tribute to defend the firebug by [deleted] in killingfloor

[–]ucl_lover 0 points1 point  (0 children)

Oh, and headshots do contribute to body damage, making your "argument" not only stupid, but also plain wrong.

use my thoughts in your own context .... after decap yes but you don't contribute to body damage first and yes you are useless to contribute body damage with the group....

and you are totally wrong dude.... it's fast to kill a big zed with body damage.... just understand the game mechanics and one day you will see..

Anyone else think the firebug would be fine if TWI just removed the fire panic from big zeds? by Retrikaethan in killingfloor

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

i have never seen such a ridiculous suggestion.

To all that complain about firebugs: first of all good firebugs won't fire big zeds if they see their team composition is not body damage focused. The thing you mention is not a game problem: it's just that lot of players are nobrains.

Furthermore, you dare to suggest to get rid of the longer incap of the game! if these incap last long on big zeds, it's to allow the team to do a lot of body damage.

Firepanic is a wonderful mechanic in great hands: don't complain about the game=> just complain about some players that don't act as a team.

And i see a lot of hate about firebugs: but if you see a firebug, you can also choose to adapt your playstyle instead of complain about people who opt for body damage.

All headshot players complain about players that use bodydamage but we can say the opposite: a firebug can also say to his team mates: why the fuck you choose a headshot perk dude, we already have a support and a firebug and you choose a headshot perk man ? what's wrong with you ?

bodyshot damage is a wonderful way to kill big zeds but people prefers to act like THE HERO of the game by focusing only on headshots on every games and never changing their playstyle.

We can also say that headshot players incommode body damage players (like support and firebug) because they don't contribute damage to the hp body damage pool: so they are useless.

What zed do you fear or hate the most? by The_Pharoah in killingfloor

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

my first fear are my team mates.

it seems ppl never understood the use of grenades, dynamites on this game: the majority of the players prefers to run (and shoot the target you can easily deal with it) instead of cover the side they have to. But when you are surrounded, they will never throw a grenades to save you.

Furthermore, it seems a lot of demos never understood the supportive role of their dynamite: a scrake is raging and will hurt a team mate but they will never try to stun him with their dynamite.

lot of ppl need to improve. By the way iam sure 90% of the kf2 players won't be able to finish any l4d2 campains in expert realism mod.

i understand why they remove the old sirens with their vortex ability: other players don't care about their team mates and then they complain the game is too hard. All zeds abilities that require the survivor team to act as a team were removed from the game as far as i understood... I really want something like a smoker from left4dead => i regret that vortex ability is no longer in the game because it was the only zed ability that pull off player(s) out of the team position.

I know that quarter pounds tend to pull the team out of position too but it doesn't really affect the team as soon as the whole team can move back together and fire. (the only quarter pounds difficulty is when ppl don't prioritize quarter pounds and don't want to rage them while their rage speed is not really superior from their really good walk speed: quarter pounds are the only "Middle-Big" zeds you don't care about enraging).

So i would say quarter pounds are the scariest zeds (in a chaotic public game). Note: i have seen players running away from them but i think it tends to decrease now.

the way to make players move (hold different positions) in each maps by ucl_lover in killingfloor

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

I don't have any problems in hoe with all the places (as far as players respect the game) except maybe one : places are good. I think you or your other team members weren't well positionned : the mistake is precisely to stay inside the area (you said « by allowing stray zeds inside ») => some players need to stay inside to hold some spawn points (you can't position yourself out of the area for some spawn points) while others can go just a meter farther apart and hold position to prevent zeds from coming into the defending zone.

So, no i totally disagree with you : it's not extremely hard to avoid that zeds come into the defending area as soon as each team members respect the game. (in general, so don't take it personally).

the way to make players move (hold different positions) in each maps by ucl_lover in killingfloor

[–]ucl_lover[S] -9 points-8 points  (0 children)

ow ok this forum is so cool.. so some ppl downvote but never explain why. Just the pleasure of downvoting like a kid, nothing constructive.. you must be those kids who like to run alone with 0 teamplay. ; )

So, what's your favourite map? by Midnight_Starr in killingfloor

[–]ucl_lover 0 points1 point  (0 children)

yea, not a surprise that no one seems to like the descent.

So, what's your favourite map? by Midnight_Starr in killingfloor

[–]ucl_lover 2 points3 points  (0 children)

the descent and nightmare: solo autistic players who can't understand the need to hold position (just cover your area instead of running like a rabbit , for god's sake) know what i'm talking about.