8/28/2023 0 Comments Killing floor 2 demolitions weak![]() ![]() You can get up to a 50% headshot bonus from the chain-combo perk Rack 'Em Up, a 25% Damage Bonus from standing still, another 30% damage bonus from crouching, and another 10% bonus to damage and recoil from aiming down sights. They get basically nothing in the way of ambient perk bonuses: 25% Headshot Damage, 25% Recoil Reduction, and 50% faster Weapon Swap at maximum rank. This is exacerbated by Sharpshooter having almost no features. Explosives and splash weapons are king in KF2, and the balancing is so trash that multiple heavies and bosses actively resist the Sharpshooter's key damage types. The edgelord HoE Solo players will insist Sharp is balanced, but when I can juggle 4 Fleshpounds with the RPG and kill them without a scratch, and Sharp is crying desperate to land a single fucking headshot on them as they run at max speed with the grinders blocking their fucking face, you know there is a problem. The developers hated Sharpshooter apparently, giving Sharp very few actually good options even when Paid DLC weapons came out! Since the game often is about killing lots of trash in high volume, Sharp's lack of ability to get any real concession on their headshot mechanic dependency has caused the class to permanently be shelved, seemingly by the developers themselves. Multiple classes got huge balance patches, it's to the point where Sharpshooter is so bad that they have virtually no role in the team except as the try-hard Designated Marksman who is worse at headshots than Demolitionist is, owed to their weapon selection and class-specific counter-design. In a game as frantic as KF2, splash weapons, auto-fire, low recoil and high RPM weapons are king, and Sharpshooter's often single-shot and utterly featureless firearms are lacking. Sharp these days is focused on using chain-kills of trash zombies to build up a combo so they can make headshots happen, something that runs totally fucking counter to their design. When it launched, KF2 expanded on the Headshot Mechanic by making EVERYTHING fucking block its face or dodge if it sensed you leveling ironsights on its head, which unfairly amped the difficulty of making headshots as Sharpshooter. 44 Revolver, or MK23 as a sidearm to make snappy headshots on Gorefasts and Bloats specifically.Īs it's a "Zombie Game", headshots are basically the currency of an effective team (sans Firebug's flamethrower), in fact in KF1 the Demolitionist had to get headshots even! This is coz a graphics bug with the explosions where headshots would cause the explosion graphic to play behind your target. Back then, the balance was such that it was a good idea to pack a Handcannon. If you didn't practice snappy headshots with the 9mm and Lever Action, you would usually have a pretty rough time. Much of learning Killing Floor 1 was spending lots of time with the starter 9mm Pistol and figuring out where to hold for headshots on Clots, Bloats, and Gorefasts. Because the rest of the team was often focused on killing trash Zeds like Clots, Gorefasts, Crawlers and Stalkers, it was on your teams Sharp to stay ontop of the big guys and make sometimes tough shots (owed to the clunkiness of KF1's everything including hit registry). ![]() In the Killing Floor 1 days, Sharp would be required to help the team stay alive through eliminating heavy and high priority targets like the Fleshpound, Scrake, and Husk. So here's the deal, precision play for Sharpshooter used to be a feature, not a glitch. Rest of the rant about the design of the Sharpshooter class in Killing Floor 2. It's important to have a minimum standoff distance for enemies to be positioned, and KF2 doesn't practice this basically at all, so you can get enemies clipping through you and multi-hitting your ass dead. Games like Deep Rock Galactic have their melee units hang about 0.5 to 1 meter away from the player's hitbox, that way if you have to point down you can do so without getting super disoriented or having point of aim adjustment issues. If you need to shoot something super quick and are configured for a reasonable distance, something getting up into your face super close is bad. ![]() When things spawn next to you, the distance your mouse travels to make minute adjustments becomes far smaller. If a target gets TOO CLOSE you have dramatically less window to adjust your point of aim unless you have a DPI switch that lets you scroll slower. FPS games depend upon your Field Of View interacting with the math of adjusting your point of aim, so there is a tyranny of trigonometry that depends upon your position and where your reticle is relative to a target. if you're me.Įdit my husband didn't understand the first graph so here's what it is: A TOP DOWN VIEW of the Angle of Movement of one's reticle, with the Player in the Center. I made rambling threats of doing more regarding Killing Floor 2, since it's design is so shit and bad and terrible that you could probably write like a 5 hour long video essay about it and still have more to say. ![]()
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