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General Consensus on what the Content Patch will mean for the Sharp

Go back and read my post again.

The SCRAKE is the one meant to be easier to kill with headshots. The Fleshoound is not meant to be easy to kill with headshots.

And just saying that 1-shotting an FP makes the game "enjoyable" is ridiculous. I suppose you only find a game enjoyable if it's easy?

If only level 6 sharpshooter can take a scrake with 1 headshots, it is a very long way to get there.

Yes. I was saying before, that 1 headshot FP kill is enjoyable playing for sharp shooter perk. Eliminate of the big thread, that was my point. But third thought, okey, lets make FP bigger thread, ok for me now. There is still scrake to hunt.

There must be something to hunt for Sharpshooter.

Raged FP is a hard target when it is chasing someone else. There has been situations with xbow when FP is chasing other and u miss and buddy dies. But when u manage to save life its some kind of rewarding.
 
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Seriously, all they need to do is nerf the hell out of that M14EBR. I'm a Single HandCannon + Xbow Sharpie, I manage to top scoreboards without the M14 spam and I think it could teach those who rely on the red dot to learn to use that little thing the game added for aim, Ironsights...I mean, maybe make it so the sharpie gets a headshot bonus ONLY when ironsighted, but a lot of people would complain since they rely too heavily on hipfiring.
 
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...I'm actually agreeing with most of what bswearer is saying, this is disturbing. o_O

hehe.....usually with most the things i say, if people can just devote the time reading through my rambles, then they typically will make sense. i just tend to sometimes have a hard time putting thoughts into a short amount of words :eek::D

oh, and agreed about the "bolt penetration" which is what i think you were describing.....that is a problem. ;)

the FP used to require teamwork to take down, like a good 4 players shooting him with everything they got, whilst the other 2 would keep the lesser specimens at bay, this was balanced

that's not a very accurate statement. actually the common strat for killing a FP hasn't really changed much in a sense that it's always been one perk's "role" to be anti-FP and the other perks' roles to support him.....i don't know when you started playing this game, but the actual way it used to work before the hitboxes were fixed last november (at least for experienced/skilled players) was 4-5 guys clearing everything around the FP and let the zerker decap him with a chainsaw. was always good to have a medic to heal in case the zerker took a hit, and of course a suppport with hunting shotgun to double blast the body as it bled out.....ever since the hitboxes were fixed and the chainsaw nerfed to uselessness, the SS has become the anti-FP perk. same thing happens, he goes for decaps from a distance with the bow, the other perks keep the crap off of him. additionally SS now have three main priority targets to take out from a distance in the Scrake, husk and siren.

that sir, IS teamplay through the concepts of "roles". what you described is what i like to refer to as "socialist teamplay" in that everyone has to physically and immediately get a piece of the pie by doing damage to the FP and "blasting away at him". that is actually a prime example of individualistic player just under the mask of "teamplay". everyone wants to do damage to the big guy, but then everyone ignores all the other stuff and ignores the role that their perk is supposed to fill. teamplay imo, is knowing and accepting what your role is in order to benefit the team

btw, can't remember who said it, but the bolt the compound crossbow is using doesn't have an ounce of wood in it. bolts are typically made out of metal and alloys and have extremely sharp metal tips. i find it totally plausible that a bolt traveling with such force behind it could penetrate even the FP's skull......although not make the head pop straight off, but that's just an effect to make it look "cooler" :cool::D


here's a couple thoughts about the basic makeup of FPs to possibly make it more of a challenge for SS to get those headshots........what if they raged sooner instead of having to wait until they get hit with something? what if they didn't pause when they begin to rage and instead immediately began rushing towards the players? what if they didn't always walk in a straight line? i think everyone could agree that it's much harder to hit a raging FP with a perfect bow headshot than it is when he's moving so slowly in a straight line.....especially since him charging would send people into panic mode and cause them to forget about all the other crap that usually end up doing the most total damage to the team in the end.
 
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btw, can't remember who said it, but the bolt the compound crossbow is using doesn't have an ounce of wood in it. bolts are typically made out of metal and alloys and have extremely sharp metal tips. i find it totally plausible that a bolt traveling with such force behind it could penetrate even the FP's skull......although not make the head pop straight off, but that's just an effect to make it look "cooler" :cool::D

Actually i think i read somewhere that the reason the head explodes was so animating each weapon getting a headshot was easier.
Because realistically the SCAR, AK, HC, LAR, etc... have different bullets that would cause headshots to be different, also the angle of the headshot would come into play, causing more animations to be made.
This was solved by making the head explode.
 
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If you look at the Fleshie's head, it's covered in metal, it's not likely that a wooden arrow would be able to penetrate this IRL, would it? TWI need to make sense of this and make the fleshie headshot-resistant. The fleshie is real weak against explosives, so that's balanced I guess.

Although the Scrake is resistant to explosives. He's a bald-headed man with a chainsaw.

He and the FP belong on both sides of the same coin; they're both heavies but where one has a strength, the other has a weakness.

