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ZearothK posted:They take longer to detonate. Get On Contact at level 5 and they become the best grenade in the game, with the caveat that sometimes stalkers will kill you by existing. What's the rough timer on them? I will definitely get that as soon as I hit 5.
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# ? Jun 24, 2024 14:59 |
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ZearothK posted:They take longer to detonate. Get On Contact at level 5 and they become the best grenade in the game, with the caveat that sometimes stalkers will kill you by existing. Unless you have Reactive Armor, which will in turn make you explode twice as hard ![]()
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Libertine posted:This is probably a stupid question but I'm throwing it out because I can't figure out what's happening. The fuse on those is just longer than grenades maybe by 1-2 seconds.
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If you want to make Commando more relevant, revert his (and the 9mm) ammo count/cost nerfs. ... Okay, just I want more bullpup ammo than God again, please. It was nice being able to just say gently caress it and flip on full auto for trash at times, even if my aim wasn't as mediocre as it is. But instead we got even the varmint rifle getting it's ammo slashed.
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Takes No Damage posted:I bet the 9mm sound is more realistic having fired a 92fs, no it's not
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I haven't played since the week they put in the the nVidia FLEX stuff. Played today with some friends and it's weird but it seems like they turned off the blood/vomit liquid effects. There are still organs/intestines but there's no more jelly blood and I miss that a lot. Have they indeed turned them off or should I delete my ini or something?
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gnome7 posted:Yeah, with Gunslinger out now, Commando is going to need some kind of overhaul to it. Between Firebug and Gunslinger, they just don't have much of a job anymore. To be fair, extending Zed Times is super important in Suicidal/HoE because the level 25 Zed Time Perks are loving nuts.
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Dark_Swordmaster posted:I haven't played since the week they put in the the nVidia FLEX stuff. Played today with some friends and it's weird but it seems like they turned off the blood/vomit liquid effects. There are still organs/intestines but there's no more jelly blood and I miss that a lot. Have they indeed turned them off or should I delete my ini or something? Check your FLEX settings in-game. There is an option for gibs and/or fluids, so you might have it set on one instead of both.
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I'm pretty sure they are forced to low because of instability issues at the moment.
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Ah. I have it set to both and tried turning it off and on again to see if that'd fix it. Oh well, guess I'll have to live without jam rolling down stairs for the time being.
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Farmhouse would be a great map for support if welding wasn't completely useless.
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Dark_Swordmaster posted:Ah. I have it set to both and tried turning it off and on again to see if that'd fix it. Oh well, guess I'll have to live without jam rolling down stairs for the time being. wait what
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Flex tech makes nice puddles of viscous fluids when turned on. And everything sprays blood everywhere. Decapped enemies became fountains if I can remember. It's been a while.
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verbal enema posted:wait what wait what what
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verbal enema posted:wait what
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My KF2 experience is not complete I need that
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Orange Crush Rush posted:To be fair, extending Zed Times is super important in Suicidal/HoE because the level 25 Zed Time Perks are loving nuts. The game doesn't really explain it - does every kill in Zed Time extend it? Or is it every headshot, or is it just that if commando happens to initiate Zed time it becomes longer? I have no idea how it actually works ![]()
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Kikas posted:The game doesn't really explain it - does every kill in Zed Time extend it? Or is it every headshot, or is it just that if commando happens to initiate Zed time it becomes longer? I have no idea how it actually works Here's a bigass write-up from a few months ago about how zed time works and what extends it and what doesn't. It's pretty long so I'll paraphrase in case you don't want to read it: Basically, Zed Time doesn't have time added to the counter, it just resets the counter whenever it triggers- so if you are in zed time and get a kill that triggers zed time, it resets the counter to 3 instead of adding onto what's left. Killing any enemy while in zed time resets the counter and you can do it only a certain number of times. Non-commandos can only do it one time, but commandos can do it up to 6 depending on their perk level. edit: Commando's zed time extension applies to all players, so as long as you have a commando, any player that triggers zed time will end up with one of the same length. CJacobs fucked around with this message at 11:24 on Dec 7, 2015 |
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I hope you guys realize that the gunslinger is going to inevitably be nerfed, as most of the classes have been. As the gunslinger at level 0 is better than some classes with 20 levels, I wouldn't expect every other class to improve to the gunslinger's level.
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OneThousandMonkeys posted:As the gunslinger at level 0 is better than some classes with 20 levels, Uhh.. No it isn't. By far.
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CJacobs posted:Here's a bigass write-up from a few months ago about how zed time works and what extends it and what doesn't. It's pretty long so I'll paraphrase in case you don't want to read it: Right, thanks. It doesn't answer one question - when is a Zed considered dead? Is removing the head enough or does his HP have to go to zero? Cause if it's the latter then boy, I've been missing and awful lot of Zed time extensions.
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Wish the 1858s could penetrate a single enemy at least. I vastly prefer their style over the Deagles; practicality be damned!
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Kikas posted:Right, thanks. It doesn't answer one question - when is a Zed considered dead? Is removing the head enough or does his HP have to go to zero? Cause if it's the latter then boy, I've been missing and awful lot of Zed time extensions. The zed needs to die for the extension to trigger. If you decap a zed, you'll need to bodyshot until it dies or have it bleed out and die during zed time.
