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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 16, 2017 17:13 
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I've only got level 15's.

Hold me.

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 16, 2017 23:31 
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Hello?

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 16, 2017 23:33 
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Rude Belittler

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Arggh, you just missed us, hang on.


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Aug 17, 2017 8:59 
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Rude Belittler

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Some good games last night.


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Aug 17, 2017 9:03 
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Cheers for popping back on, Pundy.

Nice to get a quick game in before THE MOTHER OF ELECTRICAL STORMS arrived.

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Aug 17, 2017 10:08 
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VERY satisfying getting the final bat smash on Hans Volter last night.

It'll be hard adjusting to shooting stuff after all my recent Beserking.

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Aug 17, 2017 14:44 
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Rude Belittler

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I softened him up with my knife for you.


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 Post subject: Re: Killing Floor 2
PostPosted: Thu Aug 17, 2017 15:11 
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Melee all the way :metul:

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 Post subject: Re: Killing Floor 2
PostPosted: Thu Aug 17, 2017 20:51 
I've been busy but I can still play!


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 7:08 
Filthy Junkie Bitch

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I thought my stats on farmhouse last night were pretty good. Then I found this.


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 9:08 
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Rude Belittler

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Well, yeah. That's Hell on Earth.


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 9:28 
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I will not be Gaywood next time.

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 10:20 
SupaMod
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Headshots were surprisingly low.

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 10:21 
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Grim... wrote:
Headshots were surprisingly low.

Last night? That was because Riles was giving us a masterclass schooling at the Kill Stealing Explody Overextension Game.


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 10:23 
SupaMod
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No, on that screenshot.

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 10:27 
Doctor Glyndwr wrote:
Grim... wrote:
Headshots were surprisingly low.

Last night? That was because Bobby was giving us a masterclass schooling at the Kill Stealing Explody Overextension Game.


FTFY


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 10:43 
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Shots?

It's all about the thwacks, son.

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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 11:27 
Filthy Junkie Bitch

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Grim... wrote:
No, on that screenshot.

You don't know what they were for most of the game though. They finished as medic but the damage vs healing stat suggests otherwise.


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 11:37 
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ApplePieOfDestiny wrote:
They finished as medic but the damage vs healing stat suggests otherwise.

Switching to medic for the boss round is a common tactic on the harder difficulty levels, as it allows the sharp/demo/zerkers to keep their DPS up without having to look after their health.


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 17:58 
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Rude Belittler

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It was probably a "body damage" team. IE Demos Supports Firebugs


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 Post subject: Re: Killing Floor 2
PostPosted: Fri Aug 18, 2017 18:53 
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Rude Belittler

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Certainly no SWATs in there, I had more headshots in every single game last night. Even the one where I hit 25 and switched to Demo half way through.


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 Post subject: Re: Killing Floor 2
PostPosted: Sat Aug 19, 2017 12:56 
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Rude Belittler

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Tried playing some Sharpshooter last night. Still frustrating.


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 Post subject: Re: Killing Floor 2
PostPosted: Sat Aug 19, 2017 13:02 
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Pundabaya wrote:
Tried playing some Sharpshooter last night. Still frustrating.


What's the issue? Reloading?

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 Post subject: Re: Killing Floor 2
PostPosted: Sat Aug 19, 2017 18:19 
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Rude Belittler

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Reloading, slowness, idiots on your team initiating takedowns with molotovs.


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 Post subject: Re: Killing Floor 2
PostPosted: Sun Aug 20, 2017 1:29 
Curiosity wrote:
Pundabaya wrote:
Tried playing some Sharpshooter last night. Still frustrating.


What's the issue? Reloading?


Everything.


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 Post subject: Re: Killing Floor 2
PostPosted: Sun Aug 20, 2017 12:20 
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Rude Belittler

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It's better if you go right side and go for the M14...


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 Post subject: Re: Killing Floor 2
PostPosted: Sun Aug 20, 2017 13:08 
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I go right side and centerfire, upping to Rail Gun only for the boss. Once you get fast reloading you're sorted. One headshot kills any trash, two for sirens and bloats, and a clip takes down a Scrake (ice you've frozen them).

The red dot sight M whatever is epic for clearing trash as one headshot kills anything and you can hop fire and it's almost impossible to miss very often. But it weighs a ton and it suboptimal vs bosses or heavy buggers.

