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Killing Floor 2
https://www.beexcellenttoeachother.com/forum/viewtopic.php?f=3&t=11013
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Author:  Doctor Glyndwr [ Sun Jun 18, 2017 23:54 ]
Post subject:  Re: Killing Floor 2

YASSSSS fuck you Zeds

Author:  Pundabaya [ Mon Jun 19, 2017 9:42 ]
Post subject:  Re: Killing Floor 2

Man, SWAT is expensive. I was going through two SMGs a round in bullets. I ended up swapping the fast reload skill for the one that boosts 9mm pistol damage, because I was resorting to them so much.

The kit properly melts the little zeds though.

I might try levelling up something different. Gunslinger for more big zed stopping power?

To GAME for a new headset, and I think a new controller. Mine is pretty shagged.

Author:  Grim... [ Mon Jun 19, 2017 10:20 ]
Post subject:  Re: Killing Floor 2

Remember that any standard phone headset will work with a PS4.

Author:  Doctor Glyndwr [ Mon Jun 19, 2017 10:33 ]
Post subject:  Re: Killing Floor 2

Pundabaya wrote:
Man, SWAT is expensive.... To GAME for a new headset, and I think a new controller. Mine is pretty shagged.

Get a headset so you can beg for money between waves :)

Author:  Doctor Glyndwr [ Mon Jun 19, 2017 10:44 ]
Post subject:  Re: Killing Floor 2

Pundabaya wrote:
I might try levelling up something different. Gunslinger for more big zed stopping power?
I think that's probably our weakest point as a team. Me, Grim..., Cras, Nase are all good at crowd control (EDIT -- although I'm usually too busy). Cras is OK against Fleshpounds but weaker against scrakes. APOD can go toe-to-toe with either type of big zed, but he's only one. Curio is good at both (he plays gunslinger or -- mostly -- sharpshooter) but he's not always around.

Author:  Zardoz [ Mon Jun 19, 2017 11:44 ]
Post subject:  Re: Killing Floor 2

MrChris wrote:
Zardoz! Download this!

I have done. I'll try and get in on a game this week, house buying/selling is getting in the way of stuff... but all calming down now (fingers crossed).

Author:  Zardoz [ Mon Jun 19, 2017 11:44 ]
Post subject:  Re: Killing Floor 2

4 player teams is it?

Let me know what class is best for me to go for (Team Beex wise).

Author:  Doctor Glyndwr [ Mon Jun 19, 2017 11:50 ]
Post subject:  Re: Killing Floor 2

Zardoz wrote:
4 player teams is it?
Max of six, which has been an issue at times. There is a PvP we haven't looked at yet though. That supports 6v6.

Quote:
Let me know what class is best for me to go for (Team Beex wise).
We have instances of most classes at this point, so I think you can go for whatever takes your fancy. If you really want help picking, Support might be a good call: Wookie plays support but isn't on all that often. Not only can you magically supply people with ammo but you get some fantastic shotguns to make shit dead with. But there are no bad choices really.

Author:  Doctor Glyndwr [ Mon Jun 19, 2017 12:04 ]
Post subject:  Re: Killing Floor 2

Might be handy to list of everyone's usual playing Perk. Who am I missing off this list? Grim..., want to link to this from the first post and/or paste it into the first post?

People good at damage dealing to small and large zeds:
APOD: Beserker (melee, high DPS, tank)

People good at crowd control of smaller zeds:
Grim...: Firebug (can be good against large zeds with one gun)
Cras: Demolitions (also good at some large zeds)
Nase: SWAT
Pundy: SWAT
MrChris: Commando (also has some minor support abilities)

Big game hunters aka large zed specialists:
Curio: Sharpshooter
Bobby: Gunslinger

Support roles:
DocG: Field Medic
Wookie: Support

Author:  krazywookie [ Mon Jun 19, 2017 12:10 ]
Post subject:  Re: Killing Floor 2

When are you usually all on? I'll try and sync if you have a regular time. The shot guns seem pretty hopeless against big zeds but are great for blasting through crowds.

Author:  Zardoz [ Mon Jun 19, 2017 12:12 ]
Post subject:  Re: Killing Floor 2

Doctor Glyndwr wrote:
Zardoz wrote:
4 player teams is it?
Max of six, which has been an issue at times. There is a PvP we haven't looked at yet though. That supports 6v6.

Quote:
Let me know what class is best for me to go for (Team Beex wise).
We have instances of most classes at this point, so I think you can go for whatever takes your fancy. If you really want help picking, Support might be a good call: Wookie plays support but isn't on all that often. Not only can you magically supply people with ammo but you get some fantastic shotguns to make shit dead with. But there are no bad choices really.


