Killing Floor 2

Killing Floor 2

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Is it a myth? Point blank headshots with rpg do more damage
People always say you have to headshot point blank, but I've headshotted from afar and it seems to do just as much (or almost as much), damage. Enough so that it only takes a couple bullets or an m79 to finish off. With 5 players, or 6 players with medic buff (on sui), I could swear I've one shotted them like this.

So I'm just asking, is it actually better to shoot scrakes heads at point blank?
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1-15 / 23 のコメントを表示
Myth is false. Range doesn't matter for RPG rockets, they'll do the same impact damage regardless of whether or not it explodes. The point blank thing is just to make sure you don't miss.
my understanding is that the impact damage is done the same regardless of range or if the warhead explodes. The important part is to hit it in the head. This is easier at shorter ranges due to less travel time and a closer target.
ppl just say that cause bad aim... also once i hit an uav with an rpg 7 in mw2, just sayin
Nomy 2017年1月30日 17時17分 
Damage is higher if you at a range because you deal both impact and explosive damage. In case of scrake, the explosive damage is minimal. If you can aim for the head reliably, then you don't have go for point blank.
FeelZeSchadenfreude の投稿を引用:
Myth is false. Range doesn't matter for RPG rockets, they'll do the same impact damage regardless of whether or not it explodes. The point blank thing is just to make sure you don't miss.

Right, I actually find it harder to aim point blank because theres normally trash in the way, and half the time I take 1 step too far and the scrake starts attacking me. Now I finally know I can be safe in shooting at distance, so long as collateral aoe won't cause hell of course.

KNEWW IITT!!
WoM | BardzBeast の投稿を引用:
FeelZeSchadenfreude の投稿を引用:
Myth is false. Range doesn't matter for RPG rockets, they'll do the same impact damage regardless of whether or not it explodes. The point blank thing is just to make sure you don't miss.

Right, I actually find it harder to aim point blank because theres normally trash in the way, and half the time I take 1 step too far and the scrake starts attacking me. Now I finally know I can be safe in shooting at distance, so long as collateral aoe won't cause hell of course.

KNEWW IITT!!

Try and get between the trash and the big zed.

"Watch the backblast idiot" - Sun Tzu
It may explain clearly. → Watch here ←
Take care. :envelope::spacepony:
最近の変更はAtlaimondが行いました; 2017年1月30日 19時45分
Atlaimond の投稿を引用:
It may explain clearly. → Watch here ←
Take care. :envelope::spacepony:

it shows the point blank thing, but again. my point is that the rpg does just as much damage at range. Also this video is very old now I wonder if much has changed since then
It's better to not shoot a scrake at all with rockets because ideally someone else whould be dealing with it. But if a Scrake is that close and it needs to be dealt with then it's better to remove any chance of a miss which leads to it just being deal explosive damage or nothing at all.

It's also a clean method of dispatch, where you keep a clean feild of vision so the scrakes does not get back up again and charge through a cloud of smoke swinging when you think it's dead, at the same time, it makes sure that no other Scrake next to it gets agro'd by explosive splash damage.

All in all, you can just RPG one to the head from a distance, but there's the potential for it to miss and or bite of more than you can chew.
最近の変更は|H|H| Fr3ddi3が行いました; 2017年1月30日 20時14分
Objection. Scrakes are vulnerable to RPG impact damage (400%) while resisting the explosive damage (40%), so shooting them with RPGs is a very potent option. [Source: Wiki]

In general, yes, you shouldn't risk raging a Scrake when it's docile and your team is busy surviving on the edge or when you have a Railgun Sharpshooter just begging for that easy headshot. But when you think your team is ready to engage the Scrake, fire away, you have one of the most powerful weapons for that.

To clarify: RPG damage is 150 Impact + 600 Explosive. Scrakes take 600 Impact + 240 Explosive damage due to resistances and vulnerabilities. Demo perk adds more damage on top of that, although I'm not sure if the Impact damage modifier is a multiplier or a stacked value.

If it is a multiplier (20% extra), you might deal around 1.1k damage to that Scrake. One headshot almost kills it if you can hit the head with other guns before or after that. So RPGs are VERY useful against Scrakes if you can hit the head directly or want to contribute to body damage.

As for the original question, you'd deal 30% less damage but you still deal a lot of damage. It just feels more powerful because the explosion is missing, so it looks like a huge crossbow bolt that ricochets the dead Scrake around the room. Also, when a Scrake eats damage, it rages, so it runs towards you at high speed. Therefore, almost all finishing shots are taken at close range if you play solo, which gives off the impression that the first two hits didn't do anything, but the third one KILLED it. That's called superstition.
You should do point blank if you can, it only takes 2 rockets, or 1 rocket and another class helping with head damage. Dropping a nade on them and stunning them will help your first shot, it'll signal to others you're going for the head also.:Dosh:
Well, it's up to you, because you can't kill fleshpounds fast enough if it doesn't explode, both of them have their pros and cons
Point blank -
Pros: Does same damage as explosive rocket, can kill, stumble or knockdown large zeds, kills scrakes faster than explosive rocket
Cons: FP's don't take extra damage if rocket doesn't explode, you lose your crowd control ammo. If you don't like explosions, GET THE ♥♥♥♥ OUT!! ~ Mr. Torgue
It's a different damage type you want to point blank scrakes in the face with rpgs because it kills them faster.
Hans 2017年1月31日 4時31分 
RPG from range shot at a scrake = scrake takes dmg across the body = usually doesnt kill it and would send it flying, making it a future problem.
RPG point blank at a scrake = almost always decaps the scrake and ensuring the kill, if not it will stun or knock it over, allowing the team to finish it off.
Am I the only one that hates arming time in KF2 whatsover? Demo should be punished by blasting himself off if he shoots an enemy too close at point blank (like in KF1), not dealing even more damage with an undetonated rocket/grenade. It feels just stupid.
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投稿日: 2017年1月30日 15時54分
投稿数: 23