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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 8:47 
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Rude Belittler

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I quite enjoyed gunslinger, sharpshooter less so. Seemed to spend all my time reloading the rifle.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 9:43 
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yeah, don't really like sharpshooter. gunslinger is fun, especially once you have the magnums and unload in a skrake's face!

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 9:57 
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Rude Belittler

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Yeah, I like the Deagles too. When you get enough cash so that the Deagles are your 'regular' weapons with the magnums as your 'fuck you Skrake' weapons, it's time to fuck shit up.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 10:14 
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Bobbyaro wrote:
unload in a skrake's face!

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 10:20 
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Hibernating Druid

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What an emotional rollercoaster of an evening.

Confusion! Noob menu bafflement

Excitement! I can weld a door!

Jealousy! (From Doc Sorry for stealing your patients. It took a while to suss out the Field Medic... quite good in the end but it went against all my gaming impulses.

Sadness! £2 to unlock cupboards?!

Extasy! Being given money for big shotguns.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 11:01 
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Zardoz wrote:
Jealousy! (From Doc Sorry for stealing your patients. It took a while to suss out the Field Medic... quite good in the end but it went against all my gaming impulses.

Mohh, I thought you got the hang of it quite quickly. It is indeed a very different experience to playing a combat perk, although you can still get some killing done in between healing. There's a fair bit of strategy in when/where to use BOOOOOST (healing grenades). Also, I think the medic is best placed to be the shot caller: keeping an eye out for the squad getting fragmented or some people drifting too far away, as they're already watching everyone anyway.

Read up on Commando some more. Seems the LMG isn't very well-liked as it burns ammo a bit fast and doesn't do as much DPS as I thought (the other tier 5 weapon, the SCAR, is about the same.) I also didn't realise how the anti-invisibility thing works -- not only do I have to be within a certain range of you, but I also need to be looking at the cloaked enemy for it to get the highlight.

It seems like the zedtime extension is a key part of playing the role well and I intend to concentrate on that next time.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 11:26 
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That would explain why a lot of invisibles weren't highlighting when I would have expected them too.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 11:39 
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Cras wrote:
That would explain why a lot of invisibles weren't highlighting when I would have expected them too.

I'll play a bit different now I know this. It's tricky though, because as a medium-range trash-killer specialist, my natural place in the barn is overlooking the entrance killing them as they swam in, so I'm not naturally looking at the ramp.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 11:42 
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It's all ramp.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 11:44 
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I don't see much point focussing on the doors. Let everything come to the ramp, with a couple of people up top keeping the drop ins from getting in amongst the defenders.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 11:46 
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Just reminded me of a section last night where I repaired a door in the wooden house, took a step back and saw the walls either side were completely destroyed. :DD

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 11:46 
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Someone said "hard on".

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 12:12 
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Cras wrote:
I don't see much point focussing on the doors. Let everything come to the ramp, with a couple of people up top keeping the drop ins from getting in amongst the defenders.

I think the idea of welding doors is to create funnels, not block all entrances. I think if you only weld one door, and then move away from it a bit, less enemies pile up behind it, and it therefore lasts longer.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 12:12 
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Zardoz wrote:
Just reminded me of a section last night where I repaired a door in the wooden house, took a step back and saw the walls either side were completely destroyed. :DD

That was fucking ace!


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 12:14 
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Doctor Glyndwr wrote:
Cras wrote:
I don't see much point focussing on the doors. Let everything come to the ramp, with a couple of people up top keeping the drop ins from getting in amongst the defenders.

I think the idea of welding doors is to create funnels, not block all entrances. I think if you only weld one door, and then move away from it a bit, less enemies pile up behind it, and it therefore lasts longer.


That's perfectly fine, but I mean on the farmhouse map, the shooters should be aiming at the ramp or keeping the drop-ins occupied, not aiming at the doors.

Also door welds should always be done by demo

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 12:21 
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Can all classes weld doors?

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 12:22 
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Zardoz wrote:
Can all classes weld doors?

Yes, but support gets XP, demolitions can boobytrap doors with explosives. Also only support can repair broken doors.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 12:22 
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What was the forest map last night that we hated? The one with the suspended bumpy spanning flat ramp.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 12:28 
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Rude Belittler

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Mental note: stay away from healing grenades when the Patriarch is about.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 12:34 
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Hibernating Druid

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Yeah, that was sneaky!

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 12:35 
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Hibernating Druid

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Hmm, also be used as a lure though.

Shout "LURE BOOOOST".

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 13:03 
Filthy Junkie Bitch

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Doctor Glyndwr wrote:
What was the forest map last night that we hated? The one with the suspended bumpy spanning flat ramp.

Black Forest. Lets keep that shit off rotation in future.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 13:05 
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Ticket to Ride World Champion

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Doctor Glyndwr wrote:
Zardoz wrote:
Can all classes weld doors?

Yes, but support gets XP, demolitions can boobytrap doors with explosives. Also only support can repair broken doors.

