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unfortunately yes. A lot of demos just want to gobble trash and don't prioritize fleshpound takedown speed. It can leave nearby commandos in a less than ideal spot but there are workarounds.
All you have to do really is just find 3 - 6 zeds and space out extensions and your job is pretty much done. Much less of an annoyance than trying to sharp or slinger with these fools where you pretty much only benefit from clean kills on most all big zeds that show up.
You're replying to a comment where i have a video of me doing the opposite. I'm in a somewhat chaotic pub with a zerk and a clueless support with no comms...
In most pub games if i feel like mando i'll typically just go to the least chaotic lane, or a solo lane or try hard enough that im left alone as unless the other player runs up ahead to killhore i'm normally faster than everyone and kill it all first and and they get bored and leave me be.
Sure it might have been easier for me to hold as GS but i make the entire team so much stronger by playing commando that its easily worth that trade off - and as you can see im still able to carry just fine.
Same reason people pick medic - you give up a bit of self power to make the whole team so much stronger.
Its the same in LoL different heros have different winrates/success based on player rank/ELO.
Someone in Iron 5 is going to have a VERY different opinion on whats good compared to a challenge/pro, just because they cant play a harder champ doesnt make it a bad champ.
You saying commando is terrible is just a self report that you can't play him very well.
If it was bad, it wouldn't be able to break 1k kills without getting pushed a single time.
Frags + giving the team super powers via zed time.
This was me and Koogle carrying randoms with the commando sharp combo. Everyone else was a random. It was very busy in the front giving the perk the perfect time to shine.
I could have played firebug with similar results but the team would have lost out on zedtime and crystal clear sight-lines. Commando is a great offensive support perk in that regard and it's honestly not that hard to play either. The burst damage lets you mow quite a lot when necessary, similar to support but as more reliable hitscan. And it came in handy because the lane had a lot of zeds running across the field as well.
Chances are if Koogle or Drunkbunny had that opportunity i did they would have probably cleared out 200 - 500 more zeds and killed more larges. I don't consider myself amazing at fps and more casual than most CD sweats.
>calls commando bad
Okay.mp4
But zed time and auto-revealing cloakers are massive benefits to your team and few classes offer that much to help others out.
Trash cleaning isn't the most glamourous task in a game like Killing Floor, though stalker and crawler acrobatics can chew through a player's health before they realize it (IIRC, the total damage of a crawler cartwheel is roughly comparable to a single fleshpound tackle*).
While other classes CAN kill hordes with their own weapons, it's almost always less efficient than having a Commando fulfilling that role.
*IIRC, there was a thread about it on Tripwire's forums back when the Berserker buffs were new, but it got lost to the annals of time
Pretty much every class has solo loadouts for mobs and bosses
Support: HZ12 -> AA12 or M4
Gunslinger: G18 or Deagle -> G18 + Assorted Pistols
SWAT: HM201 -> P90 -> G18Shield or Kriss + Assorted SMGs
Commando: SA80 -> FAMAS or AK or M16 -> SCAR or FAL or HM401
Sharp: I never play this perk, but I use the 500M or Spitfire -> Railgun + 500M or Spitfire
Demo: TommyBoom -> TommyBoom or SealSqueal + Kaboomstick
Fire: Dragonsbreath or Spitfire -> Dragonsblaze or ThermiteBore + Dragonsbreath + Spitfire
Medic: HM201 -> Hemogoblin or HM301 or Healthrower or Incision
Berserker: PiranhaPistol -> PiranhaPistol + Pulverizer or Hemoclobber or StaticStrikers
- Support excels at neither mobs or larges. His main utility is the free ammo he provides to his team on each wave. Otherwise, his damage output is more to pad out the fields that are lacking, since his weapons are average against most enemies. I'd only pick him if your team already has a tank, medic, HVT killer, and trash cleaner.
- Gunslinger is a jack of all trades and while his weapons are effective against most enemy types, he is held back by low capacity magazines and low ammo reserves. Commando has much more ammo to spare on trash
- SWAT overspecializes in clot kills, and doesn't really contribute much to the game beyond a weapon type that's honestly pretty out of place in KF's gameplay loop
- Commando does the same thing that SWAT does except with higher damage output, can detect cloaked zeds (Stalker, The Patriarch, The Matriarch), and can extend Zed Time*
- Trash mobs hard counter the Sharpshooter until he gets the FN FAL or Storm Cannon
- Tommyboom is often regarded to be a bad weapon for Demolitionist due to its low damage output, almost non-existent AoE, and cumbersome weight. It's usually more optimal to have the HX-25 while also having a Commando watching your back, since that lets you carry the RPG-7, your go-to for Fleshpound and Scrake kills.
- If I can't trust my Demolitionist to buy the RPG-7, I'll play Firebug over Commando tbh. From personal experience, I've found ammo management to be much easier as a Firebug, though I also acknowledge that I lose out on the utility that Commando has in exchange for being able to contribute to Fleshpound and Scrake damage without fear of running out of ammo
- Medic's trash clearing capabilities is honestly more to defend himself from hordes, since the low damage output starts to show when shooting at anything stronger than a Gorefast. Anything tougher than the weakest medium zed in the game will have to be his teammates' problem.
- Berserker has the worst ammo management in the game, though this is offset by the fact that his main focus is the use of melee weapons. Berserker's guns are really more to soften up otherwise difficult melee fights, while also using the Vampire skill to heal himself.
*even on lower difficulties, having zed time extensions can still be useful in making headshots much easierConsider the weight of your words for conversation's sake. "Useless" is a pretty antagonizing word to use here when there are clear design uses for the perk. And while yes, Killing Floor 1& 2 include solo, it's fair to say more is put into design and balance around coop rather than solo, as that's how Tripwire has traditionally felt Killing Floor shines the most.
That being said, it's also fine for a particular perk, character, mechanic, to not be one's favorite cup of tea. That's why the games try to provide a variety of choices to cater to what one may personally enjoy more as a play style.
Go play KF-The_Tomb as commando on HoE