killing floor 2 best weapons reddit
Also ew. These line up of weapons would prevent other players from being swarmed too many times and wasting ammo when we need it. I could see you argue this one on aesthetic grounds, maybe. Slaughter wave after wave of increasingly brutal experimental specimens with 10 different classes to choose from. Take the shotgun and AR. Read more to know about Killing Floor 2 Last Updated: 14th July, 2020 18:10 IST Killing Floor 2 Tier List Especially with supports on your team. And people don't understand CD isn't the basic Killing Floor 2 game. Not really. Learn the shotgun then trust it. A heat blade for Zerker crossperk that damages enemies and heals allies? Not only that, but all of your suggestions are about damage, ROF, clip size, penetration, etc. Killing Floor is a cooperative survival horror first-person shooter on PC, Xbox, and PS4. Either/both of those would definitely strengthen it as a good "Battle Surgeon 2.0"-focused gun. Killing Floor 2 Best Weapons 2018 - Discover the best low-cost and premium KF2 weapons for each class. There are no real explanations and all of them are just “it kills hordes and does damage” paraphrased. Then rename Acidic Rounds into "Leech Rounds". So yeah that’s what I think. Hard is actually the “beginner” or normal difficulty of the game and is nowhere near jumping to suicidal or Hell on earth gameplay. The 501, imo, could've been a Sharpshooter/Medic crossperk, instead of Commando/Medic cross. There is literally no incentive to go the SMG or shotgun. But the thing is, not every game requires a medic because other classes often pick medic weapons anyway and make up for it with better killing potential. you wanna stay at 50% health so your armor takes as little damage as possible per hit). Those are solid loadout choices. Press J to jump to the feed. My gripe is that the SMG is super inefficient for cost compared to the pistol, and obviously the AR is just good in all situations. That's why they nerfed Zedative so hard. If you have thought that, then that’s not the point. The Clot Mother is a very-large specimen whose sole purpose seems to be taking in the pulpified remains of the dead to produce the army of zed clones. The demo uses tier 2 weapons all the time right up until the end (M79 and C4) because they remain useful. 7: The MH-Tech 501 is certainly fun and not awful, but the HM-Tech 401 is best in class for Field Medic and should always be taken first. Without the big zeds in the early waves, there’s little risk in severe damage, so the worse syringe efficiency doesn’t even matter here. Unlike the first game where they primarily used SMGs, they now posses a wide-array of Horzine-crafted medic weapons. 10 votes, 45 comments. Even the Caulk and Burn is arguably better. The Medic SMG is none of that. Notoriously difficult and Since everyone is roasting you in the comments im going to try to provide a bit of feedback in a more positive way. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Other than that, They all run damage perks, Rarely heal, And when they do heal, Its themselves. Notoriously difficult and Level 25 - Zedative - Maybe remove almost all of the poison DAMAGE, but make it so the poison's "panic" effect instead causes enemies to get STUNNED for quite a while (i.e. So is it more selfish to play a combat medic or more selfish to pick another class? You get my point. I'm not trying to change the meta here. 6 Feel free to ask a question. I don't really hve any input in terms of changes, but I was wondering how viable the medic is solo- I was playing endless and it seemed incredibly strong just because of how well it can tank. I'm going to get straight to the point. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. It's too situational for it to fit in consistently. Because it isn't supposed to be a beefed-up Medic Pistol, mainly because the Medic Pistol can be put into most loadouts in some way. Intro Meta = Most Effective A. Remove the entire right side skill tree, 2. Do that by making it semi-auto and give it a bit more oomph (via dmg/incap), but nerf its supplementary stats (mag/ammo/RoF) to rebalance it around that. I'm not saying we shouldn't think of new ideas, but we should be thinking about with the idea that they should be balanced enough so that they don't push other options away or just kinda sit there at the bottom of the weapons list at the trader. 