• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Tactics Real Poll of Doom

Real Poll of Doom

  • I think the LAW needs nerfing, as it is overpowered

    Votes: 3 4.1%
  • The LAW is so good I use it almost constantly on any wave

    Votes: 1 1.4%
  • The LAW is okay. It just needs proper handling

    Votes: 27 37.0%
  • The LAW is a pointless, sucky, and/or bad weapon.

    Votes: 42 57.5%

  • Total voters
    73
I give you a story about the LAW!!!!!!

I give you a story about the LAW!!!!!!

A repost. Just becuase I like to fxck with people. This is the opening chapter from Quantum Psychology by Robert Anton Wilson.




A Parable About a Parable

A young American named Simon Moon, studying Zen in the Zendo (Zen school) at the New Old Lompoc House in Lompoc, California, made the mistake of reading Franz Kafka
 
  • Like
Reactions: Vaecrius
Upvote 0
- Scrakes have overall explosive resistance
- Fleshpounds have 50% resistance to LAW rockets -_-

Scrakes do not have explosive resistance. There is nothing in the ZombieScrake.uc code that contains M32, M79, Frag, Pipebomb, or LAW damage types. Also, there is no special TakeDamage() function in ZombieScrake.uc which means the scrake specimen uses the default function provided in KFMonster.uc. Looking at the TakeDamage() function in KFMonster.uc turns up nothing as well regarding explosive resistance. If it were there, every specimen would get explosive resistance by default since they all use that specific KFMonster.uc function when applying damage. You need more explosives to drop a scrake because they have more hp in a 6-man game than FPs and FPs have explosive weaknesses.

Fleshpounds also do not have 50% resistance to LAW rockets. From the TakeDamage() function in ZombieFleshpound.uc:

Code:
    if ( DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypeLaw' && DamageType != class 'DamTypePipeBomb'
        && DamageType != class 'DamTypeM79Grenade' && DamageType != class 'DamTypeM32Grenade' )
    {
        // Don't reduce the damage so much if its a high headshot damage weapon
        if( bIsHeadShot && class<KFWeaponDamageType>(damageType)!=none &&
            class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult >= 1.5 )
        {
            Damage *= 0.75;
        }
        else
        {
            Damage *= 0.5;
        }
    }
    // double damage from handheld explosives
    else if (DamageType == class 'DamTypeFrag' || DamageType == class 'DamTypePipeBomb' )
    {
        Damage *= 2.0;
    }
    // A little extra damage from the grenade launchers, they are HE not shrapnel,
    // and its shrapnel that REALLY hurts he FP ;)
    else if( DamageType == class 'DamTypeM79Grenade' || DamageType == class 'DamTypeM32Grenade' )
    {
        Damage *= 1.25;
    }
If your damage type is frag, pipebomb, m32, m79, or LAW, your damage is not reduced at all.
 
Upvote 0
Scrakes do not have explosive resistance. There is nothing in the ZombieScrake.uc code that contains M32, M79, Frag, Pipebomb, or LAW damage types. Also, there is no special TakeDamage() function in ZombieScrake.uc which means the scrake specimen uses the default function provided in KFMonster.uc. Looking at the TakeDamage() function in KFMonster.uc turns up nothing as well regarding explosive resistance. If it were there, every specimen would get explosive resistance by default since they all use that specific KFMonster.uc function when applying damage. You need more explosives to drop a scrake because they have more hp in a 6-man game than FPs and FPs have explosive weaknesses.

Fleshpounds also do not have 50% resistance to LAW rockets. From the TakeDamage() function in ZombieFleshpound.uc:

Code:
    if ( DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypeLaw' && DamageType != class 'DamTypePipeBomb'
        && DamageType != class 'DamTypeM79Grenade' && DamageType != class 'DamTypeM32Grenade' )
    {
        // Don't reduce the damage so much if its a high headshot damage weapon
        if( bIsHeadShot && class<KFWeaponDamageType>(damageType)!=none &&
            class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult >= 1.5 )
        {
            Damage *= 0.75;
        }
        else
        {
            Damage *= 0.5;
        }
    }
    // double damage from handheld explosives
    else if (DamageType == class 'DamTypeFrag' || DamageType == class 'DamTypePipeBomb' )
    {
        Damage *= 2.0;
    }
    // A little extra damage from the grenade launchers, they are HE not shrapnel,
    // and its shrapnel that REALLY hurts he FP ;)
    else if( DamageType == class 'DamTypeM79Grenade' || DamageType == class 'DamTypeM32Grenade' )
    {
        Damage *= 1.25;
    }
If your damage type is frag, pipebomb, m32, m79, or LAW, your damage is not reduced at all.


it always seems like Scrakes are particularly resistant to explosives though.Or maybe thats just me
 
Upvote 0
I like LAW very much. Normal difficulty as a Demolition man i start to use is when i can buy it. I have played many normal games like that. (when im in LAW mood, not everyday/week)

I hope that demolition perk can carry LAW, and also 2 pipes when level 5 ->.

And maybe buff damage a bit.

Also i like use LAW as a support specialist. Then you can easily carry also some pipes.
 
Upvote 0
I don't think LAW is too bad. I mean its not a real useful weapon that you will always go for like the new weapons, but it can be useful. First, its a support weapon not intended for use by other perk levels. At high levels you can carry shotgun or katana + deagle too. Its fun to use, zeds spawn in small packs and thin out as they walk down corridors and stuff. So its kind of map dependent but a lot of maps will see zeds walking around in small packs of 6. The scrake stun is useful on higher waves, though it requires teamwork to finish off scrakes. You can lend your help to an already engraged FP.

I would have to admit that I mostly only take this option on Hard, and on maps that I'm finding boring from being too easy and there is plenty of money going around. Its probably not viable at all on Suicidal.

Also the reason it isn't a bad weapon to take to patty is because you can aim, shoot, then hide again to dodge fire. And its great for shooting at him when he is a long way away.

I believe the LAW did get a buff (maybe it was just blast radius) when the new weapons came out. If not for the new weapons this might have been enough to change people's opinions on the LAW (which were always that it sucks), but the truth is the new weapons cheapen all the old weapons. I don't think its right to buff the LAW just to make it competitive with the t3 weapons. I think its nice to have 1 weapon that is somewhat for lulz. And a little respect when you pull it off.
 
Upvote 0
I think I've seen more people kill themselves with the L.A.W then killing actual specimen. That speaks for itself, nerf the self-damage a little.
7/10 of my deaths are from Crawlers, 1/10th of my deaths are from fleshpounds

the last 2/10 is from the L.A.W

Sooo yeah...

PS: I managed to kill the PAT with a direct impact headshot from the LAW. guess the achievement i earned LOL
 
Upvote 0