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Skoll posted:Uhh.. No it isn't. By far. it does more damage than medic!!!!!!!!!!!
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OneThousandMonkeys posted:I hope you guys realize that the gunslinger is going to inevitably be nerfed, as most of the classes have been. As the gunslinger at level 0 is better than some classes with 20 levels, I wouldn't expect every other class to improve to the gunslinger's level. hey, if it happens it won't be until March at the earliest ![]() But I disagree - Gunslinger 0 isn't better than any other class' 20. Gunslinger 0 is both usable and fun, a distinction also shared with Firebug. This is positive progress - remember how garbage the original 4 classes were at 0? They're ... well, two out of three ain't bad since. ![]()
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![]() I wanted to see if there was a limit to how many c4 the game would let me put down. https://www.youtube.com/watch?v=XYtqBFa_2no There isn't one.
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As a player with extremely bad aim who is only really able to be effective with weapons with a huge damage radius (firebug or zerker, basically), it's safe to say that my gunslinger is not OP. Though I do tend to rack up some impressive assist counts by firing wildly in every direction at all times
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Questioner don't listen to babies, funslinger needs no nerf
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Ruggington posted:it does more damage than medic!!!!!!!!!!! Oh golly gee!!!!!1111111111111111111111111111 ![]()
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I had an interesting bug on Farmhouse while playing Solo; a clot grabbed me RIGHT as I was closing the door in his face and I ended up in this weird limbo where I had the "you've been grabbed" hand prints on my screen, and the clot was clipping through the door and attacking, but I wasn't taking damage and I couldn't move or open the door, nor could I hurt the clot. I was finally able to get free by welding the door, unwelding, and then I could open it. ![]()
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Psion posted:hey, if it happens it won't be until March at the earliest Basically, imagine a class with more damage, ludicrously more ammo, and even less reloading (but with longer animations) than pretty much any other class at level 0, with the added benefit of being able to buy its weapons at a cheaper rate. Wait, you don't have to imagine, because it's the Gunslinger. If they are going to make every class as good as the gunslinger, that would be cool and good. In order for that to be true you would have to assume buffs for failed classes that no one really plays, like demo and commando. Based on history, an incoming nerf seems obvious, because this game is actually real easy with six gunslingers, which doesn't make a whole lot of sense. We could also eventually see a shift to fix lovely classes I guess, but this game already has fundamental balance problems, like trying to give classes niches that don't actually exist, like welding and killing trash. But in their defense, some things have been fixed, like flashlights.
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OneThousandMonkeys posted:like trying to give classes niches that don't actually exist, like...killing trash. lmao
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OneThousandMonkeys posted:because this game is actually real easy with six gunslingers, which doesn't make a whole lot of sense. Look, if you've got twice as many guns, the game should be twice as easy. Totally makes sense! Ruggington posted:lmao Killing trash isn't exactly a niche. Literally every class is wholly capable of killing trash efficiently, except for maybe Demo. But Demo is worse at practically everything, so no surprises there.
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Demo is great at killing trash, just as long as it's all focused on someone other than the Demo. ![]()
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drat horror queefs posted:As a player with extremely bad aim who is only really able to be effective with weapons with a huge damage radius (firebug or zerker, basically), it's safe to say that my gunslinger is not OP. Hello, fellow headshot capacity inversely proportional to need of chain headshots buddy. Commando still has some appeal to me for it's raw ammo capacity, and as cool as Firebug is gorefasts just feel like a hassle when you are early in with just your CnB, seeing how they only get pissed off for being on fire. Gunslinger kinda HAS to have good damage per shot because it's got such low ammo capacity guns. When they turbo nerfed support during that beta they didn't slash it's overall damage, they slashed it's ammo (it sucked). I wouldn't be surprised if they did a lot of number tweaking so the bigger gunslinger weapons were not nearly as strong off perk though. I mean, through the viewpoint of people actually GOOD at this game, they yeah Gunslinger could be seen as batshit strong as they never miss a single headshot and keep that chain headshot talent running all match, and never fire a single shot that kills less than 4 trash at once. Section Z fucked around with this message at 21:44 on Dec 7, 2015 |
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When they castrate the gunslinger into oblivion before bothering to make Hans not a terrible piece of broken poo poo i'll laugh so hard if only to make up for all the cursing and frowning everyone on the server does when the boss coin flip lands on the big "gently caress you" side RoadCrewWorker fucked around with this message at 21:54 on Dec 7, 2015 |
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RoadCrewWorker posted:When they castrate the gunslinger into oblivion before bothering to make Hans not a terrible piece of broken poo poo i'll laugh so hard Having not played in months, how's Hans broken?
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I don't have any trouble with Hans. He's got a ton of tells for when he's going into melee mode, and even then it's not so difficult to just parry him with a knife, especially when he does so little damage once you parry him, except for his one unblockable attack where he just flails his arms around a hundred times. His main problem is just that it's an incredibly long fight, especially when your teammates die.
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# ? Jun 24, 2024 14:59 |
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Gunslinger is clearly overpowered as he's been the only class I've actually enjoyed levelling the entire way and felt useful while doing it.![]()
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