Crossbows.

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scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
0
California
So, after those 2 seconds, his rage timer resets?
Hmmm.... could come in handy.

Yes, that is the basis for meleeing fleshpounds. You are essentially hitting as close as possible to the rage threshold, then waiting 2 seconds for it to reset. This is why axe alt fire to the head is the best attack as it deals 343 damage.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
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This is just stupid. 3 perfectly placed alt-fire of hunting shotgun from 6lv support kill a 6-man HoE pound. Even you keep a distance of around 5 feet, 4 alt-fire kill that pound 90% of the time. (aim for the body)

5 direct hit in upper chest of M32 from 6lv demo kill a 6-man HoE pound. Spamming 6 nades of M32 to a pound's feet bring him down to 10-20% health.

And yet you are telling me hitting the head with an xbow bring the same pound to 5/6 health and rages him, also from a 6lv perk. Oh well, how much and xbow cost? How much to refill? How about M32 and hunting shotgun? WOW, we sure did good.

You can kill a fleshpound with a knife. It just not effictive, like the xbow.
 

Heyman

FNG / Fresh Meat
Nov 13, 2009
84
31
0
This is just stupid. 3 perfectly placed alt-fire of hunting shotgun from 6lv support kill a 6-man HoE pound. Even you keep a distance of around 5 feet, 4 alt-fire kill that pound 90% of the time. (aim for the body)

5 direct hit in upper chest of M32 from 6lv demo kill a 6-man HoE pound. Spamming 6 nades of M32 to a pound's feet bring him down to 10-20% health.

And yet you are telling me hitting the head with an xbow bring the same pound to 5/6 health and rages him, also from a 6lv perk. Oh well, how much and xbow cost? How much to refill? How about M32 and hunting shotgun? WOW, we sure did good.

You can kill a fleshpound with a knife. It just not effictive, like the xbow.

It takes 4 lvl 6 SS shots to kill an FP. Less exaggerations please.

Xbow bolt cost(Max Discount) - €11
Hunting Shotgun Load(Max Discount) - €15
M32 Grenades - €10

4 Xbow shots - €44
4-5 Hunting Shotgun Double Blasts - €60-€75
5-6 M32 Grenades - €50-€60

If you are skilled enough, then Crossbow is still the most cost effective at killing fleshpounds.
This is clearly not the case for you.
 
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outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
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It takes 4 lvl 6 SS shots to kill an FP. Less exaggerations please.

Xbow bolt cost(Max Discount) - €11
Hunting Shotgun Load(Max Discount) - €15
M32 Grenades - €10

4 Xbow shots - €44
4-5 Hunting Shotgun Double Blasts - €60-€75
5-6 M32 Grenades - €50-€60

If you are skilled enough, then Crossbow is still the most cost effective at killing fleshpounds.
This is clearly not the case for you.


I find that GL cost $7 each in game, not sure if it is a bug. And, huntty and M32 is AoE weapon. And xbow can only hit that pound if you try to head shot.

And one xbow shot bring the pound's head health down to around 2/3 and total health around 5/6. And xbow need to reload after each shot like the huntting shotgun. In this case, you should let your demo to instan-kill the pound or let him bring him to very low health. And then anyone with a T3 weapon can kill him with only a few shots. And everything around the pound excluding scrake will die TOGETHER with the fleshpound. If you shoot the pound instead, you rage him while only doing 1/6 damge of his total health. Its like raging him with one clip of SCAR.

Support can also hunting shotgun alt-fire to rage the fleshpound, and then switch to aa12, it is enough to bring the pound down to 30-40% health in a matter of seconds. This also kill everything behind the fleshpound includiing scrake most likely. And both support and demo can jsut aim for the body and spam shots.

What about you then? Trying to hit the head while a bunch of small zeds is around. And you should also pray that pound spawn as far as possible. Or you may not even have enough distance to place the 3rd shot.

