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#1
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Is there any way to change to flamethrower to slot 4? Or a mutator that allows me to change the slot the weapon uses?
I don't understand why it is slot 3, since you can't even use the husk cannon with it. If I run out of fuel with the flamethrower and go to heal a team mate or head shot a bloat, I have to tab through the empty flamethrower just to reach my MAC-10. I wouldn't mind it being on slot 3 if weapons with ammo had priority over empty ones. (The first time I made this thread it didn't post, if it pops up, sorry for duplicate.) |
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#2
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Yeah, yeah. This and a lot of other stuff should be fixed:
Crossbow price. Most players start a game as sharpshooter to spawn with it, then sell it for £600 and get tier 3 weapons on wave 2. Add here ability to suicide yourself in trader time and get one more free Crossbow. Increase Crossbow's price to £1000-£1250 and apply a discount for Sharpshooter. Level 5/6 Demo spawns with pipebombs. Same problem as sharphooter's - initial weapons costs too much so can be exploited. Replace pipes with hand grenades (3-5) demo spawn with. M79/M32 projectiles and LAW rockets fly though player bodies. It was introduced in the last patch as "hand grenade bug fix". Make ONLY hand grenades able to fly though players. After picking up second pistol you loose existing ammo. Ammo from both pistols should be added together, not the replacing it with second pistol's ammo count. .44 magnum weights 4 blocks. Set its weight back to 2 blocks or at least lower it to 3. Dropping Medic Gun and picking up again fully recharges its syringe. Store syringe value or reset it to 0% on pickup. MP5M totally outshines MP7M. Slightly increase MP5M weight to 4 or 5 blocks. P.S. TWI always were good at surprising community. Maybe someday they'll surprise us all with fixing the damn issues... |
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#3
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I liked all you wrote except from the part I quoted. Playing Demo, especially at ff servers, is already pain.
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#4
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Having grenades explode on hitting a friendly would be very brutal, especially when on some games, you can't predict when that **** player keeps bobbing up and down and side to side in front of you. Having it just disappear would be a bit disappointing, especially on the slow fire rate of the M79. Aside from that, agree with every point made (even though I would be saddened to lose my free £600 dosh every wave from that Xbow T_T). |
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#5
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#6
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![]() Nah jk, lets be honest though, if you are playing in a Friendly Fire server, the last perk you pick should be Demo. Unless you are insanely disciplined then you shouldn't even think about it. KF is hard mostly due to its logic. In reality the players shouldn't be able to survive against these horrific monstrousities. Thats why most players like to be severely hindered in some way with each class. In non ff games Demo is a swine because there is a good risk you will kill yourself. In FF games the Demo is a swine because there is a high risk you will kill your teammates. But that is what a Demo would be like in real life, so I still think poosh is 100% right. |
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#7
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I played on a server with 100% FF yesterday. Seriously, wat? Kudos to people who can play on there, but that is WAY too hardcore for me :P A single misplaced shot from almost ANY perked weapon will seriously maim an ally, and quite a few guns will instakill him from 100:100. What I aim to do when I can get around to it is to set up keybinds as per the following: http://forums.tripwireinteractive.co...6&postcount=71 And set it to key 6 for any duplicate weapons. ie. when playing firebug, 3 will pull out my flamethrower, 6 will pull out my MAC10. When playing zerker, 1 will grab katana, 6 will grab axe. When playing sharp, 2 will pull out HC, 6 will pull out 9mm etc etc. Just gotta remember not to take nonstandard loadouts for me xP No messing around with an axe as a sharp, otherwise I'll go to pull a gun and find a different one instead :P Last edited by Althamus; 04-26-2012 at 06:56 AM. |
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#8
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LoL yeah I remember playing Firebug sat in the church on West London (Old School) Suicidal on a 100% FF server. Ironically I was causing the fewest problems because at least the Medic had a bit of time to heal anyone who got hit, rather than watch someone die from a 9mm instantly.
That game had so many laughs. I remember the Medic went to heal a teammate with the Mp7M and hit fire by mistake. Killed him instantly. The Support Specialist fired a double HS blast and 1 of the bullets nicked the arm of a teammate and took him to sod all health. He was killed a second later by a crawler. The single best one was as a Scrake came in and the Sharpshooter crouched and lined up to dink him, back then he could kill them instantly. I'm not sure why he crouched but whatever the reason it created this hilarious scenario. For some reason that support specialist ran forward to HS blast it just as the Sharpie fired. The Xbow bolt went through the Supps head, popping it instantly, through a gorefasts head and into the Scrakes head to kill them all. I wish I could download a video from my brain because honestly I have never seen a teamkill that looked so damned funny in my entire life. |
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#9
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Most embarressing teamkill I've seen so far was on something like a 35% FF. THe round hadn't even STARTED yet, but it was on fonudrey W9 and everyone was jumpy, and my support friend ran round the corner, and saw someone else running towards him and instinctively fired the SG into his face and instantly killed him from 100:100. |
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#10
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#11
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I was once running mp5/HSG on a FF server, altfired him with the shotty instead of healing X_X. MY B BRO!
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#12
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I played FF servers a lot (including 100% FF), just because in a one time most of my friends started to play it. They said it make extra challenge - I said it is making the game ridiculous. Imo KF is not designed for friendly-fire. Maybe a minor one (up to 10%), but not more. I won some FF100% games too, but tbh I hate those games and played them to help my friends. And those, who choose demo perk on FF servers, mostly get vote-kicked as soon as possible.
Now about the subject (nades and rockets flying through player bodies). It makes demo slightly overpowered. Here I don't mean retarded teammates crossing line-of-fire. I'm talking about zerker or medic, who blocks FP and SC, and nades and rockets flying though them. Before this was introduced (last patch) blocking medic absorbed huge part of explosive damage (compare splash damage to instant hit to upper body/head, which makes ~2x damage). Now medic can block and demo shoot in the same time. |
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#13
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Aaaaaaaaaaaand? I don't see why is that bad?
![]() Demo is already underpowered, for example LAW - how could it NOT insta-kill with 1 shot? OFC if it would that'd become OP though, but damn, if the rockets don't insta-kill, rockets are pricey, demos absorb so much money, and then if you decide to make them unable to shoot through players, and I'd love to point out demo is mostly back-liner not front-liner, he'd be totally pointless, and in tight areas they'd be so dead. |
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#14
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You guys should try reverse friendly fire sometime. It's pretty hilarious to be standing in a demo's stack of pipes when the patriarch sets them off and then see the demo fly into the air across the map
![]() But this is one of the funniest friendly fire instances I've seen happen. Skip to about the 8 minute mark: Killing Floor: 6 Player HOE KF-Biohazard Wave 10+Pat - YouTube |
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#15
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Better than normal ff, cuz griefers are annoying...
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#16
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Also, DarkFalz is crazedtofu? Your youtube channel rocks dude
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#17
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Yep, that's me. And thank you. I'm glad you enjoy the videos.
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#18
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Now they aren't supposed to.
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#19
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I agree with poosh. There is really no reason that rockets should be able to fly through players' bodies. It's a little ridiculous. |
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#20
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I'm fine with everything being able to fly through friend's bodies. In a tightly crowded corridor, it just makes things so much easier. If I wanted to watch my shots for allies, I'd play on a FF server? |
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