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moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Flayer posted:

How do you use melee weapons to effectively lop heads off? (ie what kind of angle are you aiming for when you swing).

You should naturally get the hang of it after a while, just make sure you're squared up with your target and aiming at the right height. The alt-swing arc for the ax is the only idiosyncratic weapon, it's sometimes easier to score a hit to the head after taking one step backwards so the edge lands right.

Also be aware that the Christmas models for the scrake and fleshpound makes things somewhat more difficult because their heads/necks are kinda blended in with the rest of their bodies. The normal enemy models will have more distinguishable heads.

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moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Is there a way to get the Uber Tuber achievement legitimately nowadays? That, Dignity of the Dead, and Ice Caves (Hell On Earth) are the only achievements I have left.

If any goons feel like tackling HOE Ice Caves sometime, let me know.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Alt-fire to the back of the head will instantly rage FPs. Berzerkers have the better option of kiting them.

Here's an instructional vid.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Made it to wave 9 on Ice Caves on Hell on Earth difficulty, the old standby of berzerker kiting in a clockwise direction seemed to work. The only thing you have to look out for is pacing your kills (especially in the open throne room area) so that a mob of zeds doesn't spawn in front of you in the narrow tunnels and cut you off.

Would have definitely made it to wave 10 but low level guys kept joining and dropping out. It got to a point where it was just me and another dude with over 700 kills each because everyone else was wiping. Then two German players with 400+ ping joined and went in the opposite direction and crashed their mob into ours. So a good two hours wasted there :qq:

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I like the magnum when I'm off-classing because it's a reasonably affordable spare weapon that comes with a lot of ammunition for just two blocks of weight. If I'm going as crossbow sharpshooter, the Handcannon's faster reload and the extra two rounds in the magazine are more important, especially on Sui and HoE difficulties.

LAR still trumps everything else for medic/zerker secondaries, however.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

unkle77 posted:

In the time I've owned this game, and for as long a time as I've had my SS at Lvl 6, I have never known how to make proper use of dual anything. In the early days, I'd go dual handcannons for grins, but I couldn't get headshots with them and they really didn't serve a purpose. My question is: How do I/how do you make proper use of the dual .44s, or dual anything? Iron sights and fire slowly? I always assumed you go with two guns for the DPS, but I'd think that with the huge headshot damage bonus for SS and the need to only reload one gun, you'd average a higher DPS with one pistol in the end.

Thanks for any input you guys can give!

I main sharpshooter and I have hundreds of hours in the game. The point in bold has been my thinking exactly. The only time you want to go dualies for any pistol is for shits and giggles or exploiting the magnum weight glitch. Dual pistols take longer to reload, don't give any extra ammo, and prevent you from using iron sights.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Yeah, you can definitely swing using dualies on hard and lower diificulties where zeds will drop regardless where you shoot, my rationale is more geared to Hell on Earth where you have to depend on headshots and penetration on multiple targets to stretch out those 96 rounds. The DPS of dual HCs is actually misleading since the SS damage modifier to headshot trumps straight damage and is an overall more effective use of ammo, not to mention the added burden of a slower reload on what is effectively your only fast-response weapon (assuming you're going HC/Crossbow). I guess this is all moot though since I've had to roll with LAR/M14 on Suicidal and HoE ever since the crossbow nerf.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
One way to get HoE Ice Caves is to hold out in the center two-tiered glacier area. At the bottom level, underneath and at the base of some ramps, there's a corner that forms an L-shape with a spawn hole area thingy next to it (which won't spawn anything if you have people standing near it). Think of a less busier version of that purple hallway that most people camp in Bedlam. It essentially becomes locking down two corridors with just enough line of sight for SS's to get in their headshots for heavier zeds. Of course, it helped that we were going ~OPTIMAL BUILD~ with all level six sharpshooters and supports who were using mics.

