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windsor posted:Seeing that berzerker is terribly easy and can solo every unit, I'm sure the Claymore will allow zerks to finally solo the Patriarch. They already can. https://www.youtube.com/watch?v=Vi3-GHSiVBo
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# ? Dec 3, 2011 12:56 |
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# ? Apr 25, 2024 14:10 |
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Corn Scientist posted:They already can.
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# ? Dec 3, 2011 13:01 |
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I didn't know zerkers can interrupt the Patriarch's ranged attacks. Can other classes do the same?
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# ? Dec 3, 2011 13:06 |
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Takes No Damage posted:Was just about to post this in the old thread, saw this one, and saw you already have tips for each class. Good on ye This is awesome information, both on the gameplay side and modding side. Definitely adding this to the OP. E: Does anyone know about any good comprehensive map packs out there? That'd be pretty useful to add to the OP. Synthwave Crusader fucked around with this message at 16:38 on Dec 3, 2011 |
# ? Dec 3, 2011 16:16 |
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windsor posted:Seeing that berzerker is terribly easy and can solo every unit, I'm sure the Claymore will allow zerks to finally solo the Patriarch. They can solo him already. And I would hardly call the zerker class easy. Man my PC just had to pick this moment to gently caress up, I'm glad its a permanent thing at least. Edit: Hey I played with that fang HD dude once, he helped us on mountain pass, blew himself up with a pipebomb hat if I remember correctly. Alteisen fucked around with this message at 16:50 on Dec 3, 2011 |
# ? Dec 3, 2011 16:48 |
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As awesome as a Husk arm would be for Firebug (and it is nice to see my class getting some love) I would really prefer a fire based weapon that maybe does less damage but doesn't slow you down as much. I love playing Firebug a shitton but it's frustrating when by the time you get to the later waves, you're useless because you're too slow to justify doing anything but standing in the middle, trying desperately to get rid of clots and crawlers while avoiding the big guys that will gently caress you up if a lick of fire so much as looks at them funny. For the sake of balance I don't really mind the fact that I suck against Skrakes, Fleshpounds and the other big guys because I tear through smaller zeds like they're butter but Firebugs are so weighed down by their primary weapon that if you happen to be in the wrong place at the wrong time and end up in the path of a Fleshpound rage, you're pretty much done for. It would be nice to actually be able to survive that stuff. I don't need to be able to kill it, that's the Sharpshooters and Berserkers job, just give me the chance to actually survive and I'll be happy. Or maybe this is all just bullshit and I suck at my class. Either way!
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# ? Dec 3, 2011 17:17 |
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Does anyone have any general tips for making the leap to harder difficulties? My group is currently playing hard most of the time, and I'd say our success ratio is finally edging over 50%. But Normal is pretty much a walk in the park at this point. We generally fall apart at the typical point, when something huge comes in, then something huge comes in again before we've fully recovered/reloaded/got back into place/are prepared to deal with it. Or we get hit from multiple sides simultaneously by multiple big guys. My team is usually: support (me) commando firebug demo All level 6. I'm wondering if we're crippled because nobody plays a sharpshooter really. I like sharpshooter and have a level 5 but if I played sharp we wouldn't have a support. But then I've read that class make-up really isn't that important so I don't know. I think one of our biggest problems is that the commando and, to an extent, the firebug have little ability to take down high-threat guys. Even the demo is better in groups of smaller guys due to having to waste so many nades on a large guy. When a scrake or fp comes through the fastest way to deal with it is usually my aa12 or a pipe. So when we set up at some location and everyone takes a chokepoint, I can usually handle all my stuff no problem. But if a pipe in someone else's chokepoint goes off and isn't reset and something else shows up, that's when it goes to poo poo. But I feel like saying "we die because the other guys on my team can't handle high-threat enemies" is kind of pretentious and arrogant and I know it's not JUST that. But I do think that having relied on pipes for much of our big stuff has disadvantaged us a little for when poo poo hits the fan. So with that in mind, any tips? Edit: A little expansion on our usual tactics. Most of the time, we try to hold up in an area with 2 or 3 chokepoints, and enough space between the chokepoints to retreat in case poo poo hits the fan. I hold a chokepoint myself, and the commando and firebug either group up on the other one or hold one each. Then the demo is a floater, usually parked somewhere he can see both areas to rain down hellfire. Also, for support I still prefer pump+aa12 instead of hunting+aa12. I use pump for all the small stuff and switch to aa12 for big guys or hairy situations. Should I try using hunting+aa12 and use aa12 for small stuff? Usually I am holding a chokepoint myself and am pretty self-sufficient so I'm not sure if aa12 would have enough ammo unless we switched tactics so I regularly have another partner to deal with the smaller guys. sighnoceros fucked around with this message at 17:54 on Dec 3, 2011 |
# ? Dec 3, 2011 17:21 |
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Here ya go Here's a thought: If the M-16 on the right has a grenade launcher attachment, I think the alt-fire will be launching the grenades, and the M-16 will be a burst fire weapon. The first true multi-class weapon Synthwave Crusader fucked around with this message at 17:44 on Dec 3, 2011 |
# ? Dec 3, 2011 17:37 |
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Dammit, it is a Claymore and not a harpoon gun! TRIPWIRE!
