11/24/2023 0 Comments Killing floor 2 weapons stats list![]() ![]() The only other class that can stay in melee for awhile on higher difficulties is survivalist with the hemoclobber equipped and even then they can only dish out sub par damage and not last as long as a berserker. No other class can last as long and dish out as much damage in melee when compared to the berserker. The Berserker (zerk) in Killing Floor 2 is the class that specializes in melee combat. I say most since there might be some things I might leave out accidentally and if so, I would appreciate if you inform me of it and contribute to a more detailed and better guide. I mean, Christ.This guide is meant to explain berserker mechanics as well as teach most aspects and techniques of the class. But please, for the love of all that is good and sacred in this moral coil, fix the gosh danged weapon cards, dagnabbit. I feel like DoT on the Firebug can actually clear mobs again, Rack 'Em Up is useful for people without god-like reflexes and welding is viable again with the Support changes. This patch has been wonderful and really made a bunch of the perks more fun. Because logic.Īnd the M16 doesn't even list damage values for its M203 grenade rounds. while the 150 damage difference between that and the RPG apparently fills the rest of the bar out. which is proven completely wrong when the Rail Gun has a whopping 750 damage and doesn't even fill the bar all the way. I'm not a huge fan of hidden mechanics in games to start with, but not even displaying correct fire rates is just stupid.Īnd then we get garbage like the EBR showing 75 damage and taking up a quarter of the bar, which would lead one to believe that 100 is the maximum the bar can go to. Seriously, the weapon cards need changed to actually display, and correct, information, because right now the only way to figure out the actual differences between any of the weapons in the game is to search the wiki (which is constantly changing and prone to outdated information), or get info directly from the forums. Anybody who has used the Kriss for five seconds (or understands basic mathematics) knows that this could not be any more incorrect. So, according to the bar, which is the only indicator we get in-game, a fire rate of 857 and a fire rate of 1200 are exactly the same. Best example I have of that is the SMG fire rates.Īccording to the numbers here, every single SMG has the same fire rate, despite the numbers displaying a fire rate of 952 for the MP7, 896 for the MP5, 857 for the P (!!!) for the Kriss. There's way too much useless crap on the weapon cards, not enough actual useful information, and what we do get is functionally useless and unreadable. ![]() ![]() I understand that they want to try and keep the weapon cards as uniform as possible, but in a game with such a varied amount of weapons, I really don't think it works. Hell, even KF1 vets won't know that one, as its a brand new, completely hidden mechanic. A layman won't know about things like the C4 stacking doing less damage overall due to damage resist being granted after the first couple of explosions. It takes intimate knowledge of the game's constant updates paired with perusing the wiki to find what should be basic and readily available knowledge, like how long it takes to reload your gun or what the explosion radius of a rocket launcher is. Fire rate is on the M79 even though fire rate is literally useless on a single shot weapon, and while we're at it, reload speed is nowhere to be found on any weapon card in the game. Penetration is also present on Demo weapons, while splash radius, which I can guarantee is way more useful to know than bullet pen on a flipping grenade launcher, is nowhere to be found. Weapon penetration is present on Berserker melee weapons along with "accuracy", which, I don't honestly know what in the blue hell "accuracy" even means on a melee weapon, this isn't an RPG with random hit rates. I feel as if the stat cards need to be more forthcoming with information and have fat trimmed on useless information. Stuff like C4 and the Pulverizer perform so uniquely that they're difficult to get a grasp on without trying them out first. ![]() This especially becomes bad when playing classes like Demo or Berserker, where the idea of weapon tiers is more of a suggestion, and several weapons share tiers with one another, compared to something like the Commando where its just a straight line of upgrades. I don't think the stat cards in-game properly demonstrate the differences between the weapons. The damage on most weapons looks almost identical, even when it isn't. Like, the fire rates between the SWAT SMGs all look really close to one another. They're just really vague meters of damage and penetration and such with no real variance between them. One thing that's bothered me about this game for a long time is how.not informative the weapon stats in the shop are. ![]()
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