard the monkey sounds... I died. :(


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 9:29 
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Cheers again for the tips, Pundy. Good game last night.

Really enjoyed playing Beserker in the last match, he's nails once you get your hands on the Bone Crusher :metul:

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 9:30 
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Yeah, you were robbed when we played the Outpost map.

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 9:48 
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Pundy you were showing as offline again when I looked :(

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 9:51 
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When I came on I thought it was a little odd why Pundy was playing with randoms but Nase's's's Party had 8 in it playing KF2.


I still love you, Pundy x

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 9:53 
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Grim... wrote:
Pundy you were showing as offline again when I looked :(

I invited Pundy at least twice, but I think PSN was all janked up last night. Sorry Pundy!


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 9:56 
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Funny how it worked for us in the North though, eh, Pundy? :attitude:

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 9:56 
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We played longer and harder.

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 9:59 
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After some fancy book* learning I just did about the Beserker, it seems I missed a big trick by not shield bashing. I'll be doing that next time rather than just legging in towards nearest Zed (any) then L2 R2 mashing.

*information super highway

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 10:00 
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Zardoz wrote:
After some fancy book* learning I just did about the Beserker, it seems I missed a big trick by not shield bashing.
I recall excited yelping from APoD when he first started doing this in earnest.


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 10:04 
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Trying to find the PS4 controls for doing such a thing... HLP PLZ

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 10:07 
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Zardoz wrote:
When I came on I thought it was a little odd why Pundy was playing with randoms but Nase's's's Party had 8 in it playing KF2.

We never had 8, to my knowledge. 7 for a bit, but then down to five fairly soon.

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 10:10 
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Zardoz wrote:
Trying to find the PS4 controls for doing such a thing... HLP PLZ


Click left or right stick, one of them

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 10:11 
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Grim... wrote:
Zardoz wrote:
When I came on I thought it was a little odd why Pundy was playing with randoms but Nase's's's Party had 8 in it playing KF2.

We never had 8, to my knowledge. 7 for a bit, but then down to five fairly soon.

Yeah could have been 7/8 that I saw. Then I ran to Pundys open arms.

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 10:11 
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Cras wrote:
Zardoz wrote:
Trying to find the PS4 controls for doing such a thing... HLP PLZ


Click left or right stick, one of them

Stick clicks! Ta Nick x

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 11:31 
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While we're at it, how do you use knives? :facepalm: I always rely on the right stick shrug off :D

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 11:41 
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Hold triangle, then down, then let go of triangle.

Then die.

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 11:51 
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Really? That's shit!

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Jul 14, 2017 11:53 
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I just spam right stick

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 9:11 
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Really need to get some other perks levelled up. Think I reached level 14 with the Support last night so I'll get it to 15 then hammer something else. Anything in particular that we're short of?

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 9:44 
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Rude Belittler

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Medic is always useful. As is Berserker.

Commando is fun (it's for clearing out trash zeds, and you can see Stalkers, and can see zeds' health bars). Gunslinger is too.(Hole plugging headshot machine, pretty good against anything).

I don't get on with Sharpshooter, but you might.

SWAT is fun, but less necessary (Even better at clearing trash than Commando, but eats ammo. Useful stun grenades. Can be pretty tanky).

Firebug is crowd control, and is very annoying to everyone else.

Survivalist isn't very good.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 9:45 
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Pundabaya wrote:
Firebug is crowd control, and is very annoying to everyone else.

/bows

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 9:49 
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I've got up to level 7 with Berserker, so it'd be a good idea to bump that up some more.

Think I'll go for Commando after that as I had a little do last night in the solo game.

I'm not one for accuracy, half the time I can't see what the fuck is going on :DD so SS and GS don't really appeal to me.

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 9:49 
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Last night I almost learned how to drop accidentally picked up weapons!

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 10:08 
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Rude Belittler

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Whoo-hoo!

Headshots are good for most classes. The mechanics are slightly weird, though. Usually, headshots apply a damage multiplier. In this game all the zeds (apart from bosses) have a separate, far smaller, health pool for the head. It's why you can decapitate a bloat and its body has tonnes of health left (why you shouldn't pump rounds into a decapitated bloat, it's a waste of ammo).


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 10:09 
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More people should have demo as a second class, for the boss wave.

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 10:11 
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Good point.

Wait. You can change Perk within the game?

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 10:11 
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Yup. Takes effect at the end of the round. You don't get new perk starting weapon though, so make sure you've got cash first

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 10:14 
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Rude Belittler

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Yes. It only works inbetween waves, and your 'nades automatically change over, but you have the same weapons as before.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 10:46 
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Zardoz wrote:
Last night I almost learned how to drop accidentally picked up weapons!

This is so irritatingly awkward on PS4. For the record: hold Triangle to pull up the inventory. Tap the d-pad to select the weapon you want to drop, but keep holding Triangle so you don't leave the inventory. Tap R1. It's very hard to do under time pressure. I'd suggest not even trying to toss the gun to a specific person, because that just makes it harder when everyone is milling around between waves; instead, throw it out of the way near the pod and let them grab it from the floor.

Pundabaya wrote:
Headshots are good for most classes. The mechanics are slightly weird, though. Usually, headshots apply a damage multiplier. In this game all the zeds (apart from bosses) have a separate, far smaller, health pool for the head. It's why you can decapitate a bloat and its body has tonnes of health left (why you shouldn't pump rounds into a decapitated bloat, it's a waste of ammo).

One bit of extra info that makes this make sense: once a zed has been decapitated, it starts bleeding out, and the "body" health pool declines. That's why they keep going with no heads for a bit, but if you ignore them they'll drop in a few seconds. In general it's a waste of ammo to shoot them in this state.

Cras wrote:
More people should have demo as a second class, for the boss wave.

:this:

Pundabaya wrote:
Yes. It only works inbetween waves, and your 'nades automatically change over, but you have the same weapons as before.

Which might mean (unless we're doing very well for cash) that we can't support everyone switching class at the boss wave and immediately dropping 2k+ on new Tier 4 weapons plus ammo etc. But I wonder if we'd have a better success rate at boss waves with something along the lines of:-

1x medic
1x support concentrating on trash & giving ammo
1x 'zerker pinning the boss down
and multiples of RPG/C4 demo or railgun sharpshooters to bring the hurt


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