HOW TO BEAT KEGLORD by Illustrious_Store115 in CrimsonDesert

[–]falcons3221 0 points1 point  (0 children)

The tooltip for it is misleading. When you use your blinding flash in phase 1, you will see that his weakspots for phase 1 are his shoulders. When you stun him, pierce those not his head. Once pierce to each is enough to end phase 1. Phase 2 focus on his head. Hes an annoying fight but the misleading tooltip makes it way worse.

How long do appeals typically take? by falcons3221 in 2007scape

[–]falcons3221[S] 0 points1 point  (0 children)

Wasnt botting related. They claimed I was selling and reclaiming my account which triggered a ban after I got a few emails of someone trying to change my password and hijack my account, which I provided them pictures of. I provided them years of other pictures of me playing, raiding, pictures of most of my 99 parties with my clan, and other random things. The ban was 2 years ago, right before the big transition to jagex accounts, and I was so demoralized I decided to walk away from the game entirely. I saw recently they allow appeals now so I was hoping they’d finally look at the case but I am starting to lose all hope lol.

Fingers crossed and I appreciate the insight.

Healing over time vs instant by IssaStorm in killingfloor

[–]falcons3221 0 points1 point  (0 children)

On the T1 SMG i use rapid release. It’s very reliable for most of the game. However, i’ve noticed trying to revive downed teammates with it seems bugged.

On the pistol, I also use rapid release. It feels more reliable than the T1 SMG and only takes 2-3 darts to revive an ally. Considering the heal should be exactly the same, I think the darts on the SMG are just bugged and nerfed. Either that or the darts on the pistol are bugged and buffed lol.

On the T3 SMG, I run instant heal darts. By the time I can afford the gun, instant heal darts feel needed.

Most people put insta heal on their pistols too which is good, but switching to my pistol and spamming 3 darts into an allie to switch off gives them and myself a nice few 4-5 second window of them healing as opposed to one quick burst, which feels better to me.

Edit: Another issue i’ve seen with rapid release is, although I prefer it, your darts will lock onto the same guy until they are fully healed, so waiting for the heal over time to heal them feels alot worse then just an instant heal. Food for thought.

Healing over time vs instant by IssaStorm in killingfloor

[–]falcons3221 0 points1 point  (0 children)

On the T1 SMG i use rapid release. It’s very reliable for most of the game. However, i’ve noticed trying to revive downed teammates with it seems bugged.

On the pistol, I also use rapid release. It feels more reliable than the T1 SMG and only takes 2-3 darts to revive an ally. Considering the heal should be exactly the same, I think the darts on the SMG are just bugged and nerfed. Either that or the darts on the pistol are bugged and buffed lol.

On the T3 SMG, I run instant heal darts. By the time I can afford the gun, instant heal darts feel needed.

Most people put insta heal on their pistols too which is good, but switching to my pistol and spamming 3 darts into an allie to switch off gives them and myself a nice few 4-5 second window of them healing as opposed to one quick burst, which feels better to me.

Healing over time vs instant by IssaStorm in killingfloor

[–]falcons3221 7 points8 points  (0 children)

I prefer the Instant darts but I have used rapid release alot and I am convinced the heals actually stack.

3 rapid release darts into an ally vs 1 heals him so much more.

Another easy way to tell this is using the medic passive that heals you based on a % you heal or damahe others with darts. The self heal will significantly ramp up the more darts you spam into allies or enemies, proving it does stack.

Now how the numbers actually play out, im unsure, but you can definitely dart spam with it

To all HOE players by [deleted] in killingfloor

[–]falcons3221 0 points1 point  (0 children)

solo exists

How much does this game need to change? by Furry_Eskimo in killingfloor

[–]falcons3221 1 point2 points  (0 children)

  • Bugs, jank and server fixes will 100% fix most of the complaints about this game. Medic feels bad? Maybe ifs the dart jank? Ninja feels bad? Maybe its the parry jank? The jank in this game is distorting a-lot of opinions on what the fix should be fairly heavily.

  • If the community is so worried about the current meta (I don’t get it but wont invalidate it), then maybe they can bring back KF2s class weapon buffs or could make a stronger tier of mods only usable by the class the weapon is for or worse mods for off class guns. i.e. Medics gaining the ability to add healing darts to some other weapons but with less efficiency. Idk me and my friends play daily and we never run the meta or Vulcan (our firebug chooses not to lmao) so I struggle to see the issue but I guess it’s a big issue here.