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 Post subject: Re: Killing Floor 2
PostPosted: Sun Aug 20, 2017 15:15 
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Rude Belittler

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buh? The M14 is pretty damn good at Big Zeds, You'd probably want to go Rack Em' Up rather than tactical reload though.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 9:27 
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Rude Belittler

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Another problem with Sharpshooter: it can be hard to get kills in the early rounds, as you line shots up and then your target explodes/their head disappears before you can pull the trigger.

I've found some matches I'm still using the Winchester on round 3 or 4. I hope to get to 550 dosh in the first round, the sell the Winchester, get the SPX, buy whatever ammo for it I can (not much) and scavenge boxes/use the 9mm when the SPX runs dry for round 2.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 10:28 
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Itching for a go! Hopefully on later tonight.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 10:29 
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Pundabaya wrote:
Another problem with Sharpshooter: it can be hard to get kills in the early rounds, as you line shots up and then your target explodes/their head disappears before you can pull the trigger.
As much as anything, I think this is sloppy lane discipline (ie. demo kill stealing) and/or choosing sub-optimal camping spots for the team composition (ie. no long-range lane for you to dominate.) There's also the split between high-chaos / bodyshot teams (firebugs, supports, demos) and low chaos / headshot teams (sharp, gunslinger, commando, SWAT). Being a headshot reliant class is tedious work if you're in a lane with a chaos-causing class, which was the case for both games last night.

I think the game will force more discipline on us if we move up to Sui.

Did you try camping on the ledge on Boom Beach? That always seemed like a good spot for a sharpshooter. You can snipe the droppy-downy bit, which is where the lion's share of the zeds seem to come from.

Quote:
I've found some matches I'm still using the Winchester on round 3 or 4.
Oh, we should give you money if that happens. Sharps are a lot better against big zeds with an upgrade or two.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 10:46 
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Nickachu was sharp-camping that ledge last night, and I usually do that if I'm SWAT. Works pretty well for trash, but sucks for big zeds because your engagement window is tiny.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 10:49 
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Sleepyhead

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I can almost always get to the Centerfire or whatever by R3 or thereabouts. To be honest, the Winchester is perfectly fine until you're dealing with Scrakes and FPs. It still kills any trash in one shot and Sirens/Bloats in 3.

But yes, staying away from demo is good because things disappear. On the beach you can snipe either from the ledge up to the other ledge, or you can camp the top of the stairs and kill everything that comes down (there's enough to keep you busy without being overwhelmed), whilst being on call of there's an incoming Scrake to freeze-kill.

In the barn you cover the main door, kill the trash as they come (and prioritise the Husks), and then turn round to freeze any Scrakes or FPs when they reach the top of the stairs.

On Lauren, you're best overlooking the drop and killing as much as you can before it reaches the turn, and can respond easily to calls of Scrake or FP.

On Steve, anywhere is fine, though I like Lower Steve. You can take the top open bit of Steve, but then you need a medic to heal you from the shit you take from trash whilst killing Scrakes.

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 10:49 
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Cras wrote:
Works pretty well for trash, but sucks for big zeds because your engagement window is tiny.

Tag them with a bullet for the assist XP, then either ignore them if the people in the main lane are on top of it, or move up to engage the zed if they aren't. That's what I was doing as medic when I camped that spot with you.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 10:51 
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Doctor Glyndwr wrote:
Cras wrote:
Works pretty well for trash, but sucks for big zeds because your engagement window is tiny.

Tag them with a bullet for the assist XP, then either ignore them if the people in the main lane are on top of it, or move up to engage the zed if they aren't. That's what I was doing as medic when I camped that spot with you.


Yeah, but as a Sharp you are meant to be killing the big zeds, innit?

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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 10:53 
Doctor Glyndwr wrote:
Cras wrote:
Works pretty well for trash, but sucks for big zeds because your engagement window is tiny.

Tag them with a bullet for the assist XP, then either ignore them if the people in the main lane are on top of it, or move up to engage the zed if they aren't. That's what I was doing as medic when I camped that spot with you.


I found one bullet enraged them last night from shooting them from the ledge as they dropped down the droppy downy bit.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 18:52 
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Rude Belittler

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To be honest, the only time you should be engaging Big Zeds at that range is if you've got a high level, left sided Sharp with a railgun. IE one headshot, one kill on Scrakes.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 20:04 
Pundabaya wrote:
To be honest, the only time you should be engaging Big Zeds at that range is if you've got a high level, left sided Sharp with a railgun. IE one headshot, one kill on Scrakes.


I wanted the XP otherwise you lot would have cleared them before they even got to me.


