The first image of the stream. You better run, Mr. Foster - your Pulverizer needs ammo and there's a Scrake about to chop you to piec-
[DEFEAT - Your squad was wiped out!]
Perhaps one of the most notable changes in Killing Floor 2 is the fact that these days, Scrakes are the biggest threat in the entire game. They behave somewhat similar to their predecessor, but in KF1, they were managable once you're high in level and you could easily kite them all around and keep your distance. (That and they only did slightly less damage compared to Fleshpounds, who were worthy of their fearsome title who would run faster than anyone else once enraged and just pound 75% of your health off if need be). In KF2, Scrakes have more wider range with their chainsaw strikes, slashes and hits, come more often, sometimes in packs of two or three at later waves and once you have set one off into their neverending running-spree, you're done for: they will run at you, follow you right behind your back until they reach you or corner you and have a so-called "spin 2 win" move which does loads of damage. Compared to KF2's Fleshpound, they may have imposing looks, but their aggression meter runs out, giving you space to plan up your next move on the run and while they do take a nice chunk of health off from you, they take LESS than what Scrakes can with their chainsaws. (And to think that FP's have two large miniature grinders on them for fuck's sakes!)
Nonetheless, I do like the fact how imposing and dangerous Scrake's have become. They're no longer the same "Mr. Derplington" as what they were back in KF1 with their goofy, often hilarious voice - instead, they're jacked up menace to society, alongside with Fleshpounds. (Kind of wish that they'd left Fleshpound's original voice from KF1 in, since it was excessive at it's finest.)
Art © me
Mr. Foster and Scrake © Tripwire Interactive
[DEFEAT - Your squad was wiped out!]
Perhaps one of the most notable changes in Killing Floor 2 is the fact that these days, Scrakes are the biggest threat in the entire game. They behave somewhat similar to their predecessor, but in KF1, they were managable once you're high in level and you could easily kite them all around and keep your distance. (That and they only did slightly less damage compared to Fleshpounds, who were worthy of their fearsome title who would run faster than anyone else once enraged and just pound 75% of your health off if need be). In KF2, Scrakes have more wider range with their chainsaw strikes, slashes and hits, come more often, sometimes in packs of two or three at later waves and once you have set one off into their neverending running-spree, you're done for: they will run at you, follow you right behind your back until they reach you or corner you and have a so-called "spin 2 win" move which does loads of damage. Compared to KF2's Fleshpound, they may have imposing looks, but their aggression meter runs out, giving you space to plan up your next move on the run and while they do take a nice chunk of health off from you, they take LESS than what Scrakes can with their chainsaws. (And to think that FP's have two large miniature grinders on them for fuck's sakes!)
Nonetheless, I do like the fact how imposing and dangerous Scrake's have become. They're no longer the same "Mr. Derplington" as what they were back in KF1 with their goofy, often hilarious voice - instead, they're jacked up menace to society, alongside with Fleshpounds. (Kind of wish that they'd left Fleshpound's original voice from KF1 in, since it was excessive at it's finest.)
Art © me
Mr. Foster and Scrake © Tripwire Interactive
Category All / Fanart
Species Unspecified / Any
Size 1685 x 1155px
File Size 822.4 kB
Well, Pulverizer is actually rather helpful since it causes Scrakes to stumble about. But that is if you have ammo in and good friends AND you know how to parry (which is slightly delayed, along with how delayed Scrake's swings are). Otherwise I'd say he's actually rather competent. In crowded areas on the other hand, not so much: you're kind of forced to reduce the numbers first before tackling the bad boys.
And dangit, I wanted more perks in that new update! 8U
And dangit, I wanted more perks in that new update! 8U
Yeah forgetting to reload the pulverizer is the worst. While the combo to kill a scrake is a little more nuanced and slightly more irritating, I'm glad the zerker can still solo him considering the vastly increased threat level.
my main beef with the game, is the teleporting zeds. seriously cut the crap tripwire, and quit putting in fake difficulty that reduces the game depth :P. I mean what's the point of welding to tie up the specimens when they simply teleport the second you leave it. sure it's not so bad in a team game, but it just pisses me off in a solo game.
my main beef with the game, is the teleporting zeds. seriously cut the crap tripwire, and quit putting in fake difficulty that reduces the game depth :P. I mean what's the point of welding to tie up the specimens when they simply teleport the second you leave it. sure it's not so bad in a team game, but it just pisses me off in a solo game.
You kind of have to compare the predecessor with the newer one:
- Katana is still an off-perk weapon, since in the previous game, Scrakes fell down easily with a high-level Berserker's since all you had to do was hit them in the head and the constant "ouch I was hit in the coconut" -animation would grant them a free hit without being touched upon, so obviously Tripwire wanted to reduce the ability to cheat your way through. (Although if there will be a perk for this specific weapon is still a mystery.)
