Killing Floor 2

Killing Floor 2

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Aztrel Oct 25, 2017 @ 9:57pm
[Hell On Earth] | General | Quarter Pound Spawn Rate is way too HIGH!
:Fleshpound: I play on Hell On Earth most of the time ( except for getting daily missions and weeklys and Since this update I haven´t won any game on HoE due to the epic Quarter Pound bs flooding....
They can begin appearing in wave 5 and they are the most disgusting thing I´ve ever had to deal to.
Ok you must say "They dont have much HP" and yeah they dont have any and its kinda easy to deal in early waves..
The main problem is on later waves ( 8,9 and 10 ) where you can get 8 Quarter Pounds at the same time.. With 6 players?
NO! you can get those 8 QP with 2 players.. I, personally hate this because they hit pretty hard and the Zerk melting is ♥♥♥♥ing real..
Also, not quite satisfied at wave 9+ you can get a horde of 3 QP with 1 Flesh Pound...
Oh and they can spawn raging... good... pretty good TWI...
Decreasing the Spawn Rate or the Power of this "big zeds" would be a cool idea...
"Quarter Pound was a big mistake, God; Help us all" :wololo:
[> Quick Update <]
I´ve never said it was hard.. actually I stated the lower hp they have
My only Statement is that they spawn pretty much even in solo Runs.. It´s time to say that Hell On Earth is not supposed to be easy and I agree to that.. even sometimes HoE just becomes inhuman due to different factors.
I´ve played whole 6 player HoE runs with good team compositions.. very good compositions I have to say. and still lose by the massive QP flooding.
I dunno I maybe have to get used to see atleast 10 QP on later waves ( Discarding the other 300 zeds lmao... )
Last edited by Aztrel; Oct 26, 2017 @ 12:32pm
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Showing 1-15 of 29 comments
Blue Oct 25, 2017 @ 10:33pm 
They die really fast though. As a survivalist I can kill them in 2-3 hits from rpg, double barrel, or rail gun.
spearten.com Oct 25, 2017 @ 11:05pm 
NO.

These little guys are the only thing adding difficulty in the later waves and are fun to fight earlier. You can take out 8 of them easily with 2 players, no matter what perk, depending on which weapon of course (don't expect a 9mm to work well duh).

It is NOT a cool idea to decrease their power. They have the right amount of power. Just take them out before they get to you.

The Quarterpound zerg rush is the only thing at the moment that pushes players out of camping spots more easily.

These guys are ok to spawn raging, since they run with open arms, exposing their weak points, and have enough health to be taken out before they get to you.

They hit hard but have mediumish health.

They were not a big mistake, they are a zed variation that changes gameplay.

And what's wrong with a horde of them and a fleshpound? We already have spawns where 3 fleshpounds spawn at once...this is somehow worse to you?

They do not need any nerfing. The game is still winnable despite their existence. They just change the pace a lot.

Heck, a demo can just one shot each one with an RPG, a Firebug can handle a few well with the microwave gun, a sharpshooter or gunslinger can make quick work of them, and even commandos can take them out quickly with tier 3 weaponry and above.

"Zerk melting". What is that? Zerk's dying fast? Lol. Blocking will work wonders for that. Zerks can handle quarterpounds very well, especially with the pulveriser.

They are a mini large zed that all perks can take out in their own ways, and prove their strength in numbers and damage, but can be taken out simply with the team putting cohesive focus on them.
Last edited by spearten.com; Oct 25, 2017 @ 11:25pm
Bape Oct 25, 2017 @ 11:25pm 
Git gud
spearten.com Oct 25, 2017 @ 11:25pm 
Originally posted by King Bape:
Git gud

Yeet.
Julia Oct 25, 2017 @ 11:30pm 
Nooooo it makes the game better and harder. it's a great idea to tw.the quarters pounds break the camping of a team. i totally approve :Fleshpound:
rogan Oct 25, 2017 @ 11:52pm 
I recommend a balanced breakfast team composition.

A demolitions, support, gunslinger or sharpshooter make very short work of them. A demolitions will knock them all down like bowling pins with his rpg and from there they're very easy to finish off.