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 Post subject: Re: Killing Floor 2
PostPosted: Tue Aug 22, 2017 22:46 
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Rude Belittler

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Suicidal done, in a group of randos, with a level 11 Zerker. Team Beex have no excuse.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 9:14 
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Pundy made this point to me re: the Medic SMG the other day, and I now think he's right and would like to retract my scepticism:

Quote:
A lot of Medics don't even look at the other weapons, and save their money for the rifle. If no one is giving you money to buy a Medic Rifle early, you can always buy the SMG. It will double your healing and buffing output, and comes with 240 bullets. Don't buy any ammo for it, use it for 1 or 2 waves, and if you can sell it and buy the rifle, do it ASAP. It only costs 650 Dosh, and sells for 487 Dosh. You only lose 163 Dosh (not including the free SMG ammo) for buying the SMG instead of going through a wave with just your pistol.


I hadn't realised the economics of selling it back. That's not a bad deal, even if the gun is underwhelming for anything other than giving you a second pool of healing darts.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 9:19 
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Level 20 Zerker!

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 10:01 
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Rude Belittler

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Other fun facts: If you buy a tier one weapon, you sell it back for more money than if you spawned with it/picked it up off the ground. I think it's 150 for most weapons.

If you have a level 20 SWAT it can be the best perk to start with. Pick both armour skills and the one that makes you do 110% pistol damage and spawns you with dual 9mms. You start with 100 armour, MP7 and 2 9mms. Play the first round as SWAT, then change class, keeping whatever remains of your armour and sell the MP7 and one of the 9s. You should get your tier 2 straight away.

You're best off getting ammo and nades from poopers at the trader for the early rounds, but once you've got your loadout sorted, buy it instead. That extra nade or couple of mags for your best weapon mid round can make a load of difference.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 10:39 
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Pundabaya wrote:
If you have a level 20 SWAT it can be the best perk to start with. Pick both armour skills and the one that makes you do 110% pistol damage and spawns you with dual 9mms. You start with 100 armour, MP7 and 2 9mms. Play the first round as SWAT, then change class, keeping whatever remains of your armour and sell the MP7 and one of the 9s. You should get your tier 2 straight away.
There's a lower-rent variant of this as Command level 15 or higher; you only get one 9mm, but you still do double damage with it and your knife. No armour, though.

Quote:
You're best off getting ammo and nades from poopers at the trader for the early rounds
Also don't buy armour until Fleshpounds start showing up. Save the cash, give it to others if you don't need it. Team Beex is still buying too much armour IMO.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 10:45 
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I can't help myself buying armour. Only resist the urge if there's a decent Medic on the team.

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 11:25 
I tend to keep the armour stocked up as long as I can with Swat. Makes a huge difference.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 11:31 
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nickachu wrote:
I tend to keep the armour stocked up as long as I can with Swat. Makes a huge difference.

Does it? On early waves? I know you get that special SWAT take no damage thing, but as long as you stay above 1% health, you can heal for free. Even better, with a medic around, chip damage gets you heal darts which gets you medic buffs to movement speed, damage resistance, and damage dealt. If you're on 100% health it's tricky to buff you because the heal darts won't lock on to you.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 11:37 
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Locking heal darts?!

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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 11:41 
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Zardoz wrote:
Locking heal darts?!

Yeah. They lock on. You aim with LT in someone's general direction, and after a slight pause, if that someone needs healing you get a little "ding" indicator and a yellow cross-hairs appears around them in the gun's reflex sight. Then when you fire the dart, it homes to them. Otherwise healing darts would be a nightmare.

This applies to any perk using any medic weapon, if you didn't know. (And the HM-101 medic pistol is a fine addition to any perk's loadout if you have the space. A few darts to someone stuck in a corner with a FP up in their face can make all the difference.)


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 11:43 
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Rude Belittler

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You get 200 free dosh and a set of armour on commando? Silly Happy-Plank.


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 Post subject: Re: Killing Floor 2
PostPosted: Wed Aug 23, 2017 11:45 
Doctor Glyndwr wrote:
nickachu wrote:
I tend to keep the armour stocked up as long as I can with Swat. Makes a huge difference.

Does it? On early waves? I know you get that special SWAT take no damage thing, but as long as you stay above 1% health, you can heal for free. Even better, with a medic around, chip damage gets you heal darts which gets you medic buffs to movement speed, damage resistance, and damage dealt. If you're on 100% health it's tricky to buff you because the heal darts won't lock on to you.


I tend not to take damage in the early rounds, so having a support pooping armour means I can keep it stocked up and basically full by the time a big one comes. Then I usually keep it stocked up as the crawlers are the worst.


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