Not sure how accurate this is - or rather the order of things. I leveled up in support last night due to welding a door closed, so I think you get XP in support class, rather than XP because you are support (although there may be multipliers in effect).

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 13:10 
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ApplePieOfDestiny wrote:
Doctor Glyndwr wrote:
What was the forest map last night that we hated? The one with the suspended bumpy spanning flat ramp.

Black Forest. Lets keep that shit off rotation in future.

Should be a piece of cake

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 14:19 
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Pundabaya wrote:
Mental note: stay away from healing grenades when the Patriarch is about.

I think it was a coincidence, but fuck me, it hurt.
ApplePieOfDestiny wrote:
Black Forest. Lets keep that shit off rotation in future.

Yes.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 14:25 
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Lonewolves wrote:
ApplePieOfDestiny wrote:
Doctor Glyndwr wrote:
What was the forest map last night that we hated? The one with the suspended bumpy spanning flat ramp.

Black Forest. Lets keep that shit off rotation in future.

Should be a piece of cake

Eaux man.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 14:53 
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Rude Belittler

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The Patriarch's mortars track 3 random people when fired. If you stand still and you are targeted, you are pretty much dead. Standing in a healing grenade is a bad idea in that situation. Especially if there's multiple people there.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 15:08 
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He also killed me with a single punch when I was at almost full health. He's really not nice at all.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 15:44 
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INFINITE POWAH

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Apologies to Wookie for welding him out of the main room we were all in :)

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 15:45 
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Prohint - you can unweld doors by selecting the welder and using L2.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 15:55 
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INFINITE POWAH

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Shhhhh!!!

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 17:07 
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Should be about later tonight I think.

Really need to sort out the earpiece on my er earpiece. The sound is fine from the bog standard thing thats bundled but the shape is shit for saying in my lug hole.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 18:19 
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There's a cabled one on Amazon for about seven quid that's a lot like the old 360 one. It's made by Orb, that's what I have.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 18:20 
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Linky: ORB Wired Chat Headset (PS4) https://www.amazon.co.uk/dp/B00GH7U79Y/ ... szbH7ZKVX0


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 18:28 
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chewbacca -future arc welder

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MrChris wrote:
Apologies to Wookie for welding him out of the main room we were all in :)

:D that was fun! I didn't know about the unwelder obviously. I'll try to be a bit more supportive in my support role next time (tonight probably) but it's very difficult to do if there's blundering going on. If people can hold a ramp; flat, double ended or otherwise then it's far easier to pump them full of bum syringes while they hold back the horde and I'm sure it's easier for people to keep an eye on ammo and concentrate on pressing the re ammo button when the blunder factor is reduced.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 18:29 
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chewbacca -future arc welder

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Zardoz wrote:
Should be about later tonight I think.

Really need to sort out the earpiece on my er earpiece. The sound is fine from the bog standard thing thats bundled but the shape is shit for saying in my lug hole.

Duct tape and no. 2 fence wire.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 18:39 
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Rude Belittler

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I was just going to suggest superglue.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 18:51 
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krazywookie wrote:
MrChris wrote:
Apologies to Wookie for welding him out of the main room we were all in :)

:D that was fun!

It is though, isn't it? I welded myself in a room on purpose to protest that we were playing on too easy a difficulty. It gets properly exciting.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 21:13 
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INFINITE POWAH

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Arseholes!

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 21:15 
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krazywookie wrote:
it's very difficult to do if there's blundering going on.

There's no blundering going on, that's alternative strategy.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 21:21 
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Doctor Glyndwr wrote:
Linky: ORB Wired Chat Headset (PS4) https://www.amazon.co.uk/dp/B00GH7U79Y/ ... szbH7ZKVX0

Cheers, Doc. Ordered.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 21:33 
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chewbacca -future arc welder

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Doctor Glyndwr wrote:
krazywookie wrote:
it's very difficult to do if there's blundering going on.

There's no blundering going on, that's alternative strategy.

Fake strategy


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 21:42 
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INFINITE POWAH

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I'm watching Life - message me when there's a spot. I totally have dibs and shitgun

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 23:53 
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Hibernating Druid

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Shitgun indeed.

Ended up playing a game with ransoms, wasn't too bad really, reached the boss and we all died. Still, more exp and shizz.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Jun 20, 2017 23:58 
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I R level 20!

Fire levels went off the chart.

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jun 21, 2017 1:18 
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Rude Belittler

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We wuz robbed by that disconnect.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jun 21, 2017 7:40 
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We literally were. You'd just killed the Skrake and everything!

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jun 21, 2017 9:41 
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Rude Belittler

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Gunslinger starts getting really fun when you get 'Rack 'em up'


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jun 21, 2017 10:17 
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Rude Belittler

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#DemoIsEasyMode


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Jun 21, 2017 10:24 
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Commander-in-Cheese

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Demo keeps your arse from drowning in zeds, pal

Also demo is a glass cannon. Can dish out an insane amount of damage, especially in a prepared location like the ramps, but holy crap if anything gets close they're terrible, because none of the weapons arm under eight feet. Also without a Wookie there's never enough ammo.

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