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You really have to think about the skills and weapons you use.
The better the team the better you can use your sharpshooter skills.
It's just no hrg kaboomstick or locust where you really need to be afk to die on hoe.
They should stop buffing balanced things and start nerfing op things.
If you struggle with trash so much as sharp i can recommend hrg beluga beat. It's a good weapon for everything except FP and even works with chaos teams.
A LLLLX T5 Rail actually one shots a SC with one REU stack + ADS and a RPG (T4 or T5 doesnt matter here) needs 3 shots to kill a FP. What you're also forget to mention is that the RPG shoots way slower, needing much more time to kill.
So, no, Demo cant do "the same" with a T4 RPG as a Sharp with a T5 Rail and also, no, a Demo or Firebug cant kill a SC instantly (not with T4 RPG anyway) and a FP in under a second.
https://www.youtube.com/watch?v=p-iE4oufCyw
No one else is getting rid of the 20 crawlers and 10 stalkers all nipping at my feet.
Demo can one hit Decaps a scrake with a rocket at base tier. FP needs 3 hits, or 2 and a stick of dynamite. C4 + RPG + dynamite is dead FP as well. Firebug kills FP with helios rifle really fast as well and doesn't need to even aim.
And with that build, your going to get absolutely swarmed by everything since your reload is way too long.
Big zed hp scales with the current number of alive players during spawn.
Some of your combos there cannot kill a Scrake or FP at HOE difficulty with 6 alive players.
For HOE and 6 Players
Demo need a +1 rpg to 1 shot scrakes.
Demo needs 3 rpg to kill a fp. C4 and rpg are interchangeable for damage but 1 dynamite cannot replace either one for damage.
Google "kf2 spreadsheet" for the raw data of the game.
Dynamite does not replace a RPG or C4; you can stun them with it; though.
Nothing kills a FP as fast as a Sharpshooter with a Railgun. Those are facts; there is no arguing about them.
But in KF2, the Sharpshooter is kind of almost complicated.
Reason: Movement speed.
This hurts the Sharpshooter, since it requires a lot of precision and speed when it comes to eliminating each type of Zeds. Clearly we all know that this perk is his role to take out the Big Zeds, but if your team isn't focused on protecting you from the Trash Zeds or they are attacking the Big Zeds with AOE allowing you to rage them. So it's your nightmare as the perk you play it.
I feel at the same time playing Sharpshooter and it costs a bit to improve the precision. But when you grab his hand on every headshot, you'll see that this perk is totally awesome. A pity that depends on the team that touches you, if you go with friends, it is easier to organize. But in public, you will see a lot of Firebugs, Demolitionist and Survivalist messing with the AOE and hurting your accuracy. And that if they don't protect you from the Trash Zeds, but if the Medic gets distracted and doesn't heal you.
In short, the best weapons that I recommend are the following:
Zeds Trash: Winchester 1894, SPX 464 Centerfire, Crossbow, HRG Beluga Beat, HRG Head Hunter, Mosin Nagant, Compound Bow.
Zeds Bigs: M14 EBR, HV Storm Cannon, Rail Gun, FN FAL ACOG, M99 AMR.
And the skills that I recommend: R / L / L / R / R
Tactical Reload I recommend when you use: Raingun, M99, Crossbow and Compound Bow.
And well, to want to buff the Sharpshooter a bit. Maybe improve 10% or 20% of some skills. And add a passive bonus, movement speed increase to 10%.
Rail... LLLXX
M99...LLRRX or LLLLL if you want to try and hit a meme FP one shot (needs Zed time/Medic buffs + REU stacks)
Some people say chaos perks are overpowered, so they want SS to be left alone and everything else nerfed. I can't take that kind of view seriously, because what they really want is just to make the game harder. Same people want hemogoblin/clobber and healthrower nerfed to the ground, generally. And I would like to have THE NEXT difficulty implemented which would go after HoE to make the game harder too, but not with that trashy approach. A weekly of that sort exists, but only as that. So just implement that weekly into the base difficulty pool, that would be so much faster and easier. And buff SS.
SS is the most extreme example of a perk in KF2 that not just requires common sense and goo performance, but exquisite execution as well. It's the #1 unforgiving and skill issue perk.
I still argue and agree, that SS NEEDS buffs. nerfing everything else is impractical and complete none sense. To make the game better requires implementing the next difficulty instead, or perhaps buffing enemies generally throughout all the difficulties numerically- that would be reasonable way to "nerf" everything else, while additionally, you have to separately STILL buff SS.
Even if you argue that SS is good as is, there's still the matter of skill issue. If something requires more skill to be technically on the same level, then it needs to be more rewarding. Compared to any other perk, it's less accessible and thus should yield more reward for going the extra mile and picking SS instead of something easier.
This is already a lot of text for me to make a lot of suggestions, but #1 thing I personally want to be influenced by whatever buffs: M99 AMR needs to one-shot any big zed on 6p HoE on the head, with having just 2 conditional damage perks active, or being lvl25 and 1 active. (for example lvl25 if you at least have 1 of the following: sniper, stability, rack-em up up to 20% and meet their conditioning during the shot, it will one-shot anything.)
Even with all of them (apart from 50% rack em up) hitting a boss' head with it is just not satisfactory. Compared to KF1 it's ♥♥♥♥, there's never a reason to play SS. GS is better in every shape and form. Shake up the meta.
Or perhaps a passive 'skill shot' damage bonus for managing to headshot a zed with one or more detrimental effects in play (rage, poison, fire, etc).
Playing with this perk is like playing with Jago in Killer Instinct or Melting in Nuclear Throne: you mastered all the perks and with this guy you handicap yourself. There is no way around this, specially when people claims "Y U trash clean as SS?" Because you are not covering me you dolt!
Just in Suicidal If you want to survive your SS build has no flexibility: if you don't use two damage boosters, you're a liability for team and your survivavility. Perk has 3 advantages compared to the rest of the perks (they have 4 or more).
Not all is bad, at least ONE trash solutions: going akimbo with the 9mm and counting on the guns getting al the damage boosts (good call there at least tripwire!). But after that... having to resort to the slow loading winchester (even with all the speed reload boost) means that I'll eventually be overwhelmed and out when more and quicker trash comes to me. This happens to support too, but this one has affordable box mag shotguns, so the perk has more palpable solutions.
Sharpshooter only needs an aditional damage boost passive along the headshot bonus, just to make the speed boost skill (meager 10%) to not be an abysmal choice when you compare it with the damage boost that gives him 25% damage that lets him kill trash with peashoters before they aproach him.