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Let's talk about Crossbow...

Chrys[ITA]

Grizzled Veteran
Aug 13, 2014
79
3
Italy, Marche
As a fan of Sharpshooter i liked play with Xbow in the past in kf1. This awesome weapon in this game doesn't give the same feel as kf1... in my opinion should be more accurate and sharp. Also a great idea is the optional scope (only for the crossbow), with scope on the xbow i can aim well like i can with other weapons with scope.
 
Eh, if you like the crossbow, you should play KF1 because it's definitely not as good in KF2. In KF2 it has only 2 advantages IMO:
  • Infinite ammo if you recover all your bolts
  • Stun effect
Trouble is:
  • With the exception of the EBR, this class only runs dry on ammo when things go seriously wrong (squad wipe)
  • The stun effect is buggy (doesn't always take effect), doesn't work if the target blocks, and lasts a very short time

Now compare the crossbow to the centerfire:
  • Crossbow: Đ650, 350 damage, 60 ROF (with reload perk)
  • Centerfire: Đ650, 180 damage, 150 ROF
I can't imagine a scenario right now where I'd choose a slow firing crossbow with a high chance of missing due to slow projectile speed over the centerfire. I'd only consider it if it was possible to get a reliable stun like the SWAT grenade. Even if that meant having to wait to charge up a shot.
 
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Uh, okay...
  • There is a point of aim delay as you move your aim very fast. Partially a network latency issue.
  • Uneven geometry/terrain makes the bolt unretrievable.
  • Stun performance may be inconsistent given Zeds are non-acceptant to status/reaction powers (stun/freeze/stumble) for the duration of an existing one.
  • Where you hit does not affect the amount of stun power you dealt with the Xbow bolt, which makes the Xbow stun abusive with body-shot spams.
  • The cost-performance ratio doesn't quite add up by comparison of a Railgun once you factor in the ammo recyclability.
  • Xbow reloads inhumanly fast, from a third person perspective, you don't even see your character grabbing a new bolt.
 
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The sharpshooter's arsenal has been downgraded in KF2 since KF1, since the crossbow in KF1 decapitates Scrakes on head shots, and the 50 cal. rifle the Fleshpound-- Additionally the KF1 LAR on level 25 Sharpshooter was a viable counter-Scrake weapon because it stuns them on (some) head shots, then you simply unload both LAR and S.P. Muskets into them.

In KF2, instant decapitations are specific to which skill tree you use (Left), and the crossbow no longer decapitate Scrakes on head shots-- However, unlike KF1, all perks in the game are now viable big Zed killers, i.e. in KF1, Scrakes and Fleshpounds are more terrifying because their counters are more perk-specific-- it's much harder in KF1 to take care of large Zeds without a Sharpshooter or Demolition (or Support Specialist with AA12) than in KF2.
 
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Xbow is useful but limited to certain types of maps.

Xbow was replaced with the railgun as the main big zed killer in KF2. I wouldn't say it's much of a downgrade for the sharpshooter class overall, it's more the game is much harder for sharpshooters due to all the teammate interference (firebugs, demos, berserkers, all grenades) visuals (rage animations, poison gas, fire) and zed movement.
 
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when it comes to crossbow and railgun.

Railgun has massive penetration power, but people use it mostly for taking down big zeds.

the crossbow is not the best big zed take downer but its penetration isnt nearly as great as KF1.

i think a good buff for the CB that could be tried out is to greatly buff its penetration. perhaps make the damage lossless when going through zeds, or bringing it up to 20ish.


just an ide
 
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Personally I can only manage to find it satisfying and effective as-is if I mostly forget the headshots and instead focus on making use of the penetration and bolt retrieval, cutting down trash and mediums at a choke point for free.

It's pretty disappointing against big zeds because of lag issues and zeds' many many reaction-immune animations. If those were negated for the crossbow, it might do fine with its current stats. Can keep the cooldown from stun to stun, though.
 
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Azukki;n2301219 said:
Personally I can only manage to find it satisfying and effective as-is if I mostly forget the headshots and instead focus on making use of the penetration and bolt retrieval, cutting down trash and mediums at a choke point for free.

It's pretty disappointing against big zeds because of lag issues and zeds' many many reaction-immune animations. If those were negated for the crossbow, it might do fine with its current stats. Can keep the cooldown from stun to stun, though.

thats why i think a good change would be to increase that penetration power. truly make the CB unique, yet still able to mediums to head and trash and take scrakes if need be.
 
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My biggest issue with the bow in KF2 is that it was damn near "perfect" in the first game. This version just doesn't feel as accurate to me and it seems more prone to ghost misses (when you feel you have a shot lined up perfectly and yet hit nothing but air).

It's not a latency issue in my case, but it's still something I have never fully gotten used to coming from the bow in the first game.

For instance, I don't think I'll ever reach a point where I can hit a scrake in the head and rescope and fire a 2nd arrow (during their stun animation in the case of the first game). That became muscle memory for most sharpies in the first game

Between the different zed mechanics in the game's sequel and the overall superiority of the railgun, I just don't know where that leaves this weapon right now. I cannot recall the last time I bought the bow to be honest...
 
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I think they should make the bow mag-loaded with 3~5 bolts like one of those Chinese repeating crossbows instead of increasing penetration power. This would at least make its stunning capacity more lethal. Zhugenu-payne.jpg



Of course, the design could be more elegant to house a scope.

Then again, the crossbow was probably meant as a stepping stone to the Railgun instead of an endgame weapon like in KF1 before the 50 cal was introduced-- But tier 3 weapons in KF2 are also cheaper compared to KF1, so chances are players would get to the M14 or magnum (I usually go for the magnum) before needing to resort to a crossbow.
 
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