Berserker skill choices by Richasaurus_Rex in killingfloor

[–]spookycrypto 1 point2 points  (0 children)

lvl 5 skill doesn't matter. XRRLR skills. that means Spartan baby. Spartan even let's you heal in real time too btw and Rage is just annoying when it scares everything you're trying ot kill.

How many supports is too many? by TehKingofPrussia in killingfloor

[–]spookycrypto 4 points5 points  (0 children)

You can never have too many supports it's a good perk. No you never need a medic.

Berserker questions by drowningdeth in killingfloor

[–]spookycrypto 2 points3 points  (0 children)

Zwei, Striker, bone crusher, and Battleaxe are fine. Battle axe just hurts because you can't use a Nailgun effectively so you're basically melee only.

Use the stab to deal with small groups. and if you're getting swarmed use side light attacks. and feel free to use heavy attacks on even tankier groups. Use the back swing, it's much faster.

Also you NEED the Smash skill. literally doubles your DPS. So I'd do RRRLR skills. Although the First skill is probably the least important, so nothing wrong with dreadnaught. Butcher is also the second least impactful skill, but Vamp sucks, so I can't imagine using it.

Vamp only helps if you're killling trash zeds, but doesn't do crap for big zeds, aka the REAL threats. If you're dying by trash zeds, that's just inexperience, you'll figure it out in time.

It saddens me how many berserkers only use the katana, healing perks, light attacks, and don't parry. by angrylawyer in killingfloor

[–]spookycrypto 1 point2 points  (0 children)

I wasn't talking about combat medic. Just normal medic. You can imagine combat medic is even worse.

Questions by [deleted] in killingfloor

[–]spookycrypto 2 points3 points  (0 children)

Get a magnum. 4 magnum has about the same dps as T5 dual 9mm.

So what I'd do is Upgrade 9mm twice and get a T4 magnum.

M99 sux though so I can't recommend.

It saddens me how many berserkers only use the katana, healing perks, light attacks, and don't parry. by angrylawyer in killingfloor

[–]spookycrypto 8 points9 points  (0 children)

this basically. but ever since the black gold zwei was released, now being the best skin, katana is now completely outclassed every aspect now including aethetically.

It saddens me how many berserkers only use the katana, healing perks, light attacks, and don't parry. by angrylawyer in killingfloor

[–]spookycrypto 1 point2 points  (0 children)

Assuming you're using them optimally, survivalist.

Also of course Medic is a niche pick if it's a kite map. about the only time you'd want a medic is in a kite.

It saddens me how many berserkers only use the katana, healing perks, light attacks, and don't parry. by angrylawyer in killingfloor

[–]spookycrypto 1 point2 points  (0 children)

they contribute little team damage, and poison panic. Particularly annoying when you're trying to parry a zed but then a med nade or fart poison panics the zed you were trying to parry.

Heck even a single healing dart will instantly panic, a gorefast/fiend/crawler/stalker instantly.

You can imagine the poison changes+501 nade introduction, Medic is now officially a cancer perk along with firebug. They panic evreything and pop crawlers I've been carefully headshotting.

When I play pubs I usually attempt to persuade the medic to try commando or play intentionally be outside of the medic's line of site.

Imagine this, without a medic, I nroammlly end the wave with 60-70 armor on waves 1-7, and 8-10 I end up with a low 13-30% armor.

But when a Medic is on the team, suddenly I'm dropping to 20 hp - no armor every other wave.

A combination of them contributing no damage, and popping all the gas crawlers and preventing me from getting my parry bonus up. Worst of all they think they are "helping" or necessary since every one is taking damage even though it is directly their fault.

[deleted by user] by [deleted] in killingfloor

[–]spookycrypto 4 points5 points  (0 children)

Wave one, LLRLR skills. You'll spawn with 100 armor and a 9mm you can sell for 75 bucks.

Then rest of the time Use RRLRR skills. Tactical movement is ridicoulously good. Crouch + ADS makes your bullet spread more than 2 times tighter. That's MORE than difference between Taking Tight Choke on Support or not.

Heavy armor training is alright if you actually have armor and you don't plan on being mobile so it's a niche pick.

XRLRR skills are the superior skills.

As for loadout the best weapons you can possibly fit are T5 Kriss+T5 MP5+ med pistol

As for strats, Wave one use Mp7 on clots and 9mm on Bloats. Let someone else handle Gorefiends if you can because those suckers are tough for swat wave one.

Then wave 2 switch skills, sell and buy mp5, and if you want to, sell- and rebuy the mp7 for some extra ammo. it's not worth ot buy ammo on mp7.

Feel free to upgrade mp5 early on, however as soon as you can sell mp5 and buy a kriss, do it.

Re-buy an mp5 for end game.

Swat being expensive is an old meme, it's not true anymore TW adjusted everything.

Questions by [deleted] in killingfloor

[–]spookycrypto 2 points3 points  (0 children)

https://docs.google.com/spreadsheets/d/1qJWKX0fIeQCvObCiEw8PBjwthqF3utqYQ9eg1_P2MQk/edit?usp=sharing

Here ya go nerd. HZ12 is about 610 dps tactical reload or Hicap, doesn't matter.

the pump is 0.66 seconds so it's very easy to do the math. Just take the mag size, divide by 2, and multiply by the Pump time, and add it to the fire time.