That said, zerker/medic kiting HoE Ice Caves is definitely doable. :qq: Ask me about my 2 hour kiting sessions :qq:

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
I managed to beat Hellride on Hell on Earth last night. Tripwire seems to curbing the old standby tactic of berserker kiting on this map. For one, it's not a perfect loop; you have to run through very narrow and cramped hallways to circle back, leaving too many opportunities for getting trapped. Secondly, there's a bunch of spawn points located in the ceilings all throughout, meaning an unlucky mob can just appear in front of you and easily block you off.

After wiping a couple of times, my team decided to camp instead. The one feasible holding point we found was an offshoot near the end of the blue river part of the ride. There's a small hallway and then a ramp leading up to a door. Have one support on welding duty on the back door. Two other supports at the base of the ramp can easily lock down the zeds streaming through the small hall. The ramp also gives elevation for clear shots from demos and sharpshooters standing behind the supports.

Luckily, the game seems to be bugged because we only encountered a handful of scrakes, maybe about 4 or 5 altogether, no exaggeration. Tripwire might have also fixed Wave 8 since it seemed less intense than I remembered.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Newest medic gun is the best because it is really efficient in terms of damage for your ammo. Even on HoE, it pops heads on clots, bloats, crawlers, and gorefasts in one shot. The rate of fire and the way it recoils is low enough that you can fire semi-automatically with taps. While the other med guns may have higher mag capacity and ROF, they require more shots to do the same job.

The M7 basically makes Medic a light Commando with all the Medic benefits of run speed and armor.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
The M99 nerf is interesting, makes each shot cost 250 now. It's a move in the right direction given that it can one-shot scrakes across all difficulties, but the new higher ammo cost makes it more in line with pipe bombs (expensive, situational, and reserved for certain enemies) than an actual primary weapon. That leaves sharpshooters who want to carry the M99 with only their M9 pistol and I guess a machete to deal with everything else. If they drop the price to 100 per shot or even 200, I think it would be much more viable.

My preferred sharpshooter loadout is now Crossbow, MK23, and the .44 Magnum. The MK23 is probably my favorite weapon due to penetration and magazine size, the .44 is just a backup with a ton of reserve ammo in case poo poo goes down. Even though it takes two shots for each scrake on suicidal and hell on earth, the crossbow is pretty handy once you get the nuance of the hitboxes down.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
On normal through hard, make sure you are square in front of it and aim at where its "nose" would be (this varies with each event model but it should be close to center of the oval). As point of reference, on the normal surgical mask scrake model, I aim near the top line of its mask.

On suicidal and hell on earth, make the first shot as normal which will stun the scrake instead of outright killing him. Now take a moment to reacquire your aim and wait because you have a generous 5-8 seconds before he charges, but if you gently caress up he'll come barreling at you immediately. His head will be shaking from side to side now. This is the most important part: the right moment to hit him again is when his head is in line with the rest of his body, i.e. centered and facing you; hitting him while he's glancing to either side will just piss him off. Again, make sure your aim is centered on the "nose" to put him down. Sometimes his head might be tilted down, in which case you want to hit him at the jutting peak of his forehead.

(This is assuming you are asking about the crossbow, of course)

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Just beat Moonbase on HoE without the typical zerker kiting strategy since I was kinda getting bored of it. The cramped quarters, anti-grav, and overshooting lunging crawlers would have made it a hassle anyways. My team setup was four medics equipped with trenchguns and whatever else (mostly flareguns), then two berzerkers with the Dwarfs axe. We basically just ran around indiscriminately lighting poo poo on fire, and then shotgun jumping away whenever we raged an FP or scrake. The zerkers worked as linemen knocking back any pissed off scrakes with the axe knockback. The funny thing about the antigrav is that you can have an FP indefinitely raged and dodge all his attacks what with the AI's bad vertical attacking ability, the hilarious range of shotgun jumping, and the set-on-fire animation. It was really refreshing not having to melee kite them around, but I know this strategy wouldn't have worked without antigravity and fire :supaburn:.

