Last OP was a fag edition.
KF2 Build v1020 Hotfix: http://forums.tripwireinteractive.com/showthread.php?t=115149
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[Some helpful stuff if you're interested in map-making]:
>For those interested in Soundtrack modding, Anon recently compiled this list of number codes:
>Anon's weapon skins and modded Soundtracks
>KF2 Steam group
>Check the pastebin for tutorials, Crash fix, Downloads, Console commands and more:
>Guides for beginners (STATS/STRATS MAY BE OUTDATED):
>Spreadsheet with lots of stats about Perks, Damage, Weapons, Etc.
>Fix mouse sensitivity
I suggest you set KFInput.ini to read only to prevent the settings from getting reverted.
>Grind Map (Normal zed spawns in a boxed room)
REMINDER: Boost Maps are no longer functional. Boosters must use Cheat Engine.
Press F3 or ~, use the following console commands to join the servers:
*Visit 4chas.ftp.sh in your browser for Live server stats and IPs.
What are the most used, and most underused characters in the game?
Also post 'em.
All the pubs I've been with lately have been chocked full of either Fosters, the Reverend, Scully, or Tanaka.
I've seriously seen a lack of anyone else, especially the classic characters. Which is sad considering their lines are still pretty damn iconic.
I alternate between the shades and eyepatch on Masterson.
Hey dudes, I just got medic to 10. I'm trying to decide between Combatant and Armament and could use some advice. I seem to remember Armament being better in the past at 10% healing drop for 2% max armor per tick but now it's 25% healing drop for 1% per tick?
Is Armament still worth it? Do I need to have it paired with Vaccination for it to even be considered?
Armament is not worth the trade off, you're better of with combatant. With the nerf to armor healing overall you rather want to have as much HP healing power as possible, specially on Suicidal and Hell on Earth. Vaccination is still a solid pick though.
Armament is nerfed and reduces your healing by 25% now which is a lot, specially on higher difficulties. It's not worth to trade that for 1% armor restored for every dart you stick up someones arse. Zeds shred it faster than you can restore it and people, specially pubs, will get it - a lot.
Check the spreadsheet and changelogs, if you still think I am wrong.
>tfw I got a Dosh jacket code from a friend and he gets sad when I don't use Foster
I'd like to play Masterson since he feels like an actual military dude.
get on my level plebes
Are we having a fashion contest?
desu the alien hat looks pretty fugly so I don't regret not getting one.
Way back before KF2 came out PCgamer had a code in their magazines featuring a main article on KF2, it gave you a Dosh Jacket and is pretty rad.
There were some other contests where random winners would get a code too, but there havent been any for a while.
So I made enough dosh from the drops to buy myself a key for the first time and this is what I got. Now question is how badly did the nuke perk get nerfed? I didn't really pay any attention to the demo until now.
Yeah that would be me. If you're the zerk props for that fucking stellar parrying. And I didn't take the armor the Commando can clearly be seen running off with full in one clip.
Grenade pistol is still shit though. You're better off buying a deagle and using it to survive until you get an RPG. Keep the deagle for backup with your C4. It fucks up stalkers and spiders which are 99% of the time what gets past your team to fuck with you.
I know the grenade pistol sucks ass, dumb thing can't even kill a gorefast if not shot correctly. I was just curious about the nerf because even though it can't do much, it's still capable of nuking.
It can't even 1-shot a HoE siren unless someone already did damage to it.
They should've just made it a mini-m79 and have 1 big round instead of having 8-whatever explosive pellets like it's some shotgun.
Was just there, no sign of them
I can't believe I actually recognize this little boy.
I have to ask, I just got to level 22 for Commando, is there any reason to play one at this point?
When I first played this game it was straight outta' early release and there was only four classes. That's where most of my leveling went into.
Now I'm getting back into it again and I see there's a lot of other people playing other classes in general to slay trash and up. Is there any point to being a Commando aside from using scoped rifles and calling out cloaked zeds? On normal I can see the difference but on Hard and up, I feel like I'm contributing shit.
>but on Hard and up, I feel like I'm contributing shit.