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# ? Dec 3, 2011 18:02 |
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Are the weapons coming at the same time as the free weekend?
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# ? Dec 3, 2011 18:30 |
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sighnoceros posted:Does anyone have any general tips for making the leap to harder difficulties? My group is currently playing hard most of the time, and I'd say our success ratio is finally edging over 50%. But Normal is pretty much a walk in the park at this point. We generally fall apart at the typical point, when something huge comes in, then something huge comes in again before we've fully recovered/reloaded/got back into place/are prepared to deal with it. Or we get hit from multiple sides simultaneously by multiple big guys. Support Sharpshooter Commando, or Beserker Your demo is fine as for your strat go AA12/Hunting shotgun use the aa12 in general, also open with the aa12 on big stuff burst the rest of your clip then switch the hunting shotgun and alt fire to finish them off. the AA12 does less damage than the other shotguns, but its speed makes it good. Deargodalion fucked around with this message at 18:44 on Dec 3, 2011 |
# ? Dec 3, 2011 18:42 |
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Orange Crush Rush posted:FYI that crazy looking thing at the bottom is totally the Husk's arm cannon. Oh man, that would own. I hope it's true. I was hoping the revolver would be a Colt SAA or something like it (I love single-action revolvers) but it looks a lot like a S&W .44: http://en.wikipedia.org/wiki/File:S...transparent.png e; M16+203 will loving own if it's a Demo weapon. Finally something I can fire at smaller enemies that isn't the pistol.
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# ? Dec 3, 2011 19:05 |
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Out of curiosity, can anyone link to the picture with the new weapons? I've looked on Tripwire's forums and elsewhere and can't seem to find it.
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# ? Dec 3, 2011 21:00 |
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Scroll up dude.
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# ? Dec 3, 2011 21:06 |
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I think everyone here is looking at the bottom right gun in the wrong light. If we rotate it, we see it's obviously a jetpack for the firebug who will overcome his problem with slowness by just spraying flaming death from above. (This will never happen but who cares new weapon pack is fantastic either way).
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# ? Dec 3, 2011 21:38 |
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sighnoceros posted:Does anyone have any general tips for making the leap to harder difficulties? My group is currently playing hard most of the time, and I'd say our success ratio is finally edging over 50%. But Normal is pretty much a walk in the park at this point. We generally fall apart at the typical point, when something huge comes in, then something huge comes in again before we've fully recovered/reloaded/got back into place/are prepared to deal with it. Or we get hit from multiple sides simultaneously by multiple big guys. You are really gimping yourself by not having a good sharpshooter. No other class can deal with the heavy stuff so well. I am slowly working through the maps with a friend who bought KF recently, and we tear poo poo up with him as sharp and me as support or commando. On several occasions we have joined pubs and had to take on 250+ zeds after the rest of the team has wiped, with little trouble. Go handcannon/crossbow and you will do very well for yourself. Having said that I much prefer support to sharpshooter so I can understand if you don't like the class. Maybe get one of your friends to go sharp?
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# ? Dec 3, 2011 21:50 |
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sighnoceros posted:Does anyone have any general tips for making the leap to harder difficulties? My group is currently playing hard most of the time, and I'd say our success ratio is finally edging over 50%. But Normal is pretty much a walk in the park at this point. We generally fall apart at the typical point, when something huge comes in, then something huge comes in again before we've fully recovered/reloaded/got back into place/are prepared to deal with it. Or we get hit from multiple sides simultaneously by multiple big guys. I agree with your original hypothesis (and Pumpking), with that setup you don't have a good way to quickly take out Scrakes and FPs. Doesn't sound like it's anybody's fault, you just don't have the classes to do it (SS and Berserker). Having a good SS at least is virtually required at higher difficulties, the ability to oneshot Scrakes and doubletap FPs is a benefit to your survival that cannot be overstated. I recommend having the demo go SS, or you go SS and demo go Support. Demo is useful on certain maps but if they don't have room to work they just can't pull their weight. My Support loadout is actually pump + HS. I use the pump to take out most things, and pull out the HS for large groups and to onehsot Sirens/Husks. When the big dudes come, I let other classes take them out, or try to time it so they're weakened and I can finish them off with a HS blast. You said you're lv6 so I assume you already know this, but for anyone else: HS should only be used in alt-fire unless you have NO other ammo left or you don't have time to reload something else. Firing each barrel individually is just not cost/damage effective.