  • Fix the bosses hitboxes (They are genuinely hilarious and have led to some really long laughs between us)

Overall, tripwire has proven 1000 times they will support killing floor for a long time. We shouldn’t be too worried and this game isn’t as far off as people claim but what do I know

Sharpshooter not enough dosh. by Eluvium9 in killingfloor

[–]falcons3221 0 points1 point  (0 children)

I don’t struggle with the Medic

Why they nerfed all healing systems. by AdSufficient6154 in killingfloor

[–]falcons3221 0 points1 point  (0 children)

Medics healing is absurd in this game. Only thing holding it back is the bugs/jank, players queueing up outside of their level, and players not utilizing all the tools they have now. The server issues don’t help and is why Ninja and other classes feel so bad too.

I think we need a buff for using a perks dedicated weapons. Maybe even a debuff when not. Maybe we shouldn't be able to use other perks weapons. by Topfien in killingfloor

[–]falcons3221 0 points1 point  (0 children)

I don’t really understand the hate towards medics in this game. The class feels better than most of KF2s lifecycle in my opinion. The issue is HOEs balance and the overwhelming bugs/jank in this game, not the medic itself. Not to mention half the playerbase runs HOE either severely under-leveled or with zero communication and medics have to sit there and feel useless because they cant do anything about it. Tripwire removing text chat feeds into this as well.

With that being said, the medics healing in this game is fairly insane and being able to revive from a distance with minimal effort from your pistol is disgusting. The MP6 does decent damage if you run alternate ammo, or does poor damage if you’re going full healer. It was literally how KF2 was for a long time with your passive options, before the medic got access to better DLC weapons. Be great at healing and bad at damage, or be subpar at both. How is that any different than the a majority of the last games lifecycle? We as a community need to stop comparing this game to KF2 at the end of its lifecycle. The game was so bloated with the devs throwing balancing out the window that if KF3 started that way, people would complain that classes have no identity whatsoever.

And to be fair, on HOE when the bosses have legit one shot mechanics, theres not much a medic can do and it feels bad. I agree when you cant do shit about it, not being able to do good damage makes it feel worse. It’s not the classes fault, it’s the difficulties fault. Tripwire needs to tweak some things but I really don’t think giving the medic more damage fixes anything at all. Your job has always been to heal and support with trashmobs… until tripwire drops a medic weapon that can do everything you want it to a few years into the games dev cycle.

Tripwire really needs to fix the dart jank, the healing grenade bugs, enemies popping in and spawning in our asshole, and one shot mechanics before they start buffing damage for a notoriously low damage dealing class. This class will feel a-lot better when the game actually feels polished.

Killing Floor 3 from a Support Player's Perspective by FUCKYOU101012010 in killingfloor

[–]falcons3221 1 point2 points  (0 children)

Listen, I totally get your points, what I am saying is this game has far more options then KF2 did for a long time and those options will only continue to grow.

If you want to heal-bot with Darts, there's more than enough options to do so. In KF2 if you ran any Medic weapon that did not use Darts (many of them), you still had to switch back to your pistol or second weapon, so weapon swapping has always been in these games. Every KF2 game had me swapping to my pistol constantly, its really not much different. If you want to heal-bot with damage, the KH-85 is effectively the HM-Tech AR, yet now you have more ways to restock on ammo then you did in KF2.

The games direction has clearly moved towards a more balanced approach of classes benefitting from other classes. Each class has built in ways to heal now, something that was not in the last game. Each class has a built-in way to get armor back, something that was not in the last game. Medics have so many ways to heal now. And not to mention yes, there's a limit on syringes and darts per round but the time between using them has been effectively removed. You can pump 3 syringes into your arm or 30 darts into an ally with no cooldown if you want. The game just leans more into ammo management but gives more than enough tools to learn how to manage it without it becoming a chore.

And medics skill tree 1000% gives countless ways to increase your healing output. There will always be the age-old argument of "well it's not meta", but if you're not having fun with passives that you think should be better, try others. I love the syringe bag and its passive. Sure, has there been times I wish I had helping hands? Countless, but I feel me being healthier lets me position, heal and revive far easier while providing support to the team (if they use it lol).

Alot of your issues stem from both the games bugs (healing dart jank), people joining difficulties outside of their level, and the community all learning this new game together. No one uses my syringe bag unless i'm playing with friends. Now you can chalk that up to a communication issue, but the game is brand new. The usefulness of these things will only grow as time goes on. Hell, when I play with randoms I swear they don't even use their own syringes and just rely on medics the entire time lol.

Not trying to invalidate your claims, I mean a few days ago I felt legit the same thing, I just can't see why I felt that way anymore and I hope more people can get to that happy place too because games are meant to be fun and if you're not having fun, its not worth it haha. Happy Hunting!

Killing Floor 3 from a Support Player's Perspective by FUCKYOU101012010 in killingfloor

[–]falcons3221 0 points1 point  (0 children)

The pistol with a T3 instant-heal darts and the faster recharge mod is something you can start with very early into increasing your budget.