Why are you question my skill anyway? Given enough distance (which will not happen on most of the maps) any expeienced player can place 4 head shot on a pound. But you know what? M14 or even LAR do the job easier and cost less (and dont need that ridiculously long hallway). And that's the problem. People think 4 head-shotting a fleshpound is easy, so a semi-auto weapon with a laser sight should make fleshpounds cake.

Xbow is also a AoE weapon, however when you need to hit the head, it no longer have AoE. Also, you just dont get the reward even you hit the head. Well, but I dont care if they keep the dmage. But the xbow is clearly too expensive comparing to M14 and LAR. If we really want "balance" we should either increase the cost of LAR and M14 or lower the cost of xbow.

As with other perk weapons, they do the job in a different way. Hunting shotgun have a very low selling price, and it is usually able to kill more then $15 worth zeds. It also provide spike damage when needed while still do great in its Aoe. Simlair case apply to the M32.
 
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Heyman

FNG / Fresh Meat
Nov 13, 2009
84
31
0
I find that GL cost $7 each in game, not sure if it is a bug. And, huntty and M32 is AoE weapon. And xbow can only hit that pound if you try to head shot.

And one xbow shot bring the pound's head health down to around 2/3 and total health around 5/6. And xbow need to reload after each shot like the huntting shotgun. In this case, you should let your demo to instan-kill the pound or let him bring him to very low health. And then anyone with a T3 weapon can kill him with only a few shots. And everything around the pound excluding scrake will die TOGETHER with the fleshpound. If you shoot the pound instead, you rage him while only doing 1/6 damge of his total health. Its like raging him with one clip of SCAR.

Support can also hunting shotgun alt-fire to rage the fleshpound, and then switch to aa12, it is enough to bring the pound down to 30-40% health in a matter of seconds. This also kill everything behind the fleshpound includiing scrake most likely. And both support and demo can jsut aim for the body and spam shots.

What about you then? Trying to hit the head while a bunch of small zeds is around. And you should also pray that pound spawn as far as possible. Or you may not even have enough distance to place the 3rd shot.

Why are you question my skill anyway? Given enough distance (which will not happen on most of the maps) any expeienced player can place 4 head shot on a pound. But you know what? M14 or even LAR do the job easier and cost less (and dont need that ridiculously long hallway). And that's the problem. People think 4 head-shotting a fleshpound is easy, so a semi-auto weapon with a laser sight should make fleshpounds cake.

Xbow is also a AoE weapon, however when you need to hit the head, it no longer have AoE. Also, you just dont get the reward even you hit the head. Well, but I dont care if they keep the dmage. But the xbow is clearly too expensive comparing to M14 and LAR. If we really want "balance" we should either increase the cost of LAR and M14 or lower the cost of xbow.

As with other perk weapons, they do the job in a different way. Hunting shotgun have a very low selling price, and it is usually able to kill more then $15 worth zeds. It also provide spike damage when needed while still do great in its Aoe. Simlair case apply to the M32.

U mad?

Situation upon using these weapons:

5 people use hunting shotguns on Fleshpound - Congrats! You've got 5 support specialists who are reloading. Good luck with the 3 scrakes, 4 husks, a siren, and a horde of clots and gorefasts you completely ignored.

M32 is unloaded on fleshpound - Congrats! You're now practically useless for the next 10 seconds until you're done reloading, and you've spent a sixth of your entire ammo capacity on one specimen.

Crossbow - Spiked damage for about 30% of fleshpound's health at extreme ranges, minimal reload time - PLAYERS WHO CAN BACK YOU UP kill trash mobs to allow you to focus, and they finish off fleshpound upon entering killbox.

The crossbow is not useless - It's just no longer the superweapon everybody loved. While I agree 4 shotting a fleshpound could possibly be a tad much, YOU'RE PLAYING HELL ON EARTH! It's hard: Deal with it. Fleshpounds are supposed to be monsters. If you can't play sharpshooter on Hell on Earth, then I suggest moving down to suicidal.