It's odd because I always feel inadequate as Commando then I look at the scoreboard and I'm at the top by over 200kills and realize the fixation is from not being able to take out the big Zeds as well as other perks.
good commandos are a godsend when everyone is lvl 25 because of extending zed time, giving your team more opportunities to use their zed time perks. medic's sedate is a game changer, and commando, zerker, firebug, and gunslinger all have zed time perks that deal more dps from faster firing. don't forget that commando can SCAR decap scrakes in seconds, emp or not.
use scar/backup/med pistol/pulv if you want to help out.
the thing is not every class is supposed to be able to handle all enemies. even the most op class atm, the gs, needs a few prerequisites in order to engage a fp without wasting a massive amount of ammo.
Honestly, I think TWI not fixing that is a lesson to pub shitters that teamwork and skill are better than using some shitty exploit that works on every wave except the last.
Even a zerkwall takes more skill.
yeah, I like it when the scrubs feel overconfident because of that glitch area and get rekt like that
>team starts using that spot from wave 7 to 10
>he starts throwing grenades
>tfw blows up 4 people in the bush
btw they all got picked off one by one. it was great.
Ok, so I've got like 800 hours of KF1 and I just got gifted KF2. I've played a bit on normal and much of the game seems to play the same but I have no idea about what's balanced, what classes are actually useful.
I've only really played as support so far, cause that was my best class in the original and it was pretty great, but it doesn't seems like it's been nerfed pretty hard.
So what's the go with KF2?
Commando, Demolitions with level 15 or above
Not very useful:
Demolitions under level 15
Biggest thing I had to take when transitioning is that zeds can teleport if they're too far away/out of sight. Kind of fucks with kiting strategies that were really popular in KF1 HoE with 4-5 berserkers and 1-2 medics.
Well that's a little dissapointing to see. I loved playing support.
Demo being shit doesn't surprise me, and zerk and medic were OP in kf as well so I guess I'll move onto them.
How about levels. You only start to get good around level 15 i guess? kinda like how you're not great until you hit level 5 in kf
Balance is in a weird place.
In regards to Support, welding is useless and his ammo economy is straight fucked. 1700 for his T4 weapon and each mag is 100.
Demo is near-useless until 15 when they get Siren Res, which is the only way to do anything without getting locked the fuck out. They're not the Fleshpound killer they were in KF1, but they do a good job against them.
Firebug becomes amazing at higher levels with all the right skills. Completely wipes out most trash and the Microwave Gun is just a complete big zed killer.
Commando is in a solid place right now, but the balance around everything else is so fucked they might seem poor by comparison at times.
Gunslinger is a really good class, though. Solid trash killer with the skills to at least handle big zeds.
Medic and Zerker are very strong, thanks to their selection of skills. It's hard to deny their use, but that hasn't changed much from KF1.
Yeah I've been seeing a lot of commandos about actually. Bug was always pretty good at high levels in kf so thats the same then too.
Seems like it's really hurting for sharpshooter and some pinpoint damage stuff. Specially if demo can't do fps quickly anymore.
Might have to learn to get gud with gunslinger and learn the new melee system.
>In regards to Support, welding is useless and his ammo economy is straight fucked. 1700 for his T4 weapon and each mag is 100.
Also once a door gets broken it's gone forever.
>Demo is near-useless until 15 when they get Siren Res, which is the only way to do anything without getting locked the fuck ou
Damage output is consistently shit even at high tier with the exception of the C4 and RPG. The former makes it really easy to kill yourself, the latter has SHIT trash handling because of the shitty damage and big splash and it's still really mediocre for big guys. Also bosses take only half damage from explosives. So you basically have little trash cleaning capabilities (HX25 is shit, and so is the M79) and pathetic big guys handling. The exception being the broken as fuck zed time nuke. And dynamite, I guess.
Also gunslinger is GODLY. Its weapons make for excellent offperks, and the slinger itself (if played by a good player) can solo big guys in a matter of seconds.
Use the bash to knock down the Scrake, preferably with the Pulverizer. Use that moment to get a hit in and make some distance. Even if you can't parry, you can block, so try to mitigate the damage using your Pulv.
As for Skills, Fortitude is a must, as is Furious Defender. I usually take Smash over Parry since it's more reliable for knocking Zeds down.
>last 20 enemies on sui wave 7/10
>all is good we got the FP that spawned already and no scrakes to be seen anywhere
>start killing the last zeds
>at some point 2 FPs spawn without any sound playing
>they end up being the last two enemies and with full health
5 last enemies permarage best mechanic
Never played the original KF. Was welding more useful there? Is it ever useful here and i am just a shitter?