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# ? Dec 3, 2011 22:13 |
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sighnoceros posted:So when we set up at some location and everyone takes a chokepoint, I can usually handle all my stuff no problem. But if a pipe in someone else's chokepoint goes off and isn't reset and something else shows up, that's when it goes to poo poo. When my group of friends play, and there are usually 6 of us at level 6 playing on Sui or HoE, we find spots with 2 or less entry points. You having only 1 person at each spot is not a great idea, in my mind. I can't think of any base map off the top of my head that requires you to have more than 2 places to cover. Our usual team is 2 sharpies, a medic, support, commando (me), and a demo. Depending on the level, I usually start as FB or berserker until wave 3 or 4. If we're playing the Portal level, I just camp a doorway as the berserker with the katana and everyone else heals me and fires over my head. Scyantific posted:E: Does anyone know about any good comprehensive map packs out there? That'd be pretty useful to add to the OP. Obviously we'd only play the whitelisted ones so all the perks are functional and level up. After that I'd compile up updated map pack and get everyone to copy it off my box when they arrived. I haven't done that for about a year, though. Here's the list of maps in my "maps to grab" folder that have passed at least a modicum of testing and suit my friend's playstyle, or have some amusing gimmick we liked. Remember that this is a year old, and they may have all been superseded and hence no longer whitelisted. Just check the forum I posted above. KF-2005Bioticslab.rom KF-2005Manor.rom KF-2005Offices.rom KF-2005SewersV2.rom KF-2005WestLondon.rom KF-420-Ganja-Farm-Reweeded-V1-1.rom KF-420-Ganja-Farm-Reweeded[EW]0.rom KF-420-Ganja-Farm-V1.rom KF-AquaStudy-V2Final.rom KF-Arcade-Skatepark-FIN.rom KF-Archives.rom KF-AspenManorFinal.rom KF-AsylumOfDeath_Beta1.rom KF-Aventine.rom KF-BarbedSchool65.rom KF-BarzakhV2c.rom KF-BellTolls.rom KF-Biohazard-XTX.rom KF-Brewery.rom KF-BunkerI-V1.rom KF-Candlesmoke.rom KF-Canyon-Final.rom KF-Carnival11.rom KF-CarryOnUp.rom KF-CastleAvernusV1.rom KF-Chthon.rom KF-Complex.rom KF-Complex2-[LT]RC.rom KF-Constriction.rom KF-CornerMarket_v3.rom KF-Crag_B3.rom KF-Crematorium.rom KF-Crystal-Lake-CE-V1-7a.rom KF-DammageV3b.rom KF-Deadcenter_fix.rom KF-Distrikt.rom KF-Downtown_Derelict_2-7.rom KF-ElementarySchool.rom KF-Farm-Day.rom KF-Farmiloe.rom KF-Floor17Final.rom KF-Fortress_v1.rom KF-GoingUndergroundB3.rom KF-Grevona.rom KF-HarbourV3.rom KF-HELLBETA2-1.rom KF-Industry.rom KF-KalendraBeta.rom KF-KingOfTheHill.rom kf-lostboys.rom KF-MountainPassDay.rom KF-MountainPassNight.rom KF-Multifarious.rom KF-MyHomeIs-1b.rom KF-Northsuite.rom KF-OrmanManor.rom KF-OutPost22.rom KF-Oviamoire.rom KF-PandorasBox_v2.rom KF-RaccoonInternationalAirportWB.rom KF-RE1-Mansion-Story.rom KF-Refugev2.rom KF-RO-KrasnyiOktyabrV1.rom KF-RuralRoad2v1.rom KF-SawnOfTheDead1-2.rom KF-SmellyCave.rom KF-Suburbia_Final.rom KF-Survival.rom KF-Swamp.rom KF-ThelongDarkRoad.rom KF-TownhouseDefenseBeta2.rom KF-TrailOfTheWoodsFINAL.rom KF-Train.rom KF-Train25-[LT]RC.rom KF-WickedCity.rom KF-WretchedV1.rom Gromit fucked around with this message at 23:26 on Dec 3, 2011 |
# ? Dec 3, 2011 23:22 |
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The barrel of the gun with the grenade launcher on the right doesn't look like an M16 to me (I hope it's not, just for variety), but I'm not an expert on these things.
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# ? Dec 3, 2011 23:26 |
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I stole this from the tripwire forums So that thing at the bottom probably is the husk arm thing.
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# ? Dec 4, 2011 00:43 |
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Alteisen posted:They can solo him already. Also, that video is deceptive because that map is almost always played locally or on a listen server and hence within a zero ping environment. It's much easier to maneuver around the Patriarch and zeds in general when input feedback is instantaneous or near instantaneous. On a server with 100+ ping, it's significantly harder to pull off.