I've seen you fighting this difficulty increase ever since the beta started, and while I agree by a tiny margin, I don't see any reason to **** bricks over these balance changes. Suicidal and HoE are the most fun I've had in KF in forever - I play sharpshooter so often now to make up for all those times I felt like an OP bastard going for the autowin.
 
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Merin Redplate

Grizzled Veteran
Apr 18, 2010
1,768
437
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Horzine Mailroom
M32 is unloaded on fleshpound - Congrats! You're now practically useless for the next 10 seconds until you're done reloading, and you've spent a sixth of your entire ammo capacity on one specimen.
Sure, that's true, but usually the Demolitions' carry the M79 along with the M32. So, you can either switch to the M79 after unloading on the Fleshpound, or make use of the M32's interuptable reloads.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
0
California
Crossbow - Spiked damage for about 30% of fleshpound's health at extreme ranges, minimal reload time - PLAYERS WHO CAN BACK YOU UP kill trash mobs to allow you to focus, and they finish off fleshpound upon entering killbox.

The spike damage dealt is ~33% to the fleshpound's head health. A bolt to the fleshpound's head deals 1008 damage from a level 6 SS and a 6 man H.o.E FP has 5906 overall health and 3062 head health. Really, the damage per bolt is only ~17% of the pound's health.

I find that GL cost $7 each in game, not sure if it is a bug. And, huntty and M32 is AoE weapon.

Demolitions perk receives a 30% discount on ammo @ level 6, $7/nade for the launchers is correct.
 
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Heyman

FNG / Fresh Meat
Nov 13, 2009
84
31
0
The spike damage dealt is ~33% to the fleshpound's head health. A bolt to the fleshpound's head deals 1008 damage from a level 6 SS and a 6 man H.o.E FP has 5906 overall health and 3062 head health. Really, the damage per bolt is only ~17% of the pound's health.

So, a decapped specimen is a dead specimen?

Could have fooled me.
 
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scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
0
California
So, a decapped specimen is a dead specimen?

Could have fooled me.

Decapped is not the same as dead. If the fleshpound hasn't taken enough damage at the time of the decapping blow, then you are left with a headless, enraged fleshpound.
 
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-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
Crossbow body shots do not insta-rage fleshpounds, perked or not if the pound has been untouched. A body shot bolt only deals 150 damage, and you need to do >360 damage within 2 seconds to trigger rage.

you missed the point of my argument. first off, i never said that a bow body shot caused an insta-rage. by comparing to the commando, i was trying to show how other perks shooting the FP results in a consequence, which is the FP raging. therefore, one would deduct that they SHOULDN'T shoot the FP and make it rage, but instead should focus on doing something that they are more effective at while also not making the situation more dangerous for the rest of the team. now to the real heart of the matter, the main point is that a SS does what he is supposed to (get headshots) and is PUNISHED when he succeeds. before this change, he was rewarded for doing his job. after this change, not only is he NOT rewarded for getting a headshot, but he also endangers his team. now, if say the FP didn't rage when he got hit in the head, then i may be able to agree with removing the ability to get a decap/kill in one shot. however since raging is tied into damage dealt regardless of shot location, and the FP cannot be stunned like a Scrake can, then there is no possible way you can counter the points i just made above.

well, I agree that an xbow shot from a SS should not kill, but it should certainly cripple.

The main thing is just getting it so that the SS can't just take them out completely on their own. They need at least a little team support, but they should be able to visit the most damage on a particular thing.