You have two ways of killing heavies: Headshots for one, explosives for the other.

"You have two ways of killing heavies: Headshots for one, explosives for the other."

This might be a good idea. But against Fleshpound, sharpshooter need to have some kind of defence. Maybe headshot with xbow stun FP, but not for long time. Sharpshooter can also stun FP with several headshots when using another sharpie gun. Also doing some minimal damage, when stun.

For example, everyone others have died (this is example for show), theres only you and FP left. You are sharpshooter. It is possible to kill FP, but its gonna take long time even if u had some grenades, longer time if you dont have grenades. But it would be possible to stun and run. Kind of fun i can imagine. If you miss some head shots, u would propably die.

Scrake is possible to take down with one xbow shot. Suicide 2-3. Imo.

For other perks, shooting FP chest (that red thing) is like now shooting for head. So commando and others stays as they are now.
 
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here's a couple thoughts about the basic makeup of FPs to possibly make it more of a challenge for SS to get those headshots........what if they raged sooner instead of having to wait until they get hit with something? what if they didn't pause when they begin to rage and instead immediately began rushing towards the players? what if they didn't always walk in a straight line? i think everyone could agree that it's much harder to hit a raging FP with a perfect bow headshot than it is when he's moving so slowly in a straight line.....especially since him charging would send people into panic mode and cause them to forget about all the other crap that usually end up doing the most total damage to the team in the end.

Once again I have to say, why cripple all the balanced perks/loudouts just so the sharpshooter has 4 less bolts at the end of a wave?

And it doesn't matter what you change about the fleshpounds behaviour, one shotting him is overpowered and always will be

Hell, one shotting the scrake is overpowered, let alone the fleshpound.
 
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This was solved by making the head explode.

ah that would make sense.....plus they just look so much more awesome than the bolt getting stuck in the zeds' skull :D


Once again I have to say, why cripple all the balanced perks/loudouts just so the sharpshooter has 4 less bolts at the end of a wave?

please be so kind as to explain how that'd "cripple" other perks. the other perks are not designed to take out the FP to begin with.....the idea is that it makes it more difficult for the SS to do his job, which currently for any skilled SS, it's not too much of a challenge to get one-shots with the bow against FPs.....you're still failing to correctly understand the basic concepts of teamplay that the perk system encourages.

And it doesn't matter what you change about the fleshpounds behaviour, one shotting him is overpowered and always will be

Hell, one shotting the scrake is overpowered, let alone the fleshpound.

please explain and support this conclusion. this is a common trend not only with you, but for most everyone that makes generaliztions like this.......you claim a weapon or feature is "overpowered" yet fail so provide a valid enough arguement with actual support for your claim. so, can you provide statistics and formulate a logical defense of your assertion to show how exactly a one-shot is truely overpowered? remember to take into acount all the aspects/effects of this feature that have already been previously mentioned to explain how it's not actually anywhere close to being as "overpowered" as you make it to be
 
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I don't know why you continue to avoid the fact that the crossbow is outright overpowered, whichever way you look at it.

But il say it once more, the crossbow instantly dispatches the hardest non boss enemy in the game, with one shot. More than enough evidence

And how would those changes cripple the other perks? Other perks need more time to take him down (except demo), if you propose that the fleshpound rages instantly, then other perks are screwed as soon as wave 7 hits

That will probably encourage people to use sharpshooter aswell
 
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again, all you really did was just state an opinion. please use statistics and sufficient logical analysis to explain why the crossbow is over-powered.

the only attempt you made was your conclusion that "dispatching the hardest enemy in the game with one shot" means the weapon is overpowered. although i've addressed this broad "evidence" before, i'll be happy to refute it again:

as a level3 commando playing on hard, i cannot 1-shot decap a Fleshpound using a crossbow. however as a level5 SS on suicidal i can get a 1-shot decap using the crossbow. why? because that's the intended role of the SS perk who is also given the ability to achieve that 1-shot decap due to his specific perk bonuses which other classes do not have and therefore cannot achieve the same shot. on a similar note, as a level4 SS on hard, i throw a grenade at a mob of zeds and very little damage comes from it. however as a level3 demo on Suicidal, i throw a grenade at a similar group of zeds and take out 5 or 6 in one explosion. why? because of the very same reasons explained early.

you just keep looking at one small aspect, from a very one-sided perspective and fail to account for the many other aspects that must be taken into consideration when trying to establish whether or not a certain weapon or perk is truely over-powered. like for instance, your inability to grasp the true concept of teamplay which the game revolves around. you keep bringing up the stances of "well it'd be harder for this perk to take down this specimen....." well duh, that's because the perk system is set up for that to encourage roles for the perks to play. it's "easier" for a commando to kill stalkers since he can see their health bars, why? because that is part of his role. because that is his role, he receives an advantage to help him achieve what he is supposed to do. likewise, it's "easier" for the SS to decap a FP because he gets advantages through his perk bonuses and a specialty weapon that by design allows him to more effectively fill the role he is intended to fill.
 
