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Below are listed my common loadout picking either of them depends from situation (map, team etc.):
Different loadout exist also for other perks. As you see there are many loadouts to choose from. To be honest I even think that there are too many guns in KF/ScrN.
There are already "passive" abilities in KF. For instance, Command gain reload bonus with all weapons or Sharpshooter gain headshot damage bonus with all weapons. But off-perk combos such as Commando carrying SCAR+M32 or Sharpshooter carrying XBow+SCAR are not seen that often in ScrN, because there are better on-perk alternatives.
Try this one:
ScrN Brutal KF Bundle
I'd love to try using an AR with the flamethrower, or(if things didn't weight so much), a medic pistol, flamethrower, and a shotgun for backup or something. Or that there was any reason to play medic, because it's just better to get something for superior DPS and a healing gun as backup(but then again, once someone is swarmed, there is no way to save them).
I dunno, I'm probably finding far more to dislike than there otherwise would be for the simple reason that I simply cannot manage to do anywhere near well. Even Normal/Classic is harder than most games' "Beyond Impossible" difficulty level, and nothing I do seems to make any difference whatsoever...
Speaking about Normal game difficulty - I'm thinking about making it more friendly to newcomers. And yes, at the beginning KF feels very hard for new players. I rage-quit it 3 times myself before getting into it. And look at me now - 3k+ gameplay hours
M79Inc is a very good weapon. It doesn't do much instant damage, but it does a lot of Damage over Time (DoT). Shoot an incendiary grenade into a zed crowd, then switch to other weapon (Flamethrower, Tommy Gun, Trench Gun) and kill fast zeds that got close to you while slow zeds will burn to death from M79Inc.
And I dunno, that hasn't really been my experience. My experience with the M79Inc has been closer to "Shoot one grenade, zombies get 5m closer during reload, shoot another grenade, zombies grab me, switch to other gun, maybe kill them in time to barely escape alive". I can kill zombies five times as fast with the MAC-10, and it has far more ammo too. Trench gun has been fairly similar, too much time spent reloading to clear zeds fast enough to survive. The tommy gun is similar to MAC-10 just honestly, worse since you spend longer reloading.
The guns in this game have way too much offtime, and even swapping them costs you precious meters between you and the swarms.
Also, what I meant by passive abilities is stuff that works while NOT using the perk, specifically the gun-buffing ones, so they're more useful off-perk. Sharpshooter gets a lot of options, but Firebug, Gunslinger, Medic really don't.
Speaking about M79Inc, you don't have to shoot twice in a row because burn effect doesn't stack, DoT from 1 grenade is the same as from 2. So shoot once -> switch to other gun to kill zeds next to you (you can skip half of reload that way) -> switch back to M79Inc -> repeat.
Pro-tip. In Killing Floor it is very important to prioritize zeds that are coming at you - that is choose what to shoot first and what to shoot later. For example, Gorefasts are very fast and you will probably want to kill them sooner. Sirens and Bloats are extremely dangerous in close range, but if they are far then you can focus on other zeds first. Scrakes and Fleshpounds are not dangerous until raged, hence you need to kill all other zeds nearby first, then kill them as fast as you can (before or soon after they get raged). Typical mistake is to rage Scrake or Fleshpound and then realize that you have switch focus on smaller zeds that already have got you.
I think that fire damage reduction on Firebug is fine just the way it is now. I don't really like how it makes you immune to Husks, especially since I dunno, they don't feel very dangerous to me. They were at first, but they're easy to pick off. Also, I really dunno if 75% faster heal really means much. The line between having time to save someone and not having it is extremely fine. And ah, I did not realize Scrakes raged too. We usually try to kill both scrakes and fleshpounders as fast as possible, because they're extremely tanky, and extremely dangerous.
And eh, stalkers are really harmless. Crawlers can be as hard to spot, and they can jump behind you, blocking your path, while also being far harder to hit. We haven't found welding doors to be very useful so far. We usually try to stay in a two-exit spot(as rare as they are), or open areas so as to be able to kite a bit once the zombies have concentrated into one swarm. Neither really works, but we're seriously out of ideas here. I'm honestly somewhat confused why my friend enjoys this so much, it's punishing far beyond reason :')
Also, you might want to look into nerfing the damage the Patriarch does. We were about to win a game on Hard today, the Patriarch was down to 1000hp, and then it suddenly started shooting. We both died within half a second of each other. We both had full Horzine armor. Then again, the fleshpounder isn't much less problematic, and that ScrN zed who can block with his arms can be even worse at times.
Now I think I know why Normal seems too hard for you and why Hard seems the same as Normal. ScrN Balance limits perk bonuses according to difficulty. By default, Hell on Earth and Suicidal are capped at level 6, Hard - 5, Normal - 3. It means that even if your perk level is 6 but you are playing on Normal, then you will get only level 3 bonuses. Switching to Hard raises cap to 5, so you will get higher bonuses and game will feel easier.
I will do some balance job for Normal difficulty, but until then you can raise level cap yourself by changing ScrnBalanceSrv.ini (located in KillingFloor\System\ folder)
Just change BonusLevelNormalMax=6 and see how it will play. I don't recommend setting level caps above 6 because all perks will become too OP - game is primarily balanced for level 6 perks (it is max perk level in vanilla).
I personally feel like a lot of the difficulty comes down from the fact that there usually just isn't anywhere to go, the zeds spawn too close to you(often literally on the top of your head) and are far too difficult to kite, and that being touched by a zed tends to be a death sentence due to the grabs.
If you want to kite then I suggest taking Berserker, Medic or Gunslinger due to speed bonus. But not all maps are kitable. I think Mountain Pass is the easiest one to kite.
And yeah, but kiting is kinda really necessary. Very few things in the game seem to be capable of clearing zombies fast enough even if they're only approaching from one side.
And I'm afraid that my friend probably doesn't really want multiplayer beyond just playing with me, and I'm not really as much of a fan of the game as to play myself.
Speaking of multiplayer - I dislike how many guns are locked behind otherwise would-be-easy achievements that you can't really do without a bigger team. I overall think that far too many guns are locked :C
Anyway, I have to say: Heavy machinegunner and horzine technician both seem extremely strong, far stronger than any other classes, whereas the Sharpshooter feels extremely weak - the headshot damage is nice, yeah, but the perk's guns punish missing very heavily while having extremely distance-unfriendly sights, to a point where I find it far better to just go Commando. The fact that the 9mm is preferable to the LAR, the knife is almost preferable to the crossbow, and Commando ARs are vastly preferable to the guns I've unlocked so far speaks great volumes.
Also, I hope you don't mind how critical I am being. I usually am. Comes bundled with crippling depression I guess.
Achievement locks are optional. You can unlock all guns from the start by setting bUseDLCLocks=False in the ScrnBalanceSrv.ini.
Sharpshooter is one of the strongest classes when you master headhots. Hitboxes in KF1 are weird and sometimes bugged - it takes time to get used to.
I support and appreciate constructive criticism.
I actually like the sense of advancements that achievement-locks give, but a lot of them seem very close to infeasible to obtain, not without 6(or 3 at least) people for teamwork achievements and extremely optimized strats to get the tougher achievements.
And besides, it's inconsistent - katana is insanely hard to unlock, while Horzine/heavy machinegunner both have insanely OP guns that have trivial or no requirements.
Also, for a change: I think that ScrN Hard(the one with 4 waves) gives far too much dosh between money. Usually it's possible to obtain everything after the first wave, sometimes after second, and then it's just unnecessary money you've nothing to do with.