Welding was incredibly useful, the welding % = doors health, so you could weld a door for hours and a door could take a beating for a long time, and if it broke? Just spawned back for the next wave, unlike now where integrity isn't the same as the doors invisible health and its only one door. Like most games, weldings importance depends on the map.
Idea to fix medic XP bullshit
>any kills made by teammates actively being healed count towards the medic who healed them.
It would be a nice buff that allows medics who want to focus on healing to not have to tag every zed they see for xp because holy fuck healing xp is low. That or go full commando and ignore teammates to shoot clots for xp.
it's pretty low. Like 1-2 a week and only after a match ends regardless of victory status, but you must stick around for the final-game screen for the item to show up. (aka you can't just join a game and quit out)
I imagine there's more to it than that but tripwire wont say shit.
be the combat medic you always wanted to be!
>tfw try support again after the whole things being said about it
>realize how abysmal it is
Nobody even took advantage of the supplier in the first game, I felt more useful just giving myself the extra ammo in the second one.
>Will it ever be salvaged, though?
hopefully. Support was pretty decent before they nerfed them to shit. I honestly don't know why TWI didn't make ANY balance changes to support this last patch. They're so fucked on their priorities.
same, every once in a while I try support out again thinking it isn't that bad and every time it just feels like a completely gimped ammo-less pile of trash and I can't buy my t4 until wave fucking 7 or some shit. Supplier is still good but I don't blame supports for taking more ammo. they need it.
>don't want to be medic
>join 3 different games
>nobody else playing medic
medic is alright and all I just hate carrying shitters, plus the exp gain is bad and it's either stressful when youre team sucks ass or boring if your team doesn't.
>ask team for 400 for medic AR on scake wave
>nobody gives me shit
Post medic loadouts
>med AR + c4 and DBS + medic pistol
>med AR + pulv + deagle or med pistol
>med AR + SCAR + med pistol
There needs to be more power to justify lower ammo and slightly more expensive shots, I can deal with having this low a ammo to use if it means I can punch through a scrake quicker with my DBS
essentially that would just make support sharpshooter or a worse version there of. more power would definitely help cover the ammo costs though cause not even being able to kill a gorefast with a t1 body shot is stupid.
not like I need anything else. Maybe medic pistol if I end up last man standing. Could take other shit but I don't want someone to die because I'm too busy trying to be a hero with the pulv or some shit.
>asking t post xy
"You didn't post everything!!"
would make a great conversation if I posted every combo in the game
Med shotty, bullpup, katana
I would have taken the crovel over the katana, but it weighed just a bit too much
At this rate probably not. Although I suspect the 10 perks will be out in about 6 months based on previous release cycles. Then maybe a patch or two for balancing and bug fixing. Not too far out.
alright I'll have to wrangle the 'tards upstairs next time I play on that map.
Where's a good camp spot in black forest? I've had a couple of teams user zerker walls to abuse the house and the wood planks by the house but that doesn't work without a zerker. Without doing that cheese tactic my teams always fall apart when fleshpounds show up.
It's so nice to see things with my eyes
>last man standing
>running away from solo scrake as the last zed alive
>go to run through a doorway
>can't get through
>right before I die see some fucking glitch where the door was welded open but you still can't get through it like its closed
FUCKING AYYYYYYY GOT ME
Imagining Kenny with a french accent is hot as fuck now, anyone got that one of him talking shit about the older characters?
Not as viable, it helps promote better aim, but having half the potential power and having to reload often (even if quicker) can come to bite you in the ass, its just a matter of getting used to to be honest.
pretty much every team needs a zerker and a medic because fps are just overtuned as fuck right now.
GS gets knockdown at level 20 if you can stick with it but it ends up being less than useful when your teammates don't get out of the fucking things face so it will sprint.
A good team will not need any zerks but I agree having a meatshield in front helps a lot. Personally I can like to use support for that because you have the DBS that gets you out of there fast. off-perking a pulv gives you a pretty good chance against them too
tfw still not getting rid of my 342 headshot high-score even though I've gone higher multiple times..
Their priorities are all sorts of fucked. They bundle simple balance tweaks in with 3 month long content updates, they release new perks before balancing old ones, they release content to reviewers before their own fucking EA playerbase, they waste time on dlc and microtransactions before the game is finished and they bundle it in with having to purchase other games.
Honestly if the game wasn't so fun I would have dropped it ages ago.
