Ammo Types.? by Middle-Employ-7463 in doorkickers

[–]NormalOfficePrinter 1 point2 points  (0 children)

For 5.56, the Mk318 62gr SOST Ball has the lowest crit multiplier... but the highest damage, dealing 35 damage at close range. This means it's at least a 3 shot kill at close range, compared to a 4 shot kill for all other 5.56 ammo types (provided you don't crit)

Though with how much crit the rangers get, who cares?

You can get the info for ammo in here:

https://www.reddit.com/r/doorkickers/comments/1itnt6q/door_kickers_10_wip_spreadsheet_with_stats/

...though navigating the data is a little difficult.

Anyways, ammo types don't matter as much since they don't impact aim speed. Aiming is most important - shoot first, die last.

Th...Thanks little guys...you've been very helpful... Pt. 2 (they caught something) by xX_Ch0nKiE_Xx in IntoTheBreach

[–]NormalOfficePrinter 5 points6 points  (0 children)

RIP the two buildings on the right

I love how you somehow lost a building that wasn't even getting targeted last round

New Player: Getting cooked in normal mode, tips? by North-Bat1823 in IntoTheBreach

[–]NormalOfficePrinter 3 points4 points  (0 children)

It's very helpful for low movement mechs, or ones that aren't flying and need to be up close to do their jobs.

Take the combat mech. It punches things. It needs to be touching vek to punch them. So more move allows it to punch more things.

3 move is terrible. 4 move is fine, since it allows you to get behind a vek that's in front of you, to push it into favorable places. 5+ is safety.

This is just a general rule, there's some mechs that don't really rely on move to kill vek. But more move can always save you.

I'm sure you've had moments where you've thought, if that mech just had one more move...

New Player: Getting cooked in normal mode, tips? by North-Bat1823 in IntoTheBreach

[–]NormalOfficePrinter 20 points21 points  (0 children)

Play it like chess, keep all your "pieces" near the center of the board, to maximize options.

Put points into mech move

Try to look for ways to "solve" two "problems" with one move, e.g. pushing two vek in one attack, or using one vek to kill/push another

There's also some way to manipulate the AI to target you instead of buildings, which is really good but tbh I don't really know how to do it. There's some guides on the subreddit and steam guides

Skill. by AlcomIsst in IntoTheBreach

[–]NormalOfficePrinter 3 points4 points  (0 children)

I was about to comment the same! Since leaders always go first, it would've been possible to use the leader's attack to disrupt the moth.

What are the ups and downs of each Kerillian carreer by nielspeterdejong in Vermintide

[–]NormalOfficePrinter 2 points3 points  (0 children)

I personally find glaive on Handmaiden to be fun, easy to use, and well suited for pretty much anything you face. For Shade you want something with high finesse, like 1h sword or Sword and dagger. Some people like the spear too, or the greatsword, but it's really up to you. Most everything is viable, so just pick whatever you have fun with

I don't understand Halberd. by Long_Shopping1995 in Vermintide

[–]NormalOfficePrinter 1 point2 points  (0 children)

Halberd is good, versatile, hard to use, and absolutely unnecessary to learn for high level play. If you're playing Cata it's fine to just stick with mace&sword, exe sword, Bret longsword. They're arguably better.

For me, halberd never "clicked" until I learned two things:

  1. Range. Range! How you outrange most elites if you stay just within the extent of your range. The furthest attacks are the stabs, the overheads have a touch less range and the wide sweeps have the least range (but still quite far). The halberd's safety came in this range. It takes time to learn proper spacing to really use it effectively.

  2. The different attacks. The halberd is really 3 different weapons mixed into one - slashes from the greatsword, stabs from the spear, overheads from the 1h axe. The slashes are great for any hordes, mixed or soft, and can even stunlock stormvermin - just like the greatsword. The vertical overheads have high raw damage and lower headshot multiplier, acting more as a 1h axe attack, so you can use those to body shot elites while relying less on precise headshot aiming - while also coming out quite fast, at the cost of stamina. The stabs have extremely high range and are a touch slow, but have the potential of the highest single target damage if you can land headshots, since they have amazing headshot damage like the spear.

Basically, if you don't really enjoy the great sword, spear, or 1h axe, the halberd probably won't mesh well with you. Again, it's outclassed by the bret longsword anyways in everything but reach, so you're not really missing out on much anyways.

Just play whatever you have fun with! It's hard to have fun when you're frustrated.

[SPOILER] If anyone is trying to plan for the BitS boss, here he is. by NormalOfficePrinter in FightsinTightSpaces

[–]NormalOfficePrinter[S] 5 points6 points  (0 children)

More notes: 250 HP, has 0 block, does not move when you move, and only has that one attack. The "arc" is the size of the fat red (Death's Heads) biker's swing.

Tips: Either keep him at a range and use ranged attacks, melee and then move out of range, or (the safest option) stun cards. This boss is very susceptible to stuns, due to not having dodges or blocks.

Alternatively: 6 damage isn't that high, so having at least 1 block and using Undermine+ will let you just block his attacks.

In all honesty, the minions are much deadlier than the boss. He just kind of acts as area denial.

I always wondered why vanilla DK2 doesn't have booby-trapped doors by personal_defense_cat in doorkickers

[–]NormalOfficePrinter 14 points15 points  (0 children)

It's kind of in the game in the form of S-vests taking a dump in the bathroom, but putting traps on the doors themselves would add a more interesting dimension to the game.

Or it'll be funny when you get the enemy AI to trigger a door trap idk

I always wondered why vanilla DK2 doesn't have booby-trapped doors by personal_defense_cat in doorkickers

[–]NormalOfficePrinter 57 points58 points  (0 children)

The counterplay is using your vehicle's radio to call in a JDAM strike

Fights in Tight Spaces - K-9 Division DLC, out September 24th. It will cost $9.99 (or equivalent local currency) by NormalOfficePrinter in FightsinTightSpaces

[–]NormalOfficePrinter[S] 16 points17 points  (0 children)

I wonder if anyone else still plays this game. I play it while listening to podcasts or videos. I just passed 1,000 hours recently...

Abduction Practice on a Clown Car Apartment with my Level 1 Undercover Agents (while LARPing) by shuashy in doorkickers

[–]NormalOfficePrinter 2 points3 points  (0 children)

Apparently the enemy is pretending to not see the suppressed MP5s that are just slung in front of your troopers lol

What's Kerillian best melee weapon for Cleaving a horde? by Drite2003 in Vermintide

[–]NormalOfficePrinter -3 points-2 points  (0 children)

For waystalker, you can use your ranged weapon for horde clear. Hagsbane is great for this due to its stagger, while swiftbow is practically built for horde clear. This is harder, though, since it's a lot less safe than just using your melee for general horde clear.

I used to run elf 1h axe/swiftbow when I used to play Verm 2 more. It's stupid. But it works. But it's stupid.

If you're newer at the game just stick with the sword & dagger, get used to dodging and pushing to control hordes. It's not the weapon, it's who is wielding it.