I think that's how it currently is, but as-is it's hard to tell. We have entered the grey area. Personally, I vote for more damage, much slower recoil. Make each shot count, but make them count thouroughly.

i can agree that one headshot should cripple but not insta kill, but right now there is nothing crippling about other than crippling YOUR TEAM. right now, a bow headshot on a FP results in an insta rage. then add to that the fact that the SS would have to land another 3 headshots on an already enraged FP in order to take him down. there's just no point to even take one shot, especially now that other classes can just spam him to death using other weapons. of course, what does that result in? nobody focusing on doing their real jobs......sure they may all combine to take down the FP, but what about the Scrakes, bloats, sirens, husks and other mobs behind it?

my concept of team support has always been the rest of the team mopping up the trash so that the anti-FP perk can do his job. that's been the way the game has been played since the very beginning. at the most, if the FP got decapped, but no insta death, and the others could finish off the remaining ~40% of the raging headless body (like it was back when the saw got decaps), then that would make sense to me.......of course the SS should still be getting his money reward for taking the head off, which right now i'm pretty certain that the damage/money system still isn't working properly.

i'd say that a one-shot headshot should either result in a decap or a stun. either way, it's vital to fix the 3 crossbow bugs so that you can actually have consistent testing. but the fact is that right now, and regardless of what most of the beta testers are saying in attempts to defend the changes the were influential in gotting implemented, this issue still needs work.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
No, you mad, you should play every other perk more.


Situation upon using these weapons:

5 people use hunting shotguns on Fleshpound - Congrats! You've got 5 support specialists who are reloading. Good luck with the 3 scrakes, 4 husks, a siren, and a horde of clots and gorefasts you completely ignored.

Everything behind it will be dead, everysingle one of them, if 5 alt-fire of hunting shotgun i really fired ar once. And who cares to realod a hunting shotgun facing an empty hallway? Or you dont even know shotguns can penetrate?

Also, with 5 or more support, yes you can win. Not news to me. I've tried 6 berserkers, 6 supports and 6 sharpshooters 6 commando before.

M32 is unloaded on fleshpound - Congrats! You're now practically useless for the next 10 seconds until you're done reloading, and you've spent a sixth of your entire ammo capacity on one specimen.

AGAIN, M32 can also totally wipe out everything within 5 feet of the fleshpound excluding scrakes only. And you still have M79 and 11 hand nades if you really need to. 1 hand nade + 1 M79 shot can kill a large group of zeds up to siren and stun a husk. This is assuming your team is totally useless in killing any zed even after you kill the biggest threat, the fleshpound. (do you really play demo? if so, you are not good enough, clearly)

Crossbow - Spiked damage for about 30% of fleshpound's health at extreme ranges, minimal reload time - PLAYERS WHO CAN BACK YOU UP kill trash mobs to allow you to focus, and they finish off fleshpound upon entering killbox.

You cant even tell the difference between head health and total health, do you? Xbow only do ~33% damage to hed health. Unless you take out the pound all by yourself or ANOTHER sharpshooter, you need to place 4 head shots OR your team need to due with the total health.

If you even try, 90% of the map will not spawn pounds that far away, and over 80% of the map do not provide a ridiculously long hallway in those area easier to camp. So in more than 90% of the time, you are doing worse than a:
1.
support with a hunting shotgun who can also kill thing behind, or
2. a demo who can also kill things around,
the fleshpound.

The crossbow is not useless - It's just no longer the superweapon everybody loved. While I agree 4 shotting a fleshpound could possibly be a tad much, YOU'RE PLAYING HELL ON EARTH! It's hard: Deal with it. Fleshpounds are supposed to be monsters. If you can't play sharpshooter on Hell on Earth, then I suggest moving down to suicidal.

Of cos its not useless. It just sucks so bad in a cost-effective way comparing with LAR or M14. I always say perk are balanced with each other, only problem is weapons choices within sharpshotoer make the xbow super ineffective. I play sharpshooter perfectly with the M14. Because it is effective. Much more effective than xbow. My teamates totally ignore the pound if they can provide a 1v1 suituation for me. And that's the teamwork I'm looking for. It's not about people cannot kill pound anymore, it's about M14 and LAR is 10 times better and 10 times cheaper.

