Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The Nagant is a step in the right direction with it's block ability + bayonet to stab small zeds to death if they get too close.
In multiplayer it could be different:
- good teams: Ok, with good teams HoE is not difficult at all, class and even perks don't matter.
- random teams: this is where the sharpshooter shine. As you can take down big zeds before the rest of the team could enrage them... while with gunslinger on a bad team you are almost forced to start soloing before the noobs rage fleshpounds with 201 often before you can use your desert eagles or .500 for a safe takedown. And i don't play coop games for soloing.
Additional:
As you said: the nades of the sharpshooter are good, the best nades in the game in my opinion, while the nades from gunslinger are the worst.
I wouldn't say that sharpshooter is underpowered. He is not op. He is balanced. And exactly what you excpect from the class sharpshooter. -> more difficult to play as most other perks as you need to make every bullet count.
Not like a zerk with teslalauncher, a healer with a sniper or a demo with a shotgun^^
----
Sharp is ♥♥♥♥, gunslinger is new infinite love.
ps: sharp still can be fun to use pretty much if to try mixing perks a little, tho its not very easy to be great roamer with it
----
Not so much but pretty similiar thing with firebug, it can be great perk but you highly restricted with what you shall use on higher waves, it was MUCH MORE fun perk in first KF, futhermore KF firebug was most fun perk out of all, still its nice in KF2 although it somewhat losed its charm.
A good SS has alot to offer to a team.
-Freeze grenades that can prevent team wipes
-VERY easy long range big zed takedowns
-One of the best zed time skills in the game.
Gunslinger bonus damage: 25+50=75%
SS bonus damage: 25+50+25+30= 130% without dead eye.
I wouldn't call SS damage bonus to be marginal.
The perk itself isn't unpowered but has a high skill ceiling.
In the video is a example of the benefits of a SS.
https://www.youtube.com/watch?v=p-iE4oufCyw
SS is a strong class and all in all about equal to Gunslinger IMO, just dependend on map and what the team needs. It can be played as large Zed specialist and has the best large killer weapon in the game (T5 Rail). It can be played as generalist (EBR/SPX/FAL) and still offer slightly higher/about the same DPS as a Gunslinger, one shotting most mediums from very far range, while constantly triggering Zed time for the team and providing top tier incaps.
Gunslinger is easier to play (especially in pubs) and tops SS in Zed time DPS + mobility, but doesnt have the team utility of a SS, which, clearly, gets overlooked by A LOT of players. That, the needed effort to play SS well and because it takes a decent team to make use of the Zed time triggers are the reasons why its constantly underrated. Like...why play that when I can just spam explosions or melee, right?
Good Sharpshooter trivializes Scrake and Fleshpound takedowns, making HoE a cakewalk.
As I said before, unlike Gunslinger's skill tree, Sharpie has two or almost three different playstyles, which all beneficial to your team:
1) The first one is sniper, who destroys large zeds in seconds. Thanks to T5 Railgun and M99, which deal insane amount of damage and only require a decent aim to land a perfect headshot.
2) The second playstyle is marksman, which provides either easy-peasy Scrake takedowns using Ballistic Shock and FN FAL, or quick Fleshpound kills using Stability bonuses. The most beneficial side of this playstyle is frequent zed-time initiations, which allow your commando to further extend it up to 20 seconds and other perks to use their 25lvl skills more often.
3) The third playstyle is marksman-generalist, which consists of utilizing M14 and SPX. While SPX is not as good as FN FAL, it still has enough damage to quickly kill Fleshpounds and provides some badass damage output when used with Rack em up. Not to say that you also retain an ability to trigger zed-time frequently.
In addition, I should mention that Sharpshooter has probably the best grenades in the game (and with Always Prepared skill you can have 6 grenades overall) and on top of that I'd say it is a great clutch-perk if you choose marksman playstyle. I almost solo'ed 6p HoE full HP Matriarch with half HP head armor and full HP laser cannon using only Marksman build, T4 SPX and Rack Em Up (only died because Trapper stopped me right before Matriarch used her sonic attack, and she only had like 5% of her health left).
The only real downsides of Sharpshooter are vulnerability to trash zeds when played through Sniper build and high skill ceiling.
GS can't trigger zedtime reliably
GS can't freeze groups of enemies with grenade
GS can't reliably stun big zeds/bosses
GS can't 1 tap big zeds from across the map.
And SS is not weak vs trash at all. M14/FAL/SPX destroy trash/medium zeds. Only advantage of GS is movement speed and having higher zed time DPS. Outside zed time, SS beats GS easliy
But yeah GS is obviously better in zed time. That's sort of the point. SS creates ZT and GS excels in ZT
Like you said and I said before...their DPS outside one shot builds is very similiar. I'd say killing a SC with EBR compared to Deagles is just about equally fast. More ammo, sure, but its 7 weight to 4 weight.
For high burst like the FAL, there's Magnums or upgraded Deagles.
With no perk weapon damage bonus, if you miss a headshot on a boss with a railgun or AMR your doing 0 damage until you rechamber and fire off another shot. And if you hit the body instead of head you do barely any damage. On large zeds, this is a non issue due to freeze grenades, and being able to 1 shot from any distance.
I feel they are close to equal during the waves, but I truly feel that GS has a much easier, forgiving boss battle than a SS.