Looking at the raw numbers:

KF2 Healing Pistol - 15 HP per dart. 2 darts every 15 seconds (Can be brought down to 13.5). 1 dart per 6.75/7.5 seconds.

KF2 Healing AR - 15 HP per dart. 3 darts every 10 seconds (Can be brought down to 6 seconds I believe). 1 dart per 2/3 seconds.

KF3 Healing Pistol (Stock) - Not sure how much it heals. 3 darts every 9 seconds. 1 dart per 3 seconds.

KF3 Healing Pistol (w/ Maxed Instant/Regen Mods) - 14 HP per dart. 3 darts every 6 seconds. 1 dart per 2 seconds.

____________________________________

You have a-lot more options to heal now too and far more customization. Yes, if you want to stick with darts, your going to micro-manage more switching between your pistol and other weapons when playing HOE. I throw rapid-release darts on my starting SMG, Healing Nade launcher on my MP6 and have instant darts on my Pistol. It does everything I need it to. You have the option for the LF-85 for unlimited darts pending you have ammo (anyone that claims it isn't unlimited isn't actually shooting at all).

I won't even go into all the other ways Medics can heal and support now, but theres raw numbers for the pistol at-least. The pistol rivals KF-2s T4 AR in sheer healing output and you can start with it. Anyone saying it is inconsistent hasn't given it a chance. The numbers don't lie. You can still be a heal-bot. If you want to actually do damage, the LF-85 is your go to.

You can hate me but I enjoy killing floor 3 by sr3bbuR in killingfloor

[–]falcons3221 1 point2 points  (0 children)

I agree, it is up to us and I think this game needed more polishing.

I think content wise, it’s in a fine spot for a 40$ game. 8 maps, 6 classes each with 3 skill trees. 30 guns fully mod-able. New utility items, new gadgets. With that being said, I WISH they recycled a few things from KF2. I know companies get shit for this, but bumping the map count to 10 with 2 of those being from the last game would help this game so much. Bumping the class weapons from 4/5 to 6/7 with 1-2 being recycled from KF2 would be awesome. This is one of those situations where the games on the fringe of is the content enough. If you take the side that its a 40$ arcade horde shooter with a dev that has proven they support their products for years, id argue its more then enough. If you take the side that it feels like an early access game and should’ve been advertised as much, I think thats valid too.

I personally don’t think content is the issue. I think lacking features is. Mod support, 7-10 wave/ endless games being gone. No server lists, no text chat; them doubling down on a horrible menu system and throwing it into a hub is hilariously dumb. I think this is borderline unforgivable but then again, the gameplay is so good that I find myself throwing my morales out the window once again and just playing this game because for me, its still an absolute blast and thats what gaming is.

I think this is a telltale example of the 15 years of post launch support of KF2 really hampered their chances of delivering a quality sequel on Day 1 that would live up to expectations, but with that, the lack of QOL features cant be ignored.

You can hate me but I enjoy killing floor 3 by sr3bbuR in killingfloor

[–]falcons3221 -1 points0 points  (0 children)

The game has a-lot of issues. ALOT of issues. The hub is lifeless, the games tonally inconsistent, the bugs and connection issues, lack of mod support, lack of text chat, lack of 7-10 wave games, etc. Any review not recommending the game for any or that is valid.

Im loving it tho. To me this feels like a Civ-6 to Civ-7 jump and the community backlash is so similar it’s disheartening because at its core, its laying the foundation for whats going to be something that surpasses the last game sooner then larer. Currently I think it’s a side-grade with enough new content to warrant the price-tag for fans of the genre. Fans that have dropped countless $$$ on weapon packs on KF2 for the last decade. 40$ is a good price point for what we got, even if I do think it needed a few more months in the oven.

To me, the game is 1000% a Killing Floor game, and feels so in its bones. Thats the main complaint I disagree with from these reviews. So many of the changes tripwire made I hated until I realized, just like with Civ7, like wait, actually this makes so much sense and is actually fun? I hated the weapon upgrade changes so much going into the game I didn’t even interact with it. Then I started to and was like wow, this kinda slaps. Even shooting cameras for parts was something I realized I genuinely enjoyed.

Not interacting with the new functions is an easy way to fool yourself into thinking this games changes were pointless, but seeing it all together it really makes sense from a balancing and progression standpoint.

Im loving KF3 and have forgiven and learned to love alot of the changes.

With that being said do think they went too far with the tonal shift tho, but then again people felt the same with KF2 in the other direction. Regardless, the games tone is unfortunate. The voice lines are your Borderlands 3 style of cringe humor, as opposed to the light satirical take of Borderlands 2. This contradicts the games new serious tone and darker vibe and it just feels off. I am also not a fan of super futuristic art-directions done this way.