I can see them not balancing perks yet as a good solution. I do hate the fucking 3 month periods of nothing though. I'd like them to fix the core game more since some of the problems like parry not working are potentially gam breaking
But it's only good as support to save AA12/DBS ammo.
Using it as berserker is just a meme weapon when it's the only non-melee weapon so you get no speed boost using it, and the zwei is only 350 more.
they are still behind me, right?
I might have to try it out on support sometime, purely for trash?
I like to get AA12/DBS/SCAR it's pretty much the same with the nailgun you get a boit more ammo and carry a pistol on the side but SCAR is really good for trash and even specials
why would you though? I like the chance to take out all kinds of enemies. DBS for le epic tricks, AA for scrake and FPs decaps or to fuck up everything of need be. SCAR is just there to give the option to make Commando's life a bit easier and support in the trash clearing
I fucked up, turns out nailgun is 600, not 650 like other tier 2s.
Of course, single fire is good for trash, the shotgun burst is great for crawlers or if you get surrounded.
I don't know what TW were thinking, fire axe would've been a better upgrade to the crovel than the nailgun is.
Maybe TW should give support bonuses to off-perk shotguns.
>Maybe TW should give support bonuses to off-perk shotguns.
They should give more perk bonuses to off-perk weapons in general, in my opinion. Being able to come up with more usable oddball loadouts would be a huge boon for keeping the game interesting.
Too bad Demo is the only class to have a perk dedicated called Off-perk that only gives a 15% damage bonus, but the RPG/C4 already weigh a ton and you'd be giving up the ability to stun fleshpounds with dynamite.
Off-perk bonuses to class specific weapon types would be cool.
m4 + bombard has some serious stumble power on FPs and scrakes. what's great is that there's 2 kinds of stumble (leg and body) that have their own separate cooldown timers, leg stumble being the shortest.
i'm starting to play support in a way that keeps big guys in a constant state of stun while also dealing damage. all that stumble time adds up and gives you and your team more time to KILL AND HEAL.
Many of the perks experience some pretty sharp jumps in power and changes in playstyle as you accumulate skills, so keep at it and reap those rewards.
Commando and Support really came into their own for me once I got their Tactical Reloads, Medic when I got Vaccinate, and Demo got exponentially more entertaining with each skill from 15 onward.
>m4 + bombard
You do know the medic pistol can do the exact same thing and you don't need a shitty perk.
M4 is just a shitty mix of the AA12's damage, DBS's stumble power, and the SG 500's reload speed.
Rate my support loadout
DBS/Zweihander/Med SMG/Dual 9mm/C4
AA12 is fucking trash costs 2000 and a million to resupply and runs out of ammo after 2 big guys
fuck that shit just save the money for when half of your team inevitably get wiped because you're wasting a slot on support
support doesn't even have that much ammo to begin with.
all the shotguns only have 48 max ammo besides the AA12's 80.
each shell cost 5 which means filling up ammo gets expensive.
and with the +20%, you get 58, 96 for AA12.
which means you'll be using the medic pistol, nailgun, or 9mm on trash more often to conserve what little ammo you get.
how about killing everything you can't reach at the moment so you don't have to go running in the face of three scrakes and five REEEEEEEEEEEEEEEEs?
the problem is it doesn't have 300 cartridges to discharge. I just like the SCAR-H a lot because I mainly play
AnaCommando so it fits my style a lot better than all the other weapons. I can make do with the varmint rifle + medic pistol too
Talking about parrying, am I the only one that can't seem to get parries to work, EVER, against Fleshpounds, even when I'm not in the bugged areas? I can parry Scrakes like it's nothing, but with Fleshpounds I can never get that visual effect from a successful parry, nor the Fleshpound to get stumbled from a parry. It's like I'm blocking everything, even if it looks like I timed it correctly.
Watch the arms. If their weapons are glowing you can't make them stumble with parry. You still get teh damage mitigation but you don't interrupt their animations. FPs have only one or two attacks that can be parried which is a shame. one of them is a really fast one handed swing
>FPs have only one or two attacks that can be parried which is a shame
Figured that was the problem. Thing is, I never noticed his attacks glowing, but I guess it's because being up close, you have that whole thing on his chest glowing straight in your face that it sort of hides it. Oh well, thanks.
FotNS is not exactly obscure family member
>In the red areas parry doens't work
Lads what do I change to remove the annoying camera shake after whacking something with melee?