Ta, I'll read through this whole thread properly to catch up.

Author:  Doctor Glyndwr [ Mon Jun 19, 2017 12:14 ]
Post subject:  Re: Killing Floor 2

krazywookie wrote:
When are you usually all on? I'll try and sync if you have a regular time.
9:30 onwards, most weeknights right now.

Quote:
The shot guns seem pretty hopeless against big zeds but are great for blasting through crowds.

Online guides say the tier five one, the AA-12, is a beast e.g. http://steamcommunity.com/sharedfiles/f ... =807727513

Author:  Doctor Glyndwr [ Mon Jun 19, 2017 12:15 ]
Post subject:  Re: Killing Floor 2

Zardoz wrote:
Ta, I'll read through this whole thread properly to catch up.

Contents of this thread are overrated, it doesn't even tell you where the FlatRamp is.

Author:  Zardoz [ Mon Jun 19, 2017 12:20 ]
Post subject:  Re: Killing Floor 2

Yes. It's lacking pretty much everything. :D

Author:  Grim... [ Mon Jun 19, 2017 12:21 ]
Post subject:  Re: Killing Floor 2

Once I've got a zappy gun I'm very handy against large Zs (and shriekers).

Author:  Doctor Glyndwr [ Mon Jun 19, 2017 12:22 ]
Post subject:  Re: Killing Floor 2

Grim... wrote:
Once I've got a zappy gun I'm very handy against large Zs (and shriekers).

I guess that's one of the things you can change depending on the rest of the team loadout? What do you give up if you get the microwave gun?

Author:  Cras [ Mon Jun 19, 2017 12:24 ]
Post subject:  Re: Killing Floor 2

I'm a little torn on the large zeds. On the one hand I do a lot of damage and can stun (especially with the RPG), but on the other hand I worry that making the fleshpounds/scrakes ground zero for multiple large explosions must make it a lot tougher for Curio/Bobby to go for headshots

Author:  Curiosity [ Mon Jun 19, 2017 12:32 ]
Post subject:  Re: Killing Floor 2

Yeah, it does make head shots harder.

Sharpshooter is devastating against the big guys, but only if you can channel your inner zen and get multiple head shots in the midst of the carnage.

Also, you're squishy as fuck, and in early rounds it takes about half a week to reload.

Freeze grenades are ace though.

Author:  Doctor Glyndwr [ Mon Jun 19, 2017 12:33 ]
Post subject:  Re: Killing Floor 2

Cras wrote:
on the other hand I worry that making the fleshpounds/scrakes ground zero for multiple large explosions must make it a lot tougher for Curio/Bobby to go for headshots

From what I've read in guides, this might be one of those habits that you can fall into on Hard difficulty that will make it trickier on Suicidal. I think we'll need cleaner tactics and quicker takedowns for the big zeds than the "everyone shoots it" focused fire scrum we do now, because (a) we won't be managing the aggro well and (b) if we all focus on the big zed at once we'll get overwhelmed more easily by trash zeds. See, e.g., https://wiki.tripwireinteractive.com/in ... ng_Floor_2)#Extermination_Tactics and https://wiki.tripwireinteractive.com/in ... ng_Floor_2)#Extermination_Tactics

Author:  Grim... [ Mon Jun 19, 2017 12:38 ]
Post subject:  Re: Killing Floor 2

Doctor Glyndwr wrote:
Grim... wrote:
Once I've got a zappy gun I'm very handy against large Zs (and shriekers).

I guess that's one of the things you can change depending on the rest of the team loadout? What do you give up if you get the microwave gun?

I go from big flamer back to little flamer.

Author:  Doctor Glyndwr [ Mon Jun 19, 2017 12:40 ]
Post subject:  Re: Killing Floor 2

Grim... wrote:
I go from big flamer back to little flamer.

That doesn't sound very you.

Author:  Grim... [ Mon Jun 19, 2017 13:21 ]
Post subject:  Re: Killing Floor 2

Little flamer + big zappy gun, of course.

Author:  Pundabaya [ Mon Jun 19, 2017 14:06 ]
Post subject:  Re: Killing Floor 2

Where's Granny's Ramp?

Author:  ApplePieOfDestiny [ Mon Jun 19, 2017 14:11 ]
Post subject:  Re: Killing Floor 2

Next to the flat ramp of course.

Author:  ApplePieOfDestiny [ Mon Jun 19, 2017 14:25 ]
Post subject:  Re: Killing Floor 2

Also I note the wiki merrily tells you to throw two EMPs at a fleshpound to put them in stasis. It is tricky to explain how difficult it is to put that plan into action when you're hackslashing at the end of a ramp against 20 Zeds.