Another funny thing from that match, when things got pretty hairy on Wave 10, literally half a dozen spectators who had apparently been silently watching our match up until now then started freaking out that we were just loving around instead of "playing seriously" :what:. We still managed to get a win in the end, but excuse us if we were playing a game for our own stupid enjoyment rather than your sweet cheevos. I mean, if you're lame enough to watch an hour long game without participating just to get a lame achievement, don't start sperging about your OPTIMAL GAMEPLAYING STRATS.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Claymore is the best, IMHO, because it stunlocks scrakes across all difficulties and is not much slower than the katana. Its attack length and arc also makes it good at whacking away crawlers in mid-air with more margin for error than katana. Since claymore can now do all things in one weapon (as opposed to carrying katana for general killing and fire axe for heavy zeds), you can use the weight saving for other weapons. My favorite loadout for berserker is claymore, LAR, and flare revolver.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Anybody else getting bugs with the scoreboard formatting? Sometimes it will leave a name completely blank, or there'll be somebody's ping floating off of the scoreboard.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Grenades are your best bet at killing fp's as a support because they get damage and carrying capacity increase like demo's. Toss two at an fp's feet, then hit them hard enough (i.e. hunting shotgun alt fire) so they enter their aggro animation while your grenades prime. This is with level six and HoE numbers, not sure where this scales at lower levels.

Also, after the nailgun, the combat shotgun is the worst shotgun in my opinion. It's a compromise between the AA12 and shotgun but with insufficiencies like small magazine and less ammo that make it ill suited for trash killing or heavy zed stomping. For trash zeds, the standard shotgun is fine because supports have superior penetration, meaning you don't need rate of fire, just a shot ready for whenever a group of enemies clump up, which the 8 round tube and ability to load shells piecemeal lets you do; the HSG1 is a fine side grade if you prefer larger magazines and magazine reloading. For heavy zeds, the hunting shotgun is great due to damage spike (it's also a good trash killer once you're comfortable with the way it patterns), or the AA12 which actually has weaker pellet damage but has a big enough mag for sustained DPS, unlike the combat shotgun. The combat shotgun rate of fire is out of place for the support perk because, again, you want to use your superior penetration to take out swaths of dudes instead of firing quickly into one target. For the dubious bonus of automatic fire, combat shotgun has less overall ammo, a six round magazine tube, and slow one-shell-at-a-time loading, all of which means you will spend most of your time reloading.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Objective mode on Hell on Earth is absolutely brutal, you have to practically game the system to win as even level six. Here's how my buddies and I managed it:

Wave 1 (kill all enemies): Spawn as sharpshooter or demo, drop your weapons, and suicide in the first few seconds. Then, before the round starts, switch to the class you want to play as (one firebug is pretty useful in this wave). Leave one enemy alive while you shuffle the weapons to the trader. The suicide/weapon drop trick is kind of necessary because if anyone dies, they'll be too cash poor to be effective for the other waves.

Wave 2 (welding power breakers): You need at least one firebug. Everyone else should be berserker (or whatever your best class is at killing fleshpounds and scrakes). Just as the round starts, go back to the beginning train tracks area where you first spawned. Facing right (of where you first spawned in wave 1) is a ticket booth with a roof top. Have someone crouch near the edge of the booth that faces the stairs. The firebug then uses the railing on the stairs leading downwards as elevation to jump on the crouched guy's head. Crouching guy does the old Counter-Strike jump boost to get the firebug onto the roof. Nothing is able to hit him now except for husks (hence why you want the guy on the roof to be a firebug for the fire immunity). You want all of the zeds to be distracted by the firebug so stay away from that area and concentrate on welding the breaker boxes in the area below. DO NOT kill enemies unless its unavoidable; zeds will keep spawning indefinitely, and you'll eventually summon a bunch of heavy zeds if you don't hold back. Kill the occasional fp or scrake that wanders into the lower area but mainly focus on welding. Once the doors are opened, then you can kill everything.

Wave 3 (escort Lockheart): Wave 2 is the big hump but I've seen teams disintegrate at this point, too. Team composition is really important here. We went with the boring but dependable 2 medics and 4 berserkers team. The medics stay on Lockheart (make sure they have full medic grenades and two med guns to switch between for maximum healing). Two of the berserkers do the usual kite routine around the park except WITHOUT killing; again, enemies will spawn indefinitely and you'll make it harder on yourselves if you start indiscriminately killing things. The other two berserkers escort the medics and Lockheart. We found it useful to have these berserkers armed with the Dwarfs axe for the knockback to keep poo poo off Lockheart. Once Lockheart is safe, you can then finish off the remaining zeds.

