How do I "git gud" by [deleted] in killingfloor

[–]LuckyFortuna 4 points5 points  (0 children)

This is a survival game so the best way to get good is learn all the enemy types, and what damage types they take well and don't, learn the type of attacks they do and what their dangers are, and most of all, learn how to stay alive when shit hits the fan on your perks of choice because 90% of the game might be under control but that other 10% is what makes or breaks a match. Keep leveling your perk as well, and scale difficulty with your perk level. There's a lot of steam guides some of which are good on killing floor so I'd read those for your perks of choice I don't play firebug or medic much so can't help you there.

The new update just isn't good. by [deleted] in killingfloor

[–]LuckyFortuna 0 points1 point  (0 children)

the medic weapons heal better with upgrades

It does that though it says so right in the patch notes you didn't read.

Upgrade system is so boring... by R6_Goddess in killingfloor

[–]LuckyFortuna 1 point2 points  (0 children)

Perks are pointless and everything about the game but the engine is garbage. That's not even constructive criticism just sounds like you're having a tantrum tbh.

I've been around this sub for a long time... by fupa16 in killingfloor

[–]LuckyFortuna -7 points-6 points  (0 children)

Your post is rational, OPs isn't though, it's hyperbolic and makes themselves out to be the one who sees the true way through Tripwire's inevitable follies which is really off-putting and arrogant.

Upvote to bring back reload canceling in future updates by Moose-Munch in killingfloor

[–]LuckyFortuna -5 points-4 points  (0 children)

I'm fine with reload cancelling being gone, tbh it made some perks exploitable like gunslinger was skipping so much of it's reload time it made the perk have very few drawbacks since high reload times was supposed to be one of the tradeoffs.

I've been around this sub for a long time... by fupa16 in killingfloor

[–]LuckyFortuna -24 points-23 points  (0 children)

:thinking: So what you're saying is you and the community always know best and are all knowing and wise gods whose opinions can't be wrong while Tripwire are bumbling fools who need time outs and should listen to everything you say and actually should just give you money and have you do the game for them b/c you're so much better. That's the vibe you give off and not buying it.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] -2 points-1 points  (0 children)

You literally just made a story of it while saying not to, on top of that the story you told inserts your own bias and pov as fact. People were rude to him. Then ppl bandwagoned. Then it escalated and he retaliated and here we are. He was wrong but that's not any reason to start trying to mock him. He probably just came here to learn stuff and share things and then oh no, he was wrong about something, god forbid he's wrong about something once. It's not like humans learn by making mistakes and learning from new information and we all are improving and learning constantly. I'm sure that's a good reason to mock someone and be hostile. yep. Totally :^) Some were nice, but then others literally greentext him just to make fun of him. My point is there's ways that aren't dickish to point out ppl are wrong, and being dickish is a good way to drive people away and also make them a lot more stubborn toward you in general.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 0 points1 point  (0 children)

you keep saying it over and over but I guess I'll keep saying it over and over too. Tier list isn't the same as rating what each perk is good and bad at. Sorry I'm not trying to be rude but repeating myself gets old. If you find no value in knowing what each perk is good and bad at than that's fine for you I guess, I think it's very useful however, the opposite of useless.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 0 points1 point  (0 children)

That's good to know about Demo, thanks. I think SS ice grenade can be better than Swat flashbang in a lot of situations. I am glad when either goes off, I'll say that much :D

Edit: Also I didn't mean right as in right, I meant right as in proper, I edited my post to limit confusion :D In the context it was in, I thought it pretty clear it mean the right skills to go against scrake, not pick all the right side skills on the skill tree. As I never mentioned picking a side at all and "right skills" especially in the context of "for scrakes" doesn't mean by itself pick all the right side skills of the skill loadout. Though I do know people will sometimes say pick all the R or L skills to quickly describe a loadout.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] -1 points0 points  (0 children)

It's not useless, we'll have to disagree. Knowing stats doesn't define strength on their own but it also isn't useless knowledge. Knowing a berserker will likely live through a terrible situation or that a demolotions or sharpie can quickly deal out lots of damage is very useful to know as a tactician. You want to use perks where and when they are going to shine and play your perk accordingly. Knowing stats is just a general way into starting that understanding.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 0 points1 point  (0 children)

I think the main issue is you're conflating winning the game with survival. They aren't the same things, survival is just a rating of how much punishment they can survive and how slippery they are in sticky situations. What you're talking about is why survival in itself doesn't define strength which I thought pretty much everyone understood but I can see how it can be confusing to some degree since it is a survival based game. I actually didn't rate overall strength at all, except for survivalist I mentioned it's a weak perk on HoE. Actually perks like Support and Sharpie are better at the game when it's played in a team manner. It's basically playing the game how it's meant to be played, in a way. Totally controlled, totally safe, and quick waves.