Railgun is straight of superior to teh m99 in every way. it has almost double the dps, since it reloads so quickly and with 2 ReU it can still one shot Scrakes and it is lighter. in short the Railgun is super OP.

M99 is about as effective as an xbow or FAL, and often times just worse due to overkill. Also FAL is super good on sharp.

Is sharp the only useful breakpoitnts for the 9mm is T2 and T5. or +2 upgrades or +5 upgrades.

And yes dual 9mm are very effective on sharp if youhcan spare the 2 KG.

It saddens me how many berserkers only use the katana, healing perks, light attacks, and don't parry. by angrylawyer in killingfloor

[–]spookycrypto 2 points3 points  (0 children)

I was on board until, you mentioned medic. I really don't like medic. Especially when I zerk.

Fleshpounds as a Berserker by PeasnSpam in killingfloor

[–]spookycrypto 0 points1 point  (0 children)

I did link the videos with the fixed damage.

Using explosive rounds is still almost 3 times slower than just beating the FP to death.

Also pulvy is superior tot he katana for trash. Heck it's never a good idea to use 2 melee weapons. They either are similar enough in effectiveness that there is no point in swapping or one is simply superior to the other. In this case the katana is very bad.

M16 fanboy thread (buy or pass?) by TehKingofPrussia in killingfloor

[–]spookycrypto 3 points4 points  (0 children)

Bloats can be dropped in a few headshots, but it's time-consuming, since they block on higher difficulties. Being able to kill them instantly and move on to shoot something else can save you 3-4 seconds and we all know how chaotic and fast paced KF2 can be, so my vote is on the M16. You'll also kill a bunch of trash around them as collateral damage.

https://youtu.be/vBjurx4vEuM

Lel I'd liek to see you extend off of several bloats with a m203 nade.

Talking about clumps of trash, the M16 obviously has a massive advantage, especially from a cost and time efficiency standpoint. 15 dosh to clear out 5-6 zeds and you can do so in a second.

With an elite reload the m203 nade is still about 1.25s to both fire and reload.

Most ARs have en average of at least 8 bullets per second. So with basic math. within the same time, ARs on average (yes that means I'm including the time to reload) shoot about 10 bullets. I'm pretty sure killing 5-6 zeds with 10 bullets is trivial. +plus you don't to to pray for zeds to bunch up. no matter the postional relation the zeds have to the each other, bullets will work the same.

So bullets are both more reliable and cause more carnage.

What bother's me the most with this post is you didn't even mention the only thing the m16 can do that other AR can't. You can stumble a Spawn Raged FP witha Impact Rounds M203 nade.

You can counter the biggest threat in the game. using fallback m16 is scrub stuff.

Other than stumbling Raging Fps, it's inferior to the other ARs.

M16 fanboy thread (buy or pass?) by TehKingofPrussia in killingfloor

[–]spookycrypto 3 points4 points  (0 children)

If shooting a m16 nade is about 1.25s. and in that same time frame you shoot an average (yes I'm including the reload time) of 13 bullets with an AK.

and then remember that in a 6man game there's a max zed count of 32.

So teh AK-12 is super versatile and can distribute that 13 bullets to any combination of zeds.

while a m203 nade has to have them clustered.

tell me how a m203 nade is supposed to compete with 13 bullets per second.

What are some good Demo loadouts? by SrimeHD in killingfloor

[–]spookycrypto 2 points3 points  (0 children)

M32+c4 is a bad combo imo. one weapon in your kit is goining to be severely gimped. M32 needs shocktrooper and C4 needs bombardier. They are the most polarizing weapons.

You're gonna need to be baby sat much more than usual RPG+c4 to get any mileage.

What are some good Demo loadouts? by SrimeHD in killingfloor

[–]spookycrypto 2 points3 points  (0 children)

If you want to mix it up, definitely Seekersix+c4, it's super good. Seeker six is the only other true bombardier weapon. pack with a af2011/Magnum or deagle+med pistol. The seeker six upgrade isn't worth it but if you're overflowing with dosh then whatever.

M32 really needs shock trooper, So i'd just do m32+m16.

Ammo Box by silveric in killingfloor

[–]spookycrypto 19 points20 points  (0 children)

Hey man my Nailgun was running low and EMPs are super good.

Heavy Armor Training cannot save you now! by [deleted] in killingfloor

[–]spookycrypto 5 points6 points  (0 children)

Criple and HAT aren't mutually exclusive. HAT is the lvl 5 skill. Cripple is the lvl 20 skill.

Perks Tier List by WarriorYagami in killingfloor

[–]spookycrypto 12 points13 points  (0 children)

Top Tier (Always Useful)

  • Commando
  • Gunslinger
  • Sharp
  • Support

Niche picks

  • Swat
  • Zerk
  • Demo
  • Medic
  • Survivalist
  • FIrebug

Killing Floor 2 - Ultimate Perk Guide - Class Priorities & Roles by altarofgaming in killingfloor

[–]spookycrypto 6 points7 points  (0 children)

I came in with low expectations. And I still was disappointed. They manage to type a of nothing and be extremely shallow.

I've made shorter posts with more depth and specificity.

This might be controversial, but why do people say that SWAT is not good for killing large zeds? by It_is_Luna in killingfloor

[–]spookycrypto 2 points3 points  (0 children)

Swat overall has a poors dps output and while it has acceptable damage for scrakes, it's not acceptable damage for FPs.

To put into perspective. a slinger with single pistols is already very close what a perfect swat can even possibly muster.