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Iv always seen the sharpshooters role as taking out ranged specimens and doing good-ish damage to the big specimens, this should be his role

Taking out everything instantly is rediculous, you know it, and I know it

So please, stop trying to defend a blatantly overpowered weapon

The facts and evidence is all around you when you play the game, at least 2 - 3 sharpshooters in almost every single game, varying between m14 spammer, and instant FP/Scrake/Challenge/Fun remover

So stop asking me to backup my claim with information that you already know.

Oh, and the bit about the commando, you would of killed the fleshpound with the second shot....which is still overpowered
 
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I think it could teach those who rely on the red dot to learn to use that little thing the game added for aim, Ironsights...I mean, maybe make it so the sharpie gets a headshot bonus ONLY when ironsighted, but a lot of people would complain since they rely too heavily on hipfiring.

...what if the pounder just literally went hopping mad?

I agree with these. Seriously, just nerf the bodyshot damage of the M14, but increase it's headshot multiplier. And nerf hipshooting bonuses, maybe not completely but only half sharpie bonus.

A harder to hit FP would be cool too.
 
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Personally, I am so very sick of having me as firebug and my entire team as sharpshooter in the matches i play(hard/suicidal). It never really ends well.

Incidentally, i'm actually leveling sharpshooter, and it's level 4.

Here's an awesome strategy that i KNOW merits you to at one point be able to one shot a fleshpound(/sarcasm)

How to level SS: Zeron style!


  1. Spam your 9mm! you will get headshots regardless if you aim or not!
  2. Out of 9mm ammo? Switch to Dual HCs! you can still get headshots without even trying!
  3. Out of HC ammo? well i guess you're just outta luck. time to switch to your god weapon, the Crossbow! Taking out lines of zeds is fun isn't it?
  4. Profit! you are now level 6 sharpshooter and can now one shot the strongest creature in the game aside from the patriarch, the fleshpound! Congrats! You earned it.
 
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I think enjoyable gameplay is important thing with every perk in game. I play all perks. With support, i like to play with shotguns, i hunt for groups with hunting shotgun, watch em to get close and boom. Bigger threads i do some work before hitting final blow, but it fits and its very okay. With demolition i use pipes, always couple of pipes in pocket for FP for later to put on. Also i like those launchers. Also LAW (support). Commando is one of my favorite. Scar. I like all the guns and how they work different and unique. When playing Medic, i actually like playing with MP7M, headshots with this using ironsight or not are fun. I have played a full game without killing/shooting any enemy exept Patriark starting wave 1 long game. I did it for fun, just heal people. When i get mood, i would try that on Normal. (first i try it in Beginner just to see how that fungameplay works, playing Beginner that was pretty easy. perhaps there could be achievent for that - Pasifist). I play a while with different perk, then i choose another perk and another guns, and try some different if possible. At this point i mainly try using guns which level sertain perk not level6. Today i use LAW and grenades +extra gun with level 6 support and i am leveling Demolition (normal difficulty with LAW).

And when i take xbow with one and only unique zoom scope, i hunt for headshots with that its such great gun and i like it gameplay.

There need to be at least on big thread fo sharpshooter to hunt and eliminate with enjoyable gameplay.

If KF player dont like to play as sharpshooter at all, theres no reason to remove that perk for that reason. I have nothing against any perk, including sharpshooter. I think KF is pretty good as it is now. And for me now, im ready to try if FP is gonna make heavier. Theres still scrake to hunt. But If both are taken away, gameplay and feeling for sharpshooter is gone.

If pipes (n grenades) takes FP instantly, and demolition loves to watch that. Whats wrong with that. It was good choice to drop that pipe there. Or if you a running away from FP with pipes, and drop a pipe and run, and FP steps in to it and blow, good gameplaying to Demolition i think.

I think it is not how many bullet etc. it is gonna take. I think it is how is the gun/weapon workin differently. And how good and fun it is to play with each different gun.
 
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Personally, I am so very sick of having me as firebug and my entire team as sharpshooter in the matches i play(hard/suicidal). It never really ends well.

Im hoping that a mod There can be only one : Only one of each perk - is coming soon whitelisted.

http://forums.tripwireinteractive.com/showthread.php?t=44095

I think, in teamplay theres a place for sharpshooter too. Too bad theres 6 slots and 7 perks, one perk has to do sacrafice in wave(s).

(of course i think it is very very good there in KF is 7 or more perks, of course)
 
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First: sharpy must have only headshot damage bonus and not bodyshot damage. It's so easy.
Second: croosbow must have the same price as EBRM14, SCARMK17 and M32. Maybe keep its firepower.

I just finished a solo game on farm suicidal...
At the beginning, i was using beserk + katana + crossbow + pipe. It's difficult i was to wave 7-8 running all tha map then i die.
I test to play with sharpy lv5 behind the bridge + M14 + handcannon + pipe...
Each wave i used 3-4 clips without taking any damage and i kill the patriarch with 2 arrows alone...
Finally i can say with a sharp lv5-6 you can win every maps on any difficulty.

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