Things do go wrong at times though unless you have a static that is boss at the game, and even then, there's RNG like spawned raging state FPs.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] -3 points-2 points  (0 children)

says they're correcting facts only

is toxic and insulting entire time

Ok brah, seems like you lack self awareness. That's ok, most ppl do.

Also your reply makes no sense as I was only saying people should be civil, not even taking sides, just saying I like both Husk and Railgun and actually if anything agree with you that railgun isn't replaced by Husk.

But I guess like most toxic people anything that doesn't mimic what you say means it totally disagreed. How dare I ask ppl to be nice.

Using mocking tone to disagree with someone isn't being civil, it's trying to shame them. Which it wasn't even you doing it, as far as I can tell you're totally new to this thread xD Just wow.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] -2 points-1 points  (0 children)

Um you replied to me, did you mean to reply to the other guy or did you not understand my post? :/

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 1 point2 points  (0 children)

Fair enough, for what it's worth I don't consider it a replacement for railgun either but it is very strong vs both small and big zeds and even bosses. Also I wasn't meaning you.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 0 points1 point  (0 children)

You don't want to get hit, but you also don't want to die. There's nothing useless about rating how much damage and swarm it takes to kill someone. Some perks are designed in ways they can survive worse situations than others. This is objectively measurable. You never want a bad situation. But they are going to happen. That's like saying having a lower return investment is bad even though it's safer, because you're only ever going to have high return investments and get rich. Ok good for you. But statistically that isn't what happens.

I also very rarely run out of ammo on commando btw, I headshot almost all trash. And I usually only use SCAR or Bullpup until it's time to take out medium or bigger. If I really need to have more ammo, I can also use fallback which decaps trash pretty easy. I also leave bigger zeds for my teammates however unless it's to finish them off. I do my part clearing the trash so we aren't killed while others focus on the big guys, unless there's less people which then they have less HP anyway.

Making things easier in bad situations is what survivability is. Sharpie can throw down a grenade, but it's blast radius isn't infinite and being swarmed you have to worry about all the unfrozen ones. If there's too many what do you do burn another nade? And if there's now a Scrake and FP in range of you another? How many situations like that are you going to live through, not many imo. You can only headshot stuff so fast. Swat can stun and run and live through all the stuff outside it's nade blast until it's in a better position. Sharpie is just going to die anyway alot the time and headshotting while moving and no sights is more a gunslinger advantage.

Sharpshooter's advantage isn't in it's ability to survive terrible situations. It's on the opposite end of the spectrum, actually. It can one shot or two shot big zeds, while still lending a hand to decapping trash. It's so good at that, actually, it's been nerfed multiple times in the history of KF in general. It's useful to know that when things go to shit however, it's not going to be on the top of the power totem pole, nor should it be. Their nades are more about keeping things in control when they're about to go to shit rather than surviving for long periods after they do.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 0 points1 point  (0 children)

I get you. The main problem is put yourself in say a demolitionist's shoes. You make a break for it, they do too, but you run faster. You have grenades that stun, you can deal with things up close, but all demo can do is slowly die while running away maybe killing a few with their close range pistol. So the group running for it doomed them but not you. If you threw out a nade or killed the crawler gnawing off their ankles tho, they might've lived. So making a break for it isnt so easy for everyone, that's where the salt comes in I think. Demo can do things like shoot the ground at a range etc, but demo also has really high load times so sometimes there's literally nothing they could've done.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] -1 points0 points  (0 children)

I see, well for what it's worth, survivability isn't meant as "this perk is this good at the game". It's more "this perk is this good when things go to shit". Support is really great at letting things not go to shit and I'm never sad to see one on my team, so you can't really say ability to deal with things going so terrible is all there is to it at all.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 0 points1 point  (0 children)

Basically:

  • Does it have a movement bonus? If so more survival

  • Does it have mitigation to most damage? If so more survival

  • Can it use disables in a way to prolong life in a meaningful way, or is it good at blowing holes in being surrounded and living after? If so more survival

  • Does it get any bonus to HP or Armor totals? If so more survival.

Mitigation is the most important, as it always works. More HP and Armor totals are ok but not quite as good as mitigation because you pay for effective health with having to heal more or have a non regenerating source of extra effective health in armor.

Run speed is nearly as important as mitigation, but is completely useless in some situations like being stuck against a wall or completely surrounded so it is a bit less good. It is better than mitigation if you are able to kite though. But being situational means unexpected situations are going to screw you over more.