Hell, firebug with spitfires can down them pretty quickly. I personally don't think they're any more scary than couple fleshpounds. yeah more smol bois = more damage, but you can wipe most of them out before they reach you unlike with bigboi fleshies sometimes.
BROLY 32 Oct 26, 2017 @ 12:09am 
Funny, a Pyro with MWG kills 4 of them at the same time in 3-4 seconds on a 6 man HOE without anyone getting touched.
Morton Koopa Jr. Oct 26, 2017 @ 12:11am 
I think I'm leaning towards the camp they actually make the game easier. Seems to be less real fleshpounds...
Last edited by Morton Koopa Jr.; Oct 26, 2017 @ 12:11am
Nero Oct 26, 2017 @ 12:42am 
I think most of player just got panic when they saw many FPs show up. Many time i saw team getting kill not because of FPs but because panic all of them focus on FPs but forgot trash and you got pin up by trash then FPs just finish you off.
Rippy Oct 26, 2017 @ 12:51am 
I do agree that the Quartar Pound spawns are way too much for solo games, where it floods you with 6-10 of them as well the proper FP or 2.

Unless you are a class that is able to outheal and run the flood of the raging pounds, you are pretty much doomed as any class that cannnot keep up with the Pounds rage cycling, not even a demo with RPG will work, since the reloading will pretty much mean that at least 1 to 3 Pounds will get close enough to start attacking you and it only requires 1 FP in your face to be stuck in the rage cycling.

With the Quartar Pounds on the loose it pretty much made me go Breserker or Gunslinger for waves 5+ and beyond. No more late waves as Commando, SWAT, Support or Sharpshooter.
Last edited by Rippy; Oct 26, 2017 @ 12:53am
Blue Oct 26, 2017 @ 12:56am 
Originally posted by Rippy:
I do agree that the Quartar Pound spawns are way too much for solo games, where it floods you with 6-10 of them as well the proper FP or 2.

Unless you are a class that is able to outheal and run the flood of the raging pounds, you are pretty much doomed as any class that cannnot keep up with the Pounds rage cycling, not even a demo with RPG will work, since the reloading will pretty much mean that at least 1 to 3 Pounds will get close enough to start attacking you and it only requires 1 FP in your face to be stuck in the rage cycling.

With the Quartar Pounds on the loose it pretty much made me go Breserker or Gunslinger for waves 5+ and beyond. No more late waves as Commando, SWAT, Support or Sharpshooter.
Nah, QPs move real slow. By the time it rages and starts charging towards you, you can easily fire 2+ rpg shots. Even if it's already charging at you, you can open up distance by jumping around since they don't turn very well and they are vulnerable to hits when they try to attack. I don't see how people have problems on single player with them when I can solo a horde on 6P HOE with offperk double barrel or crossbow. In solo they have low enough health swat can just unload on them and kill easily. Support, any shotgun but starter one, penetration kills multiple QP. Sharp has it easiest. Railgun, crossbow, centerfire, will finish QP very fast. Haven't used Commando enough to form an opinion on the perk. Of course you should be aiming for their weakspot.

Edit: After checking wiki. A double barrel will kill a 2 player HoE quarter pounder in two body shots. If it did 6 damage more, it'd kill a 3P in 2 body shots. It also has penetration to kill multiple QP at same time. This is offperk of course.
Last edited by Blue; Oct 26, 2017 @ 1:08am
rogan Oct 26, 2017 @ 1:05am 
Originally posted by Rippy:
I do agree that the Quartar Pound spawns are way too much for solo games, where it floods you with 6-10 of them as well the proper FP or 2.

Unless you are a class that is able to outheal and run the flood of the raging pounds, you are pretty much doomed as any class that cannnot keep up with the Pounds rage cycling, not even a demo with RPG will work, since the reloading will pretty much mean that at least 1 to 3 Pounds will get close enough to start attacking you and it only requires 1 FP in your face to be stuck in the rage cycling.

With the Quartar Pounds on the loose it pretty much made me go Breserker or Gunslinger for waves 5+ and beyond. No more late waves as Commando, SWAT, Support or Sharpshooter.
Solo they're hilariously easy. I just did a solo HoE and killed a wave of 8 of them with the flamethrower without any of them reaching me!

Demo struggling against them??? Oh please. One RPG and they're all lying on the ground with critical health.
Last edited by rogan; Oct 26, 2017 @ 1:07am
ReBoot Oct 26, 2017 @ 1:47am 
Frankly, 10 wave games have always been a drag. 8 QPs? What about 3 FPs and 2 Scrakes at once? Now thats a menace! Well, wave 10 isnt supoosed to be a cakewalk, but its ridiculous. Wave 7 in medium games is easier than wave 10 and wave 4 in short games even more so.
Duke Oct 26, 2017 @ 2:21am 
I still prefer 2 QP over a FP. I think they make the game easier.
Hitt Oct 26, 2017 @ 3:01am 
Please NO. No more nerf to hoe.
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Date Posted: Oct 25, 2017 @ 9:57pm
Posts: 29