3: Well, hot doggity, a factual statement. For the version in the first Killing Floor, click here. Also, I'm not trying to incentivise combat medic - I'm trying to incentivise diverse weapon usage for medic as a whole perk. That is if you're focused on healing the most and not shooting things. Reduce its damage over time (like, make its DoT VERY weak, but keep its crippling poison power intact so it can still panic enemies), but add to it so that when the afflicted enemy dies, anyone that kills/assists to kill that target with the poisons from Leech Rounds still on it gains 1/2/4/8 health (based on the target's size), healing which counts for the Medic's XP-gains. Notoriously difficult and notoriously fun! I know Firebug isn't the best choice, but hobbling new players like this is just mean. The Med AR is good because its syringe recharge rate and potency is great. It's so frustrating. I kinda wanna see something like that again, so long as it requires high amounts of skill. On support the med shotgun is a sniper but it doesn't fit into many builds, I don't like the m4 so it's tough to take the med shotgun. I think an interesting change to those talents would be to keep them helpful for yourself, but ALSO for your team. The husk cannon is a particularly egregious example because it was overnerfed and kind of just straight up sucks. Might as well give actual feedback on why some of these weapons don’t deserve to be on the list: Battle Axe: swings too slow, too expensive compared to Zwei, Stoner: terrible ammo efficiency (sure, more rounds per mag = more potential kills but due to the high RoF in practice the actual kills/mag is lower compared to other ARs), Medic AR/GL: it’s not terrible to a point where you should never pick it but MedAR does the same job but better since you don’t have to worry about running out of heals due to dart system, M32: again, not completely bad but RPG is much more useful if you’re going to kill large zeds - which is the point of the Demo perk, Husk Cannon: you can literally do zero damage if shot at the wrong place. If you’re feeling lucky and want to show off the skills of a natural gunsmith, then the Gunslinger perk will help with those zeds. the Hemo was an interesting idea that simply doesn't fit KF2's design. 9: The Stoner is again heavy and expensive, and there's no way to conserve ammo using it, because even if you tap the trigger, it will fire at least two bullets. There are several sets of Gear exclusive to D.A.R., from the D.A.R. 8: The HZ-12 is a good weapon early game and a fantastic trash-clearer late game, but I wouldn't call it one of the best in either support or otherwise. The Medic SMG on SWAT is a situational yet not-garbage idea, as it gives a SWAT the ability to heal players while also receiving the benefits of the perk, should a Medic die or not be there. Moving forward is the shotguns goal. This also means you have a pick beween the allybuffing Focus Injection or the enemydebuffing Battle Surgeon. So, with the changes to Battle Surgeon and Acidic Rounds Leech Rounds, at least that is a tiny indirect buff for the SMG and Shotgun. The AA-12, Boomstick, Doomstick, and M4 all outclass it. Hey everyone, I want to talk a little about what I think about the medic’s weapons. And the Med Pistol is good because it costs only 1 KG, has a ton of ammo, and costs very little to refill. Why would I spend 650 dosh (-100 from selling pistol I guess) to have less ammo efficiency and only a slightly better heal? No matter what, if it's a melee weapon, it'll always be useless on the perk that's not Zerk. If you have thought that, then that’s not the point. As a player of the Killing Floor 2 community I have come across various moments where I find players using weapons that don't seem to be killing certain zeds fast enough and effectively. Also, if this weapon can only do one at a time, then that could very easily fuck up large Zed takedowns should a player get too close or walk in front of a swing. As for the Hemogoblin - Double its magazine size, double its total ammo, double its rate of fire, half its recoil and half the ammocost (keeping total ammocost the same), but also half (or at least partially reduce) its damage. I know that's not a great reason, but again my point is to make the weapons viable. We all know this. I think maybe nerfing the AR’s firerate slightly, whilst buffing the SMGs damage another 2-3 points, might be enough for it to matter a bit more. Cookies help us deliver our Services. .500 Magnums: Once again, not useless but on Gunslinger the AF2011s deal higher DPS which is useful for larges. Why would you take the AR and shotty leaving you 2(? Ew. By using our Services or clicking I agree, you agree to our use of cookies. Assault Bundle bought from the in-game store, to the D.A.R. All I know is that people usually recommend the Railgun until boss wave, so I'd rate it better all-around. 