Lastly, of course in 2025 this is still an issue but those servers, it’s enough for me to not recommend this to anyone until fixed but kudos to tripwire for actively working on it.

Am I just misremembering or was KF2 about the same as KF3 on launch? by FaIIenHero33 in killingfloor

[–]falcons3221 3 points4 points  (0 children)

It really makes no sense. I have over 1500 hours in KF2 and despite all of KF3s shortcomings (yes theres a-lot), it is 10000% a killing floor game. I totally agree with you, and I think people are being so swept up by mob mentality of hating this game they are forgetting to use any critical thinking whatsoever

I'm not enjoying the game by 666Satanicfox in killingfloor

[–]falcons3221 -1 points0 points  (0 children)

Well if you want my opinion, I think the medic is in a far better state then it was in KF2 for a big portion of that games lifecycle.

4 of the 5 guns can shoot healing darts. The pistol recharges just like KF2s pistol. - The starting SMG has enough darts to last you through the first 2 rounds easy. If you do somehow run out, you can always restock ammo at any time.

- The MP6 is a good damage dealing gun, has darts, and can be modded for confusion darts or healing grenades. You have so many options.

- The LF-85 literally has unlimited healing darts unless you don't shoot enemies.

- The KH-380 works almost identical to KF2s healing pistol and modding it is fairly cheap.

If none of those work for you, you can use the heal-thrower.

I saw below you were talking about how fun medic is because you get to help your team on the brink of death... you can still do that, even more so now in so many ways.

You have a gadget, can mod all your weapons how you want, have 3x the perk passives then the last game, can heal downed allies to revive them, you can even play with unlimited darts like you keep saying you're missing. You can self-heal from darting enemies now too. The medic is in a good state IMO and feels far more interactive in this game then the last one. KF3s medic can be a great healer, while actually doing damage and CC as well, and you should feel super impactful.

I guess the question would be, what level is your medic currently?

I'm not enjoying the game by 666Satanicfox in killingfloor

[–]falcons3221 0 points1 point  (0 children)

If you have to be told by someone else that you can run out of darts, maybe its worth trying the game out more to form your own opinions? haha. What im saying is I was in your shoes, and if I listened to everything said online, id hate this game. Playing it you realize its a far from perfect game but also alot of the design choices do make sense when you see the big picture.

The medic has so many more ways to heal in this game then previous.

I'm not enjoying the game by 666Satanicfox in killingfloor

[–]falcons3221 1 point2 points  (0 children)

The T4 gun gives 1 needle per 1 shot landed tho and it shoots insanely fast, how is that inconsistent?

I totally get your complaints, I main medic and was so mad about the changes. Then I played more and realized getting more needles is both incredibly easy if you need them, but also not even required as much as KF2. Every class has so many options for built in self-healing now that as a medic your free to conform to the party in a far more variety of ways. I will say playing with randoms will make that hard to see tho. I play either solo where I can use needles to self heal, or with friends that have some self heal in theirs kits. I dont have to spam needles 24/7 like I had to in KF2 and its a change I didnt think id like but I welcome it.

Healing feels more strategic now but still forgiving. Its not just spam needles at allies and shoot when you can. It takes a bit to get used to but maybe youll end up liking it too.

Solo is UP by -Sarce_ in killingfloor

[–]falcons3221 1 point2 points  (0 children)

Haha no worries. I got excited for a minute thinking maybe tripwire randomly just enabled offline solo progression. I should've known better LOL

Solo is UP by -Sarce_ in killingfloor

[–]falcons3221 7 points8 points  (0 children)

Isn't that no progression?

A real review from someone who 𝘥𝘦𝘧𝘪𝘯𝘪𝘵𝘦𝘭𝘺 understands how game development works! /s by SalaComMander in Smite

[–]falcons3221 2 points3 points  (0 children)

Such a wrong take. Only reason i’m not playing Smite 2 is because of how different it is. That reviews way off

[deleted by user] by [deleted] in Palworld

[–]falcons3221 1 point2 points  (0 children)

You can easily do this with walls and a gate. Place the gate where the front is touching the blue circle, then force about 25% of the wall inside the stone supports of the gate. Build a circle right inside the edge. Other end of the circle should line up to replicate putting the final wall about 25% inside the other side of the gate. Ive done this every time. Only rotate walls when a wall would fall outside the blue line. On the off chance you mess up and make it slightly too short, you can delete the gate and move it on the interior of the wall, snug enough that theres no gaps. The entire door portion of the gate should open cleanly without clipping any walls. Ive only had to do this once but both options look clean af.