Bullpup's work great against FP's if you know how to remove its head. Just aim at the head and give them hell.
Upvote
0
Ehh... Yes, 12.7x99mm NATO (.50") used in machineguns and sniper rifles ([url]http://en.wikipedia.org/wiki/.50_BMG[/URL]) have alot more impact than a 7.62mm round.
But I am not talking about the .50" rifle ammo now im i? I am comparing the 7.62mm rifle ammo (that have a bullet that weight some 100-200 gram per bullet according to [url]http://en.wikipedia.org/wiki/7.62x39mm[/URL]) with the .50" pistol ammo (with a bullet that weight less than 2 gram according to [url]http://en.wikipedia.org/wiki/Desert_Eagle[/URL]).
I have never used a desert eagle, but i am pretty sure the energy from the impact of a .50" pistol bullet is less, or (as i suggest for the game) comparable, with the energy from the impact of a 7.62mm rifle bullet...?
In KF the Level Action Rifle (Winchester .308" (or .300 magnum?)) already deal more damage per bullet than the handcannon (.50" pistol). This is, imo, correct. And it should also deal more damage per bullet then AK47 (7.62mm). IMHO the AK should deal more damage per bullet than the bullpup and the 9mm - and it should less damage per bullet than LAR. This is the reason i think it fit to give it a comparable damage per bullet to the handcannon ("comparable" being the operative word here). I have no problem with Commando AK47 bodyshots dealing same or slightly more damage per bullet than sharpshooter handcannon bodyshots and that sharpshooter handcannon headshots deal more damage than Commando AK47 headshots. Remember that dual handcannons have a really high rate of fire (only slightly slower than full auto from the bullpup). I have no problem with the AK having a slightly lower rate of fire than both the bullpup (0,10 seconds per bullet) and dual handcannons (0,13 seconds per bullet). Maybe some 0,15 seconds per bullet.
If AK does not have comparable damage then commando will still use dual handcannons instead of AK.you do realize that dual handcannons have massive DPS and that AK with even comparable damage would be way overpowered
[AK47AssaultRifle]
Description="A classic Russian assault rifle. Can be fired in semi or full auto with nice knock down power but not great accuracy."
ItemName="AK47"
If AK does not have comparable damage then commando will still use dual handcannons instead of AK.
AK NEED to deal comparable DPS to dual handcannons.
AK in the hands of a commando NEED to deal comparable DPS to dual handcannons in the hands of a sharpshooter.
...or it will be underpowererd. Nobody would use AK instead of handcannons if handcannons weight half and have better overall DPS, now would they...?
In gameterms that DO sound to me that it will have simular traits of dual handcannons. ie a rather high rate of fire, a rather high damage per bullet and a rather high recoil.Gamefiles said:"A classic Russian assault rifle. Can be fired in semi or full auto with nice knock down power but not great accuracy."
SAYS WHO?Still missing the point that the Commando isn't supposed to be the class taking down Skrakes/Fleshpounds in the first place.
WHY? SAYS WHO? Just because it been that way up until now (because commando lacked a end-game weapon with stopping power - such as the berserker's chainsaw, the support spec's hunter shotgun or the sharpshooters xbow) does NOT mean it have to stay that way. Think outside the box Nano...But Skrakes/Fleshpounds are not what you're meant to fight, period.
We might get a bit out of topic here, but since firebugs no longer can let the "damage over time"-effect of fire burn down a fleshpound slowly without enrage it is now the only perk that do not have a way to deal with fleshpounds.
This goes for scrake as well, but i found some funky code about zombie movement speed that i've also seen in game a few times (an enraged scrake still move at normal movement speed if burned enough. Dropping dead without a speed increase). Might gonna read up on that code a bit more to figure out how you as a firebug can make it happend 100% of the time.
I predict a change or addition in favor of firebugs down the line...
Maybe fleshpounds should take double damage from fire (bloats do and flehspounds take double damage from frag nades - firebugs only get fire nades). Or maybe a fleshpound currenty burning, or burned enough, should not randomly enrage (only from too much damage taken per two seconds). Or maybe the enrage from too much damage taken per two seconds should not count firedamage taken (but still enrage after random time). Shrug.
Yes, this is my point. The perk should have tools do handle things in the game without falling back on the signature weapon of another perk (in this case sharpshooters). Fleshpounders DID have a weakness where firebugs set them on fire and let the DoT burn them down without ever cause them to enrage. This was changed, but firebugs was not compensated in any way.Inonetheless, FPs suck as firebug, though with a help of teammates you can save yourself if you have dual handcannons (which are a must as firebug)
Sharpshooters solo one-shot scrake with their crossbow long before they reach your team. They have 40 bolts per wave designed to take out sirens (one bolt), scrakes (one bolt) and fleshpounds (three bolts).*Sigh* I'm not saying that you CAN'T deal with Skrakes. I'm just saying that other classes can do it better and, in the case of Berserkers, are almost specifically geared to deal with the threat, where a Commando isn't.
lol you are killing scrakes the wrong way
it mosly takes around half the bullpup clip (on full-auto) to bring scrake to around half HP, than you can just take dual handcannons and unload into him
No Fleshpounds are about making sure you find them before any idiot teammates start spazzing out and shooting them randomly, and calmly decapitating them in a single bullet, at least, until they get fixed.
Scrakes should really be left to teammates though. I don't care how cheap the Bullpup ammo is, emptying a clip into a Scrakes face burns through so much ammo when you fight them multiple times a wave. I've been favouring the Chainsaw though to the Handcannons, but it depends what your teams like. If its working well together i'd go with the Cannons so you can quickly unload a clip into a Scrake/FP if its really necessary, otherwise stick to the other foes. Theres nothing worse than surviving a raged FP to be killed by a Crawler that got past when everyone was busy with the FP.
and yes I know its .50 pistol ammo, but I am pretty sure it is more powerfull than 7,62mm rifle ammo