Author:  krazywookie [ Mon Jun 19, 2017 18:28 ]
Post subject:  Re: Killing Floor 2

Doctor Glyndwr wrote:
krazywookie wrote:
When are you usually all on? I'll try and sync if you have a regular time.
9:30 onwards, most weeknights right now.

Quote:
The shot guns seem pretty hopeless against big zeds but are great for blasting through crowds.

Online guides say the tier five one, the AA-12, is a beast e.g. http://steamcommunity.com/sharedfiles/f ... =807727513

I'll likely be on tonight, it's the AA12 I've gone for, it takes everything but the biggies out in a one-er. Are the big guys just massive bullet sponges? I can empty my entire gun into them and hardly make a dent

Author:  MrChris [ Mon Jun 19, 2017 18:33 ]
Post subject:  Re: Killing Floor 2

I should hopefully be on tonight at 10.30 or so. Please bring spare money.

Author:  Zardoz [ Mon Jun 19, 2017 18:57 ]
Post subject:  Re: Killing Floor 2

I should be on later.

Author:  Cras [ Mon Jun 19, 2017 20:18 ]
Post subject:  Re: Killing Floor 2

MrChris wrote:
I should hopefully be on tonight at 10.30 or so. Please bring spare money.


:D

Author:  MrChris [ Mon Jun 19, 2017 20:54 ]
Post subject:  Re: Killing Floor 2

Doctor Glyndwr wrote:
I think we'll need cleaner tactics and quicker takedowns for the big zeds than the "everyone shoots it" focused fire scrum we do now
it's this sort of namby pamby liberal cobblers that has made this country a global laughingstock. You may as well just start trying to dissuade them with a sit down chat over some tofu.

Author:  Pundabaya [ Tue Jun 20, 2017 8:47 ]
Post subject:  Re: Killing Floor 2

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

Author:  Bobbyaro [ Tue Jun 20, 2017 9:43 ]
Post subject:  Re: Killing Floor 2

yeah, don't really like sharpshooter. gunslinger is fun, especially once you have the magnums and unload in a skrake's face!

Author:  Pundabaya [ Tue Jun 20, 2017 9:57 ]
Post subject:  Re: Killing Floor 2

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.

Author:  Grim... [ Tue Jun 20, 2017 10:14 ]
Post subject:  Re: Killing Floor 2

Bobbyaro wrote:
unload in a skrake's face!

Author:  Zardoz [ Tue Jun 20, 2017 10:20 ]
Post subject:  Re: Killing Floor 2

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.

Author:  Doctor Glyndwr [ Tue Jun 20, 2017 11:01 ]
Post subject:  Re: Killing Floor 2

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.

Author:  Cras [ Tue Jun 20, 2017 11:26 ]
Post subject:  Re: Killing Floor 2

That would explain why a lot of invisibles weren't highlighting when I would have expected them too.

Author:  Doctor Glyndwr [ Tue Jun 20, 2017 11:39 ]
Post subject:  Re: Killing Floor 2

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.

Author:  Zardoz [ Tue Jun 20, 2017 11:42 ]
Post subject:  Re: Killing Floor 2

It's all ramp.

Author:  Cras [ Tue Jun 20, 2017 11:44 ]
Post subject:  Re: Killing Floor 2

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.

Author:  Zardoz [ Tue Jun 20, 2017 11:46 ]
Post subject:  Re: Killing Floor 2

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

Author:  Zardoz [ Tue Jun 20, 2017 11:46 ]
Post subject:  Re: Killing Floor 2

Someone said "hard on".

Author:  Doctor Glyndwr [ Tue Jun 20, 2017 12:12 ]
Post subject:  Re: Killing Floor 2

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.

Author:  Doctor Glyndwr [ Tue Jun 20, 2017 12:12 ]
Post subject:  Re: Killing Floor 2

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!

Author:  Cras [ Tue Jun 20, 2017 12:14 ]
Post subject:  Re: Killing Floor 2

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

Author:  Zardoz [ Tue Jun 20, 2017 12:21 ]
Post subject:  Re: Killing Floor 2

Can all classes weld doors?

Author:  Doctor Glyndwr [ Tue Jun 20, 2017 12:22 ]
Post subject:  Re: Killing Floor 2

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.

Author:  Doctor Glyndwr [ Tue Jun 20, 2017 12:22 ]
Post subject:  Re: Killing Floor 2

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

Author:  Pundabaya [ Tue Jun 20, 2017 12:28 ]
Post subject:  Re: Killing Floor 2

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

Author:  Zardoz [ Tue Jun 20, 2017 12:34 ]
Post subject:  Re: Killing Floor 2

Yeah, that was sneaky!

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