And I would really like to see you putting 4 head shots on a pound on HoE. See if anyone get pounded?

I've seen you fighting this difficulty increase ever since the beta started, and while I agree by a tiny margin, I don't see any reason to **** bricks over these balance changes. Suicidal and HoE are the most fun I've had in KF in forever - I play sharpshooter so often now to make up for all those times I felt like an OP bastard going for the autowin.


It is pointless to question another one's skill. And I rarely play hard mode before the patch. 99% of the time I play suicidal. Dont act like you know me that much. The problem is NEVER about nerfing xbow make the game harder. I'm fine with that. The problem is M14 and LAR is 10 times more cost effective than the xbow. And people talk about they want to "balance the game" and just ignore M14 and LAR.

Giving out "go to play a lower difficulty" just make people look like a joke.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
you missed the point of my argument. first off, i never said that a bow body shot caused an insta-rage. by comparing to the commando, i was trying to show how other perks shooting the FP results in a consequence, which is the FP raging. therefore, one would deduct that they SHOULDN'T shoot the FP and make it rage, but instead should focus on doing something that they are more effective at while also not making the situation more dangerous for the rest of the team. now to the real heart of the matter, the main point is that a SS does what he is supposed to (get headshots) and is PUNISHED when he succeeds. before this change, he was rewarded for doing his job. after this change, not only is he NOT rewarded for getting a headshot, but he also endangers his team. now, if say the FP didn't rage when he got hit in the head, then i may be able to agree with removing the ability to get a decap/kill in one shot. however since raging is tied into damage dealt regardless of shot location, and the FP cannot be stunned like a Scrake can, then there is no possible way you can counter the points i just made above.

I 100% agree with this part.

i can agree that one headshot should cripple but not insta kill, but right now there is nothing crippling about other than crippling YOUR TEAM. right now, a bow headshot on a FP results in an insta rage. then add to that the fact that the SS would have to land another 3 headshots on an already enraged FP in order to take him down. there's just no point to even take one shot, especially now that other classes can just spam him to death using other weapons. of course, what does that result in? nobody focusing on doing their real jobs......sure they may all combine to take down the FP, but what about the Scrakes, bloats, sirens, husks and other mobs behind it?

my concept of team support has always been the rest of the team mopping up the trash so that the anti-FP perk can do his job. that's been the way the game has been played since the very beginning. at the most, if the FP got decapped, but no insta death, and the others could finish off the remaining ~40% of the raging headless body (like it was back when the saw got decaps), then that would make sense to me.......of course the SS should still be getting his money reward for taking the head off, which right now i'm pretty certain that the damage/money system still isn't working properly.

i'd say that a one-shot headshot should either result in a decap or a stun. either way, it's vital to fix the 3 crossbow bugs so that you can actually have consistent testing. but the fact is that right now, and regardless of what most of the beta testers are saying in attempts to defend the changes the were influential in gotting implemented, this issue still needs work.

However I think one-shot decap (even not killing) is too easy. For me, with the cost of xbow at thi moment, that should be a 3 shot KILL. (now even you shoot his head with a few hand cannon shots, the 3rd xbow shot still only decap the pound)

And by considering it is not possible to land 4 hs 90% of the time even in 1v1 suituation, that simply means you should let the one with M14 / M32 to get rid of the pound. You better help them to kill that husk shooting at the team instead of raging the pound without doing good damage.


What happen in a recent game on HoE public server is people found that xbow needs 4 shots to kill a pound. So what do they deside? "We need 4 sharpshooters!!!" What I notice is the number of sharpshooters is increasing rapidly. Bacuse everyone "thinks" xbow is still the most effective way. And what happen? Yes, every pound is instan-killed. But we are wipe out by those trash zeds.
 