I blame the music in the background adding to it
>play gunslinger for first time
>go crazy with some cool as hell Remington 1858s
>crazy British guy dropping thousands of dollars worth of antique parts around weird lab
>Dollie the bloody sheep?
>get to trader
This game pretty great.
>she'd have made a good mrs. foster
FOSTER YOU MOTHERFUCKER
in normal, guy says 'Why did you buy the medic pistol? useless'
Hard, always one or two players who are below level 5, and forget about a nice medic who heals, there is always a fag who chooses medic but doesnt heal for shit.
I figured thats a main reason, he just doesn't even seem to give a shit about anyone but himself and money, even during a continental breakout. Guess he really fits being a day trader, bravo tripwire for the realism.
>Shooting at dead shit
>No situational awareness
and this happened too. nearly killed myself with C4 once too. I usually play chill sui with friends and in that diff the damage is so much lower from nades or C4
watch the whole assblastery in 720p60fps glory here!
People assure me that there are Commandos that use Callout and I can only reply with "bullshit".
I keep getting cornerfucked by hoards of Stalkers at the worst times because these shitters don't do their job/let other people do it for them.
Will there be KFO in this game? I enjoy survival mode but I loved the mission maps on the first game too.
A friend of mine gets horrifically slow map download speeds form servers when the rest of my group doesn't. Does anyone else have experience with this? I can't seem to find anything about it.
I decided to play killing floor after having it collect dust in my library for ages, and I must say it's quite
I find myself playing as a medic a lot since everyone keeps dying on me.
>Go back to KF1
>Clunky as fuck mechanics
>All this ammo though
>All these weapons
>Die for 3 waves straight
>Start getting the hang of it again
>Back to headshotting with the 9mm from a distance with few troubles
>Decapping scrakes from a distance with ease
>Becoming a credit to the team
>Few people get on mic for verbal pats on the back
It felt so fucking good to stun a scrake with the fireball launcher then flare revolver his ass down or just take out Fleshpounds from a distance with the bow and make sure team mates were topped off with health. I used to shit on people for saying KF1 was better but now I get it.
It's because KF1 is a finished product, they're not updating or changing it because it's already perfect.
KF2 is still in EA and hasn't been out nearly as long as KF1 and as much as we joke about no content, I'd say we have a lot.
Most of KF2 is already here, we just need what's left, being 1 boss, 3 perks, however many maps they decide to make, balancing,
>let me run past hans full health with 30 armor
>what can go wrong
>last player standing
>being chased around Black Forest by Hans like a fat German child in a paedophiles private hunting reserve
>kill him with the 9mm just as he dives for me
>5 Health remaining
I can't deal with the pressure.
i've been testing between racking up 7 heads and just outright spamming deagles and i like the latter more because it requires less setup time.
>quickdraw is the better gunslinger talent except for the game automatically switching your weapons
>have to pick shoot n scoot unless I want to autistically count all my shots
They should've just made it so if you click once while the gun is empty, it starts reloading. Then, if you click anywhere during the first half of the reload animation, it switches to the next available weapon.
Instead, we get this garbage.
They should replace Gunslinger's Shoot'n'Scoot with the ability to shoot one pistol at a time with dual pistols. Once that pistol's empty you start reloading it with one hand while shooting with the pistol in the other hand.
Basically, you sacrifice burst DPS and a useless perk for sustainable fire and a useful one.
>tfw Disunion Reconstructed starts to play
I made it using ahk. It's already compiled and it only works with 1440p res and 125% dpi scaling so there's no point sharing.
My zed kills vs headshots is around 95% and unboosted m9 one shots trash.
For me it's either getting a 20% boost 5% of the time when I bodyshot trash or getting a potential 70% up against big zeds.
It allows you to solo a fp
Under the following conditions:
>is alone or with minimal trash
>teammates haven't pissed it off
>morons aren't spamming grenades
If those conditions aren't met get the fuck out and spam grenades from a distance, don't even bother shooting it because fp takes 1/2 damage from guns.
Auto-switching from dual deagles into dual 500s makes fleshpound takedowns easier.
>Rack 'em Up
Really only useful until scrakes/fleshpounds spawn in and you can build your 7 stack with the 9mm on them easy enough.
Obvious since lining up trash just to benefit from the extra penetration you'd get is too tedious, and do you really want to reload slower for such a mediocre skill?
knockdown skill > stumble skill
and the .500 already has a pretty high stumble power.