10: The Battle Axe is slow, heavy, and expensive compared to either the zwei or the static strikers. "Primary - fast blunt attack, Hold Primary for combo attack. A flat increase in damage isn't the only way you can incentive players to play combat medic. Guides » Killing Floor 2 - The Meta Gunslinger Guide Killing Floor 2 - The Meta Gunslinger Guide Written by Raccoon King / Jul 9, 2017 Learn to master the most powerful class in the game. If you’ve made it this far and you’ve managed to refrain from thinking “lol yeah but medic isn’t meant to be dps tho so who cares” then good on you. On Sharp...well, it’s there if you specialise towards Rail/M99 Sharp. Otherwise known as "semi automatic bullet rifle," according to your simplifications. So I'm not gonna talk about that one. It also delays getting the AR. A heat blade for Zerker crossperk that damages enemies and heals allies? Lose the pistol, having 3 weapons to fuck around with is too much. All other weapons are frankly useless. Where's the high power scoped semi auto for SS crossperk with manual-fire darts that heal more than standard? The odd firing pattern (boom boom, pump, boom boom) makes it feel awkward until you get used to it, and it certainly has less of a fire rate than 'near maximum'. It's heavy, it's impractical, but on the boss wave, it's a great choice. For the Airship map, Ringmaster Lockheart claims that the Summer Sideshowversion of th… The only two things medic needs changed is 1. We have a semi automatic bullet pistol, fully automatic bullet SMG, semi automatic shell shotgun, fully automatic bullet AR, a piece of shit dart launcher, and a fully automatic bullet AR that shoots grenades instead of darts. Personally, I don't think the Shotgun is too bad. Medic has the potential for a super diverse weapon selection and all we have are peashooters that crossperk with every other perk. I'm really against what TW is doing right now, and I don't encourage them to continue that way. Killing Floor is a cooperative survival horror first-person shooter on PC, Xbox, and PS4. It's also better on Commando since in the higher difficulties a Commando can have more utility than normal when kiting via the healing nades. Especially that new healing grenade launcher. That list was bad and you should feel bad. It could maybe have SOMETHING more to it that aids your teammates, but can't think of anything for now. 2: Spookycrypto's been pimping the static strikers lately, so I'll go ahead and agree that these are a good choice. I mean, I only use left perks, but that's the point: I would never go right side perks. This might affect balance too much if the syringes can be quick enough to reliably prebuff early on, but let’s be real you’re getting the AR pretty early anyway. But it's one of the weird weapons that by design would be hard to make as useful as the other medic weapons because of the lack of syringe, so it's not something I've thought about changing. Its situational use is why I think it's fine. The 5 Best Killing Floor 2 Characters (& The 5 Worst) Killing Floor 2 has a broad cast of characters to choose from, so today we're breaking down the best and worst of them. I use it to retake a position. Press question mark to learn the rest of the keyboard shortcuts. Killing Floor 2 - Stats and Mechanics 2 3 4 Various in-game statistics, data and information. Oh honestly man it feels pretty damn good in solo. Both these abilities have a limited range, but it increases with each level the Commando gains. This means the SMG and the Shotgun have something they could possibly do better than the AR - Ally offensive support (more ammo + faster RoF with the SMG, and penetration + multiple pellets for more instant stacking with the shotgun). The new med rifle is mandatory imo. Hey everyone, I want to talk a little about what I think about the medic’s weapons. do you have any idea what is the best perks and best weapon? No one hates on the med shotty because it's "bad" you can use it. The M14 EBR is a returning Sharpshooter weapon in Killing Floor 2. Sure it lobs grenades that heal people, but they have limited ammo unlike darts that don't. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features You know, different, rather than just "cheaper and better". The Clot Mother can be seen in the Biotics Lab of Killing Floor 2, as well as in the Black Forest. And that's probably the biggest part of the whole thing: think of the other perks, because they use these weapons too.
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