- Although I see the reasons of frustration when it comes to that (some could say it's a rather cheap way to create tension and constant feel of threat lurking in every corner), remember how easy it was to kite every creature? Especially more-so if you were in an open map such as KF_Mountainpass (my favourite level due to it's open-wide looks, space and lighting)? That can make any game rather boring in the long run, granting you unnecessary ease to plan up your move. Not only that, but the creatures also usually died in the middle of the run just because they were too far away from you, because in the previous game, Tripwire noticed that the only way they could get rid of this problem was to give them a small timer that would kill them off if they were in lesser quantities and far from player's reach, to avoid unnecessary wasted time. I can kind of forgive them from this aspect (then again, remembering that the game is still in Early Access means that this shit's bound to happen).
- For now, when the door gets busted open, it stays open forever. Although this may seem backwards in gaming logic, you have to somewhat remember how it was easy to camp off in a specific spot with everyone being Support Specialist in the previous game. Round over? Door's restart and welder's weld this doah. You could possibly look at it from the point that you need to have a proper teamwork going on in order to handle tight situations. That and the feel of constant threat going on and having to move everywhere.
Nonetheless, my point is just that I can simply forgive these little traits for now. They've made the game more difficult and challenging, which I appreciate enough since KF's so far the only game I know that encourages players to go for higher difficulties when leveling up higher. So much more needs to be worked on and so much will come over the time. So far, my only gripes are lack of weapons and perks, that increases the gameplay fun and replay value.
- Katana is still an off-perk weapon, since in the previous game, Scrakes fell down easily with a high-level Berserker's since all you had to do was hit them in the head and the constant "ouch I was hit in the coconut" -animation would grant them a free hit without being touched upon, so obviously Tripwire wanted to reduce the ability to cheat your way through. (Although if there will be a perk for this specific weapon is still a mystery.)
- Although I see the reasons of frustration when it comes to that (some could say it's a rather cheap way to create tension and constant feel of threat lurking in every corner), remember how easy it was to kite every creature? Especially more-so if you were in an open map such as KF_Mountainpass (my favourite level due to it's open-wide looks, space and lighting)? That can make any game rather boring in the long run, granting you unnecessary ease to plan up your move. Not only that, but the creatures also usually died in the middle of the run just because they were too far away from you, because in the previous game, Tripwire noticed that the only way they could get rid of this problem was to give them a small timer that would kill them off if they were in lesser quantities and far from player's reach, to avoid unnecessary wasted time. I can kind of forgive them from this aspect (then again, remembering that the game is still in Early Access means that this shit's bound to happen).
- For now, when the door gets busted open, it stays open forever. Although this may seem backwards in gaming logic, you have to somewhat remember how it was easy to camp off in a specific spot with everyone being Support Specialist in the previous game. Round over? Door's restart and welder's weld this doah. You could possibly look at it from the point that you need to have a proper teamwork going on in order to handle tight situations. That and the feel of constant threat going on and having to move everywhere.
Nonetheless, my point is just that I can simply forgive these little traits for now. They've made the game more difficult and challenging, which I appreciate enough since KF's so far the only game I know that encourages players to go for higher difficulties when leveling up higher. So much more needs to be worked on and so much will come over the time. So far, my only gripes are lack of weapons and perks, that increases the gameplay fun and replay value.
Trust me, being good at parry will not help you with scrates in 6 man. At least with the not dying part. The parry is so slow and the scrate wind ups are inconsistent. Miss the parry, and you're forced to wait for another opening while you got 3 seconds left to live. In 6 man, without a competent team or at least one that's focusing on the scrate, you're survival is not guaranteed even if you've succeeded in stunlocking the thing, worst part in 6 man with a competent team you're survival is still not guaranteed if you succeed in stunlocking the scrate and THAT is seriously wrong. 15 levels of this bullshit and now I'm sticking with a Vlad the Impaler(the nailgun) and EMPing the stupid scrates nailing their asses into a wall, while I pulverize everything else except the boss with the pulverizer. . . .Funny(wrong) thing is, why are the Fleshpouders and the Boss safer to parry than the scrate!?
Plus their static 5% damage reduction is super dumb and useless. 5% damage reduction works in no practical setting, not even in MMO's. It doesn't even take a math genius to know that, and their effective HP from this is 110 excluding the +50% from the armor, while most of everyone else has an effective damage reduction of 25% going at 150HP, 75% with armor, and medics have the best effective damage reduction with 175 armor (+50%+37.5) and 120HP(+10%) + an option to regenerate over time (making that over +97.5% DR)! Zerkers need buffing so bad x_X
. .also fuck those scrates!