Uberammo only working at 1 bullet left, 2 with dual versions, means you'd need to run the gun you want to use near empty and wait for zed time to happen.
Depending if you have a commando or not, you'll barely get any shots off to make it worth while.
Best used for medium zeds and up
To heal teammates or if you don't feel like ruining your rack 'em up combo.
>Just unboxed this
Boy oh boy, can't wait to jew it off for like $60
Dosh, grab it while you can lads.
you guys getting anything other than supply crates for drops these days?
haven't gotten anything else since like 6 drops ago, before that I'd get nothing but woodland camo dbs.
is this just a cheap trick for Tripwire to reap shekels?
I don't really see rack em up being useful. In most matches you are going to have 2 retards running in front of you body shooting absolutely everything until you give up to headshot anything and just shoot the shit that comes at you.
It's near unusable for anything except up close. It's a waste of ammo and when zed time ends you'll be left without ammo because it encourages spamming. And the chances of you having a full mag is slim anyways.
Uber ammo is pretty useless but oh boy is it useful when it activates at the right time. It's not like dualies fire slow anyways.
I like using Bone Breaker for when I'm kiting around the map. Hard to aim for heads when you suddenly turn the corner and a group of zeds are in your face.
Rack'em'Up only reduces the number of bullets needed to decap a big zed, by roughly 3 on average in my experience. Still takes the same number of headshots to decap medium zeds. But Bone Breaker allows you to take down a group of gorefasts lightning fast since it reduces the kill to 1 bodyshot minimum with the magnum (yes, when I'm on the run, I switch to magnums to clear trash and gtfo).
Shoot it in the leg and let them reposition. You're neutering yourself selecting a shit perk wasting your ammo pool and potential damage output.
Better yet let them die and kill it during the kill taunt. Give them money afterwards.
>when zed time ends you'll be left without ammo because it encourages spamming
So does Uber ammo.
Fanfire is as situational as Rapid fire for commando, when a scrake or fp is in your face and zed time starts it'll be gone or have a huge chunk of it's health taken off.
Uberammo encourages not reloading until your guns are almost empty.
Fanfire encourages always being ready with your guns loaded.
I guess it depends on playstyle more than something being objectively better than the other.
... It takes 1 unboosted (0 stacks) bullet to kill trash and your m9 is capable firing 5 shots every second. Head popping bullets comes out faster than you can readjust your aim. Your m9 is a mini AR.
Learn to use it. It's really REALLY fucking good.
You can shoot shit all day long with your m9.
Even if you miss half your shots you still would've killed over 100 zeds.
>The ammo is dirt cheap
>It fires really fast, you won't get punished for missing because your follow up shot is near instant
>ultra fast reload
>almost non existent recoil, not available on other classes' m9, because only gs gets recoil reduction
>15 shots, vs 14 on dual magnums
>can penetrate zeds if you can deal with an extra second (tested) of reload
Time to start maining the m9, because it's broken as fuck
>Can you still get drops from singleplayer?
>tfw leveling is so much easier for trashclearing classes because they get all those sweet assists and kills on all the shit you shouldn't waste your ammo at as a gunslinger
From what I hear, most people chill in suicidal since it's not as MLG as HOE but it's not as easy or slow like normal/hard.
HOE is mostly filled with perktraining or farmhouse servers, servers hosting anything else are usually empty.
>Hell on Earth feels like a chore with all the fake Level 25s around now
Aka: Boosted 25s are really popular now, they all decide to play HoE, but they suck shit so it's awful?
>demo on patty
>me and friend are the only one left
>cuckmando friend tells me that another rpg would finish him off
>brilliant idea comes to mind
>run to the patty and stand still
>have reactive armor equipped
They can detect custom maps, obviously, and these perk farming maps always get shared and popular so maybe they can reduce XP gain to a minimum on these maps manually. That would be my guess.
Otherwise they can just remove XP gain from custom maps if they really wanted to get rid of the issue.
But at this point it's kind of late, so many shitters with hacked levels.
Gunslinger is like Commando, except he doesn't run out of ammo halfway through a wave and can singlehandedly take down Scrakes and Fleshpounds. Weapons are also cheap to purchase and weigh nothing.
AKA the best perk in the game at the moment.
