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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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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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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.

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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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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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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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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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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 11:06 
Zardoz wrote:
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.




Commando is my main class. It's pretty fun, although it eats through ammo like there's no tomorrow. I like pressing R1 to change the guns (apart from the LMG) to single shot fire to reduce the recoil and get the headshots.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 11:09 
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nickachu wrote:
Commando is my main class. It's pretty fun, although it eats through ammo like there's no tomorrow. I like pressing R1 to change the guns (apart from the LMG) to single shot fire to reduce the recoil and get the headshots.

Yeah, definitely do that. Especially on the starting gun, the Varmint Rifle. I skip the SA80 bullpup and jump to the AK-12, which is a great gun that's useful the whole game. Usually pick up the SCAR later on (which is a damage dealing monster) but even then I mostly kill trash and mostly with the AK-12. I don't like the Stoner LMG much; reloads take forever.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 11:15 
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SHARPSHOOTER 4 LYF!

Though the slow grind to L25 is going to annoy the fuck out of me.

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 11:19 
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Zardoz wrote:
Wait. You can change Perk within the game?

Oh, you can also change your selected Perk skills, by the way. There's a few skills that are useful during the boss wave but less so in the main game, eg. the Demo ability that buffs direct hits. Or Commando can take the ability that doubles knife and 9mm damage for the first wave or two to save cash/ammo, then swap it later. If you're feeling frisky you can swap them around on the fly. Gotta move through the menus fast though!


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 11:24 
I like the LMG it's great when you're on a down ramp and there's hoards of them coming down.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 11:25 
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It eats ammo at a rate that would make a SWAT blush! But personal preference. It got buffed in the last patch, BTW, does more damage now.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 11:33 
Yeah, but if you have a support it's all good. I usually use the assault rifle for the most times and then switch to the LMG when things start getting out of hand. Seems to work for me


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 11:37 
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I do love how you need to work together in this game. Don't think it pays off having more than two of any perk in a team.

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 11:48 
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Zardoz wrote:
I do love how you need to work together in this game.
Yes, it's really well designed. I guess it's been a series of ongoing iterative improvements to the basic formula dating back to the original Unreal mod in 2005, so perhaps not surprising that it's very well polished now.

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Don't think it pays off having more than two of any perk in a team.
Rarely, I reckon.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jul 19, 2017 12:38 
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Wait, work together?

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