Omega_K2

FNG / Fresh Meat
Jun 30, 2010
1
0
0
butchering the crossbow for all non-SS perks is what needed to happen. however butchering the crossbow for the SS perk was not necessary.
I agree with this. The crossbow now kinda feels useless; I admit that it was way to op before especially with lvl 6 medics killing all those fleshpounds on suicidal, however I personally think the SS sould be still able to deal more damage with the xbow, so he can take a down a FP with 2 headshots or so.
Maybe SS could get increased headshot damage with the xbow per level; up to 100% more damage at lvl 6 (this would be 8x multi again), but even then FPs would still take less damage due to the increased headshot resistance.
 

Aze

Grizzled Veteran
Mar 19, 2010
1,423
522
113
Agreed with outofrealman and -[SiN]-bswearer regarding this.

The price of the Xbow (which is a tier 2) for a level 6 Sharpie is HIGHER than the M14 (which is a tier 3), both in weapon and ammo cost! That's just not right!

The Xbow either needs:

Option 1
1 less weight (from 9 to 8) and/or cost less, both weapon and ammo (600 for weapon, 8-10ish per bolt, perked or not)

or

Option 2
KILL a Fleshpound with 3 headshots (Or, 2 shots decap it (not kill), third on the body kills it?) as a level 6 Sharpie. BUT this option also requires fixing the scope bug (Low scopesetting allows way too quick scope recovery)
 

xebo

FNG / Fresh Meat
Aug 31, 2010
143
150
0
There's nothing wrong with quick scoping. xbow is weak enough as is.
 
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outofrealman

FNG / Fresh Meat
Oct 29, 2009
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There's nothing wrong with quick scoping. xbow is weak enough as is.

Then they can make it a 2 shot decap or something as 6lv ss to really give xbow the power of its cost. And after the fix, you can no longer scope and shoot at his head while he is raging, you need to place the second shot just when he starts running.

If you can still hit the head (he will not always run in a straight line) or you can shoot without scope, you should be rewarded.
 
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Salad Snake

FNG / Fresh Meat
Aug 2, 2010
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It should decap with 3 shots on Suicidal honestly, but Normal should still take 2. Also, if the SS had no backup dealing body damage, it should leave an enraged headless FP after those 3 shots. That's my opinion at least, I don't think it's too bad as it is.
 

J Moldy

FNG / Fresh Meat
Dec 15, 2010
39
27
0
Here is what I would like to see happening to the Sharpshooter and the Crossbow:

1. One of these two:
a. Lower the crossbow's base damage, return the full headshot multiplier. The Crossbow should be all about the headshots, not being able to kill things in one hit.

b. The crossbow should stun Fleshpounds on a full headshot, which is THEN followed by rage. This gives the Sharpshooter an actual incentive to shoot at the FP's again.

2. The update says the bolts cost 3.3 pounds. I don't know where that came from, because each bolt actually costs 15 each. Change something about this. If you're going to nerf the crossbow, at least give it the right price.

3. Get rid of that silly 33% ammo to start with. You removed the bonuses to recoil and damage for the 9mm, and lowered the damage on the crossbow. I don't know about you guys at Tripwire, but I like to have enough ammo to be able to defend myself if I join later.

4. Increased overall headshot bonus. If the Sharpshooter is going to lose most of the strength in his old main weapons, can you give him a bonus for doing what he's supposed to with all the weapons?
 
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xebo

FNG / Fresh Meat
Aug 31, 2010
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Killing the big stuff isn't the job of a specific perk. It's the whole team's job. Get with the program, and play a different perk like everyone else.
 

BenioX

FNG / Fresh Meat
Jan 20, 2010
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Killing the big stuff isn't the job of a specific perk. It's the whole team's job. Get with the program, and play a different perk like everyone else.
How can a medic bring him down? How can Commando bring him down? Even with a team they don't do anything to really harm them. Only Support Specialist, Sharpshooter and somewhat firebug can. And Demolition's pipes and nades.