>They can detect custom maps
that's a terrible clue for perk resets. There are plenty of people who joined those maps at least once either to see what they are about or because they are clueless new players and have no idea what map to pick. They need to find a way to detect people who actually used those maps for significant perk leveling or they're going to piss off a whole bunch of newcomers who lose all their leveled perks because they accidentally joined a perk-farm map once.
>tfw used hansrevenge, 1hp fleshpounds, and the kfgamecontent hack to level up all my perks.
>everyone complained about perk resets when TWI actually intended for it to be a "feature" like prestige in CoD.
>thinking people would waste time to prestige and level up 25 more times per-perk.
leveling all 10 perks to level 25 when the game releases
400 hours is enough.
>get to boss wave
>we're at the trader
>everyone's buying shit
>throw my scar on the ground in an area people don't normally run over
>buy a 2nd
>drop the remaining 2k I had on the ground, in the same pile everyone else is throwing theirs
>probably like 8k total in that pile for whoever needs it
>the faggot who died last wave picks up the Mt. Everest of dosh and my SCAR, then sells my SCAR
>I'm down to 0 because I threw it all on the ground
>he's not responding to my mic
>same guy who sat there welding a door while a scrake teared his asshole open while I was screaming "DUDE THERE'S A SCRAKE IN YOUR ASSHOLE STOP WELDING AND TURN AROUND HOLY SHIT"
>naturally, he died because of that
>5 seconds remaining
>nobody could give me the $1500 in time
You can't even fathom how pissed I am.
Agreed. I'd play normally if leveling was faster above hard difficulty, currently I have no real reason to actually want to grind it though. I had enough grinding killing stalkers in the first game, thanks.
it's just painfully slow for anyone who already played KF1 or now KF2 with at least one class to 25. I already went through shitty normal games with scrubs. At least allow me to quickly level my shit to 10 or higher so I can play at a difficulty setting that doesn't bore me. Otherwise I'll just get kicked out of every pub game.
It's intended to ease players into higher difficulties. You can't give new players the equivalent of a lvl 25 character and throw them into a normal game. They are just going to murder everything without much effort because enemies die almost instantly. It's supposed to make them want to work their way up into higher difficulties as soon as they feel like they are not gaining enough exp to level up and need to level faster at hard/suicidal/HoE. The issue with that shit is that experienced players have no fucking interest in that bullshit.
Lesson: never share with pubs and never throw a gun on the ground until there's at least 5 seconds of trader time left so it can't be sold.
If they ask for money, throw it all down the vents the crawlers spawn from.
Would have been sympathetic on anything else but now i'm just laughing
Memerker, Memelinger, Memedic and Memebug are the only worthwhile classes to play at the moment.
Which is more than half of the perks so that's good.
Memelitioner needs more than just one trick and Memeport just needs significantly more ammo pool and cheaper resupply.
Oh right I forgot Memendo.
I don't think there's anything wrong with Memendo in terms of balance actually, maybe more ammo pool but lets be honest every class needs more ammo but TWI is pushing the stupid "survival horror" shtick that literally nobody wants.
>stick C4 to Patty while he's distracted with somebody else
>he runs away to heal
>blow them all up 3 seconds apart because he takes forever to actually heal up
>he dies on the other side of the map before he even heals once
>pubs don't know what happened
Support should have a zed time skill that give you ammo with zed time extensions instead of the pointless +15% damage.
Now you wish you had a support and commando in your team
Think like uber ammo for slinger, only its actually useful and gives it to everyone.
The carnage to be caused with the AA12 would be phenomenal.
Support's ammo is already fucking expensive and he gives ammo away for free but he doesn't get any.
If you're worried about ammo being worthless, just run around and find some ammo boxes lying around, which is near impossible in the early rounds of HOE, same with weapon and kevlar spawns.
>play through waves 1 to 10 with bushcamping wankers
>on wave 11 buy evis and we get hans
>"i want muh cheevos"
>watch them rip when hans starts meleing in the brush while running around as evis medic parrying hans and baiting him closer to the brush
>Commando is useless!
>btw i only play normal hard with boosted firebug
>tfw Support was my favorite class in KF1
>tfw Demo was my second favorite
Me too, brother
>being able to kill multiple trash with just one shot in a flash
>having to position and aim for that sweet spot in a group just to kill several enemies
>being able to make quick work of scrakes as supp/fleshpounds as demo with combos
>having to have trigger discipline so you don't use those strong shots on single targets and whip out the 9mm instead
It was fun while it lasted, at least