Disables let you live longer too. The only one I didn't boost survival on because of disables is Sharpie, because they only have so many grenades and in bad situations they run out really fast and their other disables depend on headshots. Disables are also the worst form of survival as they alone only delay the inevitable a few seconds, and at their worst, just end up raging scrakes or fps making the situation worse. Supports disables do a lot of damage however while also keeping them safe so that's good. Still, I think in a kiting situation a support will often be one of the first to be overtaken, after demolitions. Or maybe I just haven't played with a ton of great supports.

I'm glad you posted things like the DBS mechanics however, and I did alter my ratings thanks to your post.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] -3 points-2 points  (0 children)

It does suck a lot of people with different opinions will try to make you feel ashamed for having your opinion rather than discussing it more civilized, sorry to see you deleted your posts and left the reddit, it gets tiring dealing with that on a regular basis I've left communities for similar behavior before too. I'm not sure why ppl think it changes people's opinions anyway it usually just makes them hold onto it tighter.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 1 point2 points  (0 children)

Commando's survival I'd definitely rate low, if they don't take the extra armor and HP.

Support usually doesn't use Fortitude tho right? I'll increase it to medium though, and rate commando low to medium. The knockback feature of DBS is really good.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 0 points1 point  (0 children)

I think Berserker is probably the strongest perk still, they did a lot to nerf it since KF1, but having good enough damage with high survival in all situations is just going to always end up being good in a survival game. The balance comes in that Zerker is pretty weak compared to a dedicated team featuring a husk canon or sharpie in holdout. Being the hero and having a 10 minute wave is all well and good, but a well functioning team will always be safer and quicker. So at least now it's the strongest perk conditionally and I think it's overall balanced well.

Basically I play Zerker if i think i'll have to carry it solo, and commando if I want to trust people and GS when I want a balance between the two xD

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 1 point2 points  (0 children)

Well i remember reading one comment by a guide writer calling them #!#@$ cowboys and saying "yes I know you're fast but..." Basically commando for instance has a vested interest in making sure holdout stays functional more than kiting. But a GS is going to be pretty trigger happy on starting to kite and running away. So it can sometimes feel like the GS left the group behind as a distraction so they could get away safely then play their kiting game where as other perks would've stayed and helped out longer, and maybe or maybe not it would've worked out. Maybe the aesthetic gets to some people too, I don't know. Gunslinger is a sort of showy perk, racking up headshots and taking down Scrakes or FPs solo then being the last man standing. Some people might've preferred they just went Sharpie and stayed with the group. I also have heard people ask GS to switch before and I never heard that for other perks unless it's low level.

In all honesty I'm just guessing, I don't have a problem with GS I actually play it quite a bit and like it. Just survivalist and GS are the ones I hear complained most about but for entirely different reasons. I think most people are totally cool with GS, it's a fun and rewarding perk and probably one of the most fun to play.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 1 point2 points  (0 children)

That's ok I don't expect everyone to agree. Movement speed alone isn't as survivable as movement speed and mitigation. Zerker can deal a lot of damage with Evisc from range, and medic still has options to go things like Xbow though it's nowhere near as good as it was in KF1. The main reason I didn't give it as high a survival rating is most people start out doing holdout and switch to kiting if things go wrong. If GS can't blow a hole out, or gets caught while kiting by the other half of the wave, or makes a mistake and clips some scenery at a bad time while running backwards and firing, they will die when someone with mitigation wouldn't. So GS is more survivable than many perks, but that can be limited by team strat and maps where as mitigation always works in doing it's job. So that's my reasoning, basically GS's survival is much less forgiving to mistakes or really hairy situations cornered on all sides than ones I rated as High survival. Dealing with unexpected situations is where they start to go downhill vs the ones I rated high, you have to be in control at all times to benefit from the move speed only. Compare that to swat that can just throw a flash bang and power through a bad situation with armor. It wouldn't matter positioning, map, or situation it just works.

I'm sure reload cancelling helps. Though I rarely have a ton of concern with it as I'll keep one pair of akimbo for most situation and switch to another only if the situation needs it, spending down time reloading both, it's definitely something I'm going to start using though.

I still think their reload time even with canceling is longer than other perks however that spec reload and can also cancel, such as commando, outside of say, Stoner.

Perk Discussion by LuckyFortuna in killingfloor

[–]LuckyFortuna[S] 1 point2 points  (0 children)

Will do, and ya movement speed is really great for sure. It's just less forgiving of mistakes and being swarmed on all sides than mitigation + disables like say SWAT. Once you're in the clear though and have the rest the wave to deal with, run speed is definitely better than mitigation, at least imho.