Wave 4 (defend Lockheart): Team composition again is crucial here. You'll want at least one medic to stay on Lockheart because the zeds will be heading for him. Demo is kind of tricky here because everything is so cramped, making explosives pretty dangerous to yourself, plus the smoke can hamper your medic's healing. Berserkers are also iffy here due to the fixed fighting position plus sirens can really chew them up. Sharpshooters really need to examine their own abilities; they can be quite useful but the limited sight lines and the fact that most of the zeds will be facing Lockheart can make headshots difficult. Firebugs are actually useful here because the flamethrower has good ammo management and will pierce through the mob that surrounds Lockheart. My team just went with one medic, a firebug, and four supports that brute forced the heavy zeds while Lockheart tanked the damage.

Wave 5 (get the gold): You can actually get a head start for the gold even before the round starts. Buy whatever you need at the trader then immediately head for the safes while Lockheart is still talking. Coordinate it so that there's somebody at each of the three safes before the round starts. Gold carriers should be medics or berserkers for the armor/damage resistance. I find that the zeds will mob up on just one guy, the other two carriers are usually safe. Team members who aren't carrying gold should be flexible and keep an eye out on whoever's getting mobbed. The pier area is the most dangerous because of the narrow chokepoints.

Wave 6 (kill the patriarch). This is ironically the easiest round, in my opinion. Just do whatever pat strategy you think is best. Medics with crossbows is the popular surefire strategy these days. The area you're in is as good a place as any because all the boxes around the pier gives you cover against his machine gun and corners to juke around when he charges. The convenient health bar also lets you have an idea of how many syringes he has and when he'll run away.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Objective mode remains poorly implemented. Adding tasks in the middle of what is essentially endless horde mode would be interesting if they took the time to balance spawn rates and locations with it. Unfortunately, I don't believe Tripwire actually playtested KFO-Frightyard on Suicidal or HoE. The objectives are now luck dependent, which is bullshit when combined with the already difficult challenge of fighting off the bigger zeds (that will keep spawning until that random bloat spawns or slot machine combo triggers) at higher difficulty levels. Counter-intuitively, the best strategy is gaming the system by NOT killing enemies and kiting them around just so those fleshpounds/scrakes won't show up.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Cage posted:

I like it, it breaks up the maps where all your team does is sit in one spot with their backs to the wall. I dont know if its poorly implemented, I know its much harder than the regular maps though.

My buddies and I beat Steamland's objective mode, but we had to resort to bugs and cheesy quirks in the game to manage the higher difficulties. Trust me, objective mode is simply badly designed and implemented. Just look at the global achievements and you'll see that hardly anyone has beaten it on Suicidal or Hell on Earth difficulties.

We've been trying to beat Frightyard on the last two difficulties for a whole evening now and it doesn't seem feasible. You say you like it because it's a break from the typical strategy of holing up in one spot, which is dumb because almost half of the waves require you to do just that. Except now you have to contend with endless heavy zed spawns and other bullshit like progress ticking down if you move from the spot (crane lowering) or progress resetting if you let too many enemies get close or getting screwed because of enemy pathfinding (bloat collecting).

Steamland was slightly easier to accomplish because you had Lockheart to redirect and tank damage. As closeted republican noted, the big problem is that the fp/scrake spawn rates is simply ludicrous and now you don't have such an NCP crutch on Frightyard.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Except all the inherent design problems exist across all difficulties. The game does not have a sophisticated live AI director like L4D's which parcels out enemies at appropriate moments and could handle something like objective mode. Rather, Killing Floor simply checks how many entities are on screen and spawns more if there aren't enough according to the spawn tables for that wave.

poo poo gets really silly when the spawn table includes fleshpounds and scrakes as early as the third wave when players are still low on cash or penalized with likely deaths. The problem is exacerbated because, unlike normal mode, there aren't a fixed amount of enemies or set recovery periods in between the big zeds. The game simply constantly spawns enemies at you, with each spawn giving rise to either a problematic scrake or fleshpound. Objective mode actually punishes you for being too zealous or effective because every clot or crawler you kill has the chance of being replaced by a scrake or fp.