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# ? Dec 4, 2011 00:48 |
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gently caress it, I want that last thing to be a sentry gun you can deploy as a medic.
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# ? Dec 4, 2011 03:45 |
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M-16 should be the new medic weapon. Fires healing grenades because why the gently caress not.
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# ? Dec 4, 2011 03:47 |
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An area of effect healing weapon would be kind of cool.
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# ? Dec 4, 2011 04:02 |
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Been playing on a server with the LFW(?) mod weapons that are whitelisted, MK23 is the only pistol for me. Also leveling Commando with the FN FAL + ACOG is wonderful.
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# ? Dec 4, 2011 04:07 |
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The new weapons would seem to be way overpowered compared to what is in the game currently but my dad works at TripWire and he told me that they will only be available to classes levels 8 and up. Level 7 Medic is 1M heal points In other news, I was just reminded why I still enjoy this game after 2-whatever years. Berserking around on mountainpass with another like minded melee dude. A couple of decent medics and some low levels made up the rest of the team. Me and the other zerker took care of most of the zeds, but the rest of the team held their own at least. A pretty exciting game, had several close calls. In wave 10 we got overrun from the reststop trader and had to kite, I got pinned between some Stalkers and a raging Scrake and got down to 3hp. Somehow survived that and finished up the wave, decided to try and saw the pat in the restroom since somebody needed the map achievement. 2 guys went demo and mined the outside of both doors, think there were only 2 berserkers actually, the other guy stayed medic. Once the pat came in things got hectic, I almost ended up grenading myself to death at one point. Finally as he was coming back from healing he went to the second door where there were more pipes and that finished him off. Man I need to set up FRAPS and try to record a high wave of a HoE game and put some instructional subtitles in there or something for common zerker tactics. \/\/\/ It's true! My dad said so Takes No Damage fucked around with this message at 08:24 on Dec 4, 2011 |
# ? Dec 4, 2011 05:42 |
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Takes No Damage posted:The new weapons would seem to be way overpowered compared to what is in the game currently but my dad works at TripWire and he told me that they will only be available to classes levels 8 and up. Level 7 Medic is 1M heal points ... What?
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# ? Dec 4, 2011 06:54 |
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Takes No Damage posted:\/\/\/ It's true! My dad said so haha and pray tell, what would be the stalker kill count for 8 commando? Also do free weekends usually start on fridays?
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# ? Dec 4, 2011 11:41 |
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Idiot race posted:I stole this from the tripwire forums
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# ? Dec 4, 2011 12:35 |
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Revitalized posted:haha and pray tell, what would be the stalker kill count for 8 commando? All of them
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# ? Dec 4, 2011 12:44 |
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Saint Freak posted:M-16 should be the new medic weapon. Fires healing grenades because why the gently caress not. gently caress you, Demo needs a gun that can fire actual bullets. 22 Eargesplitten posted:seen more in S.T.A.L.K.E.R. than anywhere else (including real life). It's a video game. This is not an obstacle. PROTOSTORM!!! posted:Been playing on a server with the LFW(?) mod weapons that are whitelisted If it's Euro, do you happen to have an IP? Revitalized posted:Also do free weekends usually start on fridays? Thursday, hence the 8th.
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# ? Dec 4, 2011 14:59 |
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new thread owns, new guns own, miss this game
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# ? Dec 4, 2011 16:48 |
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Idiot race posted:I stole this from the tripwire forums I think this is the most likely outcome, but because I want it to be a minigun I will point out that in said photoshop they merely stapled a ppsh barrel on the top of whatever's there.
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# ? Dec 4, 2011 23:14 |
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Lemon Curdistan posted:It's a video game. This is not an obstacle.
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# ? Dec 5, 2011 03:31 |
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To be honest I'm actually expecting a DAO-12 and minigun from that bottom right part of the image. DAO-12 for reference:
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# ? Dec 5, 2011 06:44 |
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ONLY ONE MORE TO GO Nothing too surprising. Hopefully TWI will be bros and release the last image today too. Fingers still crossed for a minigun Synthwave Crusader fucked around with this message at 17:10 on Dec 5, 2011 |
# ? Dec 5, 2011 17:04 |
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All these weapons won't be available to the player, and instead will be strapped to the patriarch.
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# ? Dec 5, 2011 17:18 |
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The weapons will be in crates that cannot be opened without purchasing a key
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# ? Dec 5, 2011 17:20 |
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Vakal posted:All these weapons won't be available to the player, and instead will be strapped to the patriarch. Chest penis is transformed into a claymore
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# ? Dec 5, 2011 17:22 |
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# ? Apr 25, 2024 14:10 |
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Any news on when these guns will be in the game?
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# ? Dec 5, 2011 19:50 |