Plus their static 5% damage reduction is super dumb and useless. 5% damage reduction works in no practical setting, not even in MMO's. It doesn't even take a math genius to know that, and their effective HP from this is 110 excluding the +50% from the armor, while most of everyone else has an effective damage reduction of 25% going at 150HP, 75% with armor, and medics have the best effective damage reduction with 175 armor (+50%+37.5) and 120HP(+10%) + an option to regenerate over time (making that over +97.5% DR)! Zerkers need buffing so bad x_X
. .also fuck those scrates!
Scrakes. With a K instead of T.
I have to agree with you there: a certain someone I have been playing KF2 every now and then is constantly telling me to "master parrying", but due to it's sluggishness, I kind of doubt that. And from all of the other perks, Berserker is practically first one to be at the hospital's waiting room waiting for a treatment due to lack of defensive buffs, especially if you're the type to go head-on and smash and whack everything to pieces (like zerkers tends to be like).
Come to think of it: Eviscerator is supposed to be the best weapon, but as far as I've seen it, the stumble effect is rather laughable on it and the 225 damage it's saying to be doing (or at least 200 if according to stats) seems like shit compared to the damage you can do with Pulverizer, along with it's stumble effect. Eviscerator does work well moving down smaller creatures if you're surrounded, but it's a waste of dosh on bigger guys and soloing them.
As for Nailgun: works wonders on most smaller creatures, but on bigger guys, I don't think so. That and you kind of accidentally spend ALL the ammo away if you rely on it too heavily, since one nail at a bigger guy won't do anything and 7 will do something, but spends the clip dry in 2 - 3 seconds. It's still a fine gun to have along with Pulverizer, though.
I have to agree with you there: a certain someone I have been playing KF2 every now and then is constantly telling me to "master parrying", but due to it's sluggishness, I kind of doubt that. And from all of the other perks, Berserker is practically first one to be at the hospital's waiting room waiting for a treatment due to lack of defensive buffs, especially if you're the type to go head-on and smash and whack everything to pieces (like zerkers tends to be like).
Come to think of it: Eviscerator is supposed to be the best weapon, but as far as I've seen it, the stumble effect is rather laughable on it and the 225 damage it's saying to be doing (or at least 200 if according to stats) seems like shit compared to the damage you can do with Pulverizer, along with it's stumble effect. Eviscerator does work well moving down smaller creatures if you're surrounded, but it's a waste of dosh on bigger guys and soloing them.
As for Nailgun: works wonders on most smaller creatures, but on bigger guys, I don't think so. That and you kind of accidentally spend ALL the ammo away if you rely on it too heavily, since one nail at a bigger guy won't do anything and 7 will do something, but spends the clip dry in 2 - 3 seconds. It's still a fine gun to have along with Pulverizer, though.
I sure derped on that spelling. xD
But I've been told to "master sidesteping" instead. Complete horseshit for two reasons. A) you must be sprinting to get behind the scrate constantly this means you are unable to attack while the goal is to kill it AND survive, not play FF11 with it (tanks run away to maintain aggro and must totally rely on team to kill boss) and B) This means death cause if you attempt this, then you will be hit, and if there is more than one of them, then you will die. Hell most if not everyone I see attempt it ultimately fail and/or blindly worship it cause they dodged 1 of the 8 attacks that hit him.
But yeah, for their "best" weapon the Eviscerator sure is crap against the big bad enemies. Would be nice if there was a damage number display on our HUD since they bothered to put, stats, numbers and HP bars on shit. The only way to tell for sure is to go Commando and use both the Pulverizer and Eviscerator on the same enemy. I have to try that now having said that, but I agree that ulimately that chainsaw crossbow is a waste of dosh. I can just wack them all with the hammer for what it's worth.
I'm not sure how handy the nailgun is on hard with 6 man. I only recently opt to use it on the big ones instead of my hammer after getting fed up with losing all my armor, EMP, and a lot of the time, life for nothing. But to me it sure is worth burning through all those nails and EMP, assuming the scrakes don't get too close in which case I have to switch to the hammer, if it means I get to pay for less replacement armor. xD
But I've been told to "master sidesteping" instead. Complete horseshit for two reasons. A) you must be sprinting to get behind the scrate constantly this means you are unable to attack while the goal is to kill it AND survive, not play FF11 with it (tanks run away to maintain aggro and must totally rely on team to kill boss) and B) This means death cause if you attempt this, then you will be hit, and if there is more than one of them, then you will die. Hell most if not everyone I see attempt it ultimately fail and/or blindly worship it cause they dodged 1 of the 8 attacks that hit him.
But yeah, for their "best" weapon the Eviscerator sure is crap against the big bad enemies. Would be nice if there was a damage number display on our HUD since they bothered to put, stats, numbers and HP bars on shit. The only way to tell for sure is to go Commando and use both the Pulverizer and Eviscerator on the same enemy. I have to try that now having said that, but I agree that ulimately that chainsaw crossbow is a waste of dosh. I can just wack them all with the hammer for what it's worth.