"You don't have to conquer all game modes" doesn't even begin to address the problem with objective mode so I don't even know what aimless point you're trying to argue.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
A small patch fixing the new LAW and crane achievement was released this morning. They also claimed to have tweaked Frightyard, though I don't know if they did anything to the objective mode version of the map. Anyway, my team and I managed to beat it KFO-Frightyard on Suicidal and HoE and it was an utter draaaaaag. Here's some hints:

Wave 1 (kill all enemies): the important thing to do here is to not immediately head into the first area. Instead, use that timer to drop weapons and cash, kill yourself, and respawn as a different class. So start as a Sharpshooter or Demo, drop your crossbow/M79, and then go as your preferred class so you'll have extra weapons to sell later on. It's only clots, crawlers, bloats, and gorefasts in this wave so it doesn't really matter what class you chose (though a firebug doesn't hurt since everything is trash).

Wave 2 (collect 2 parts in locked trailers): a way to completely trivialize this part is to have someone join as a spectator for the round, which lets them ghost through doors to tell you where the parts are. If that's too cheesy for you, I guess split up and hope you don't get too many double sirens behind your doors. Once you get all the parts, leave one zed alive and unweld the rest of the trailers for the ammo/drops inside. This can help your demo's really save some money.

Wave 3 (stand on plate while crane lowers): this part requires somebody to stand on the plate. A good choice is medic as the medic armor will help in case he has to tank something. The next requirement is a berserker, who'll draw most of the zeds to him and run laps around the trailers and away from the rest of the team. You might want to spare another medic or even a second berserker to help the kiting zerk in case a second fp shows up, etc. The rest of the team babysits the medic standing on the plate. It's very important that both teams only kill if they absolutely have to, since enemies will keep respawning until the crane timer runs out. Once the crane is down, you can run away freely to kill the rest of the zeds.

Wave 4 (draw 10 bloats into a pit, don't let anything else fall in): this is the hardest part. A variation of the wave 3 strategy worked for us. Have one berserker at the base of each ramp, they'll be kiting in independent circles (one around the trader and the other around that stack of trailers). The other four standing at the platform need to be able to handle any scrakes or fleshpounds that wander along, so maybe go sharpshooters or an extra emergency berserker. A medic is also useful since the bloats will likely hit you with vomit a couple of times before dropping into the pit. The four guys on the platform should bodyshot bloats with their 9mm to get their attention and draw them away from the zerkers. You'll have to kill anything that heads to the platform because the counter will reset if too many non-bloats jump in. A lot of this still depends on luck/random spawning, we had to retry a bunch on this wave.

Wave 5 (use the slotmachines until you win 2 tanks of fuel): this is the homestretch, the difficulty goes significantly downhill from here. The gas station fortunately is open enough for berserker to kite away FPs and deal with scrakes. Just make sure you have people constantly working BOTH slot machines to maximize your chances of getting fuel. A good thing to have is the key bind for dropping 1 pound so you're not wasting too much money on each crank.

Wave 6 (survive for 1:30): now the game turns back into a normal game of Killing Floor, though at a high level wave so expect all possible zeds. You don't even have to fight in that open area around the boat; it's sometimes better to fall back inside the gas station and let them stream through one gate.

Wave 7 (patriarch round): this should be easy if you're used to beating the patriarch on these difficulties. Again, the gas station is a good spot because the roof over the pumps protects you from Colonel Sanders guy's bile cannons. Plus you have several trucks to duck behind after he charges and whips out his minigun. The winning strategy at these levels is to go medic with flare guns or crossbow to take the hits, with a demo or two mixed in for actual damage.

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moot the hopple
Apr 26, 2008

dyslexic Bowie clone
KFO-Transit is bugged so that you can't progress past Wave 1, classic Tripwire. End of the line, indeed.

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