I'm not sure how handy the nailgun is on hard with 6 man. I only recently opt to use it on the big ones instead of my hammer after getting fed up with losing all my armor, EMP, and a lot of the time, life for nothing. But to me it sure is worth burning through all those nails and EMP, assuming the scrakes don't get too close in which case I have to switch to the hammer, if it means I get to pay for less replacement armor. xD
Pretty much your only reliance upon slowing Scrakes down is with the Stun Grenades that Berserker comes up with. They are really effective, but timing their explosion can be difficult with them running. Of course, this is an aspect I can forgive, considering that grenades have a three second timer to them before blowing up.
Then again, Tripwire Interactive did concentrate on one little fun-factor: you can increase your other perks levels by using the said guns, even if you weren't using the specific perk at all. So if you can, pick up the shovel and at one point when the shit really starts coming in, buy the AA-12 and mow down the bigger ones. (Perhaps the XP indicator doesn't show the numbers when you kill anything with a weapon that isn't your current perks' arsenal, but it does count in, nonetheless.)
Then again, Tripwire Interactive did concentrate on one little fun-factor: you can increase your other perks levels by using the said guns, even if you weren't using the specific perk at all. So if you can, pick up the shovel and at one point when the shit really starts coming in, buy the AA-12 and mow down the bigger ones. (Perhaps the XP indicator doesn't show the numbers when you kill anything with a weapon that isn't your current perks' arsenal, but it does count in, nonetheless.)
heh if you tried the Katana trick on suicidal or hell difficulty, the scrake suddenly gained a few IQ points and would shred you if you tried that. I guess there is less reason to kite since the bullet sponge monster classes are much easier to kill/engage with the "wrong" perk, but when it is time to run whether your squad has been wiped or is about to run into a problem, it's bullshit to have a corridor rendered impassible by meat shields who could not have spawned there or moved around there that fast :P
I mean I'm all for alternate enemy routes L4d style, but I kind of want to still be able to come up with a plan/escape route. especially if I can actually SEE the last 20 enemies and I know for a fact a bloat cannot clear 500M in 2 seconds, even on hell on earth XD
Also what usually what happens in first game is the enemy speed increases by up to 100 percent if they are far enough away. on the harder difficulties I never really got super far away from them even as a L6 berserker.
hopefully they will fine tune the teleporting algorithm so it's less immersion breaking, or there will be mods that will do so.
I mean I'm all for alternate enemy routes L4d style, but I kind of want to still be able to come up with a plan/escape route. especially if I can actually SEE the last 20 enemies and I know for a fact a bloat cannot clear 500M in 2 seconds, even on hell on earth XD
Also what usually what happens in first game is the enemy speed increases by up to 100 percent if they are far enough away. on the harder difficulties I never really got super far away from them even as a L6 berserker.
hopefully they will fine tune the teleporting algorithm so it's less immersion breaking, or there will be mods that will do so.
Well, I suppose that one other thing that bothers me is the fact how once something blocks you, it's instant game over. In most cases, in tight, dark corridors (such as the ones at KF_BurningParis in the metro), Crawlers are the cause of doom since they come in, lower and not as visible due to your tendency to not look down and running backwards to fend yourself off, they stop and just are in front of you. You can't jump over them either, despite how low they are compared to you (heck, you could even JUMP on the Crawlers from the first game and do 1 damage). Once that Crawler stops you on your tracks, consider yourself dead unless you're a berserker who can fend yourself off when in busy problems.
Wether or not this promotes Flight-or-Fight strategy in the game is beyond my idea, but still, the punch is useless on any other perk if you get caught.
....oh and the reload is something I kind of dislike: the animation has to end in order for the thing to be loaded. Isn't it enough that you at least have PUT the clip inside the weapon and/or pulled the pin back? Why do I have to wait for the split seconds worth of repositioning a gun into it's "ready to shoot" -mode, aka: placing the gun properly onto your hands, if I am in a life-threatening danger that I should be ready for on the get-go?
Wether or not this promotes Flight-or-Fight strategy in the game is beyond my idea, but still, the punch is useless on any other perk if you get caught.
....oh and the reload is something I kind of dislike: the animation has to end in order for the thing to be loaded. Isn't it enough that you at least have PUT the clip inside the weapon and/or pulled the pin back? Why do I have to wait for the split seconds worth of repositioning a gun into it's "ready to shoot" -mode, aka: placing the gun properly onto your hands, if I am in a life-threatening danger that I should be ready for on the get-go?
I'm sorry, but I saw it once and now every time I see a Scrake (or even just the word "Scrake")... https://www.youtube.com/watch?v=R3ylknTuPHA
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