I have a unique perk choice in a game of Killing Floor 2 whenever I want to "hybridize" things for me: in the match, I main Berserker (gains speed bonus the higher level he is and cannot be grabbed by smaller enemies at all) and have a shovel (best starting weapon by default for any perk class). After killing most of the specimens away for about 2 - 4 waves, I buy myself the RPG rocket launcher, which is arguably the most damaging weapon in the game (albeit slow with reloads) and if possible, apply even a small medic pistol (each Medic gun are equipped with a healing syringes that targets allies and give them about 20 HP back).
Needless to say, the fast-paced Berserker with a shovel that can decapitate most enemies with ease with a rocket launcher for greater threats and a medic pistol to help those in need as a back-up plan in case shit goes down is rather useful. That is until you face against Dr. Hans Volter, who wears an exo-skeleton that takes most of the damage away if not hit properly to the indicated areas, has a +50% resistance to all explosives, because fuck that shit. :v
Started out as a quick doodle, thought of turning into a 2016 Profile ID. What it lacks in "creepiness" -factor to the previous ones, it makes up for unnecessary memetic mutation. (I might also crop the image and make it into a nice avatar for me to use as well.)
Art and EC © me
Needless to say, the fast-paced Berserker with a shovel that can decapitate most enemies with ease with a rocket launcher for greater threats and a medic pistol to help those in need as a back-up plan in case shit goes down is rather useful. That is until you face against Dr. Hans Volter, who wears an exo-skeleton that takes most of the damage away if not hit properly to the indicated areas, has a +50% resistance to all explosives, because fuck that shit. :v
Started out as a quick doodle, thought of turning into a 2016 Profile ID. What it lacks in "creepiness" -factor to the previous ones, it makes up for unnecessary memetic mutation. (I might also crop the image and make it into a nice avatar for me to use as well.)
Art and EC © me
Category All / Muscle
Species Western Dragon
Size 1832 x 942px
File Size 699.4 kB
In this game, my motto is: "If you can, then do that as well."
Aside from hogging most kills if I happen to be on the right spawn points where Zeds comes from, I will most likely be trying to heal others if they're not aware of the importance of having a medic. (I mean jeez, not many people in TF2 know this themselves and then they wonder why their team loses. Shame no one comes with healing weapons every time.)
Aside from hogging most kills if I happen to be on the right spawn points where Zeds comes from, I will most likely be trying to heal others if they're not aware of the importance of having a medic. (I mean jeez, not many people in TF2 know this themselves and then they wonder why their team loses. Shame no one comes with healing weapons every time.)
Shotgun SHOTGUN CAN A KITTY GET A SHAWTGAWN
Because it isn't enough to blow heads off with a boomstick, let's give that fucker some Dragon's Breath while we're at it! >:D It makes a great pair up for a higher rank Firebug when you want to carry something that can at least set off burn explosions; then you've got just enough room for something more heavy duty, or a better melee.
Because it isn't enough to blow heads off with a boomstick, let's give that fucker some Dragon's Breath while we're at it! >:D It makes a great pair up for a higher rank Firebug when you want to carry something that can at least set off burn explosions; then you've got just enough room for something more heavy duty, or a better melee.
Depends what you mean with "under-powered Demo weapons", because I never noticed them to be that under-powered to begin with:
- HX25 Grenade Pistol is still arguably the worst start-up weapon of the entire game, given how the pellets are mostly strong against small creatures and especially when aimed at a single target rather than a large group. However, as an emergency weapon for the worst-case scenarios, it's actually rather good, as long as you can keep the distance from the group while reloading (remember: most Demo weapons takes time to reload because they use one ammo at a time).
- C4 Remote Explosives might be equally powerful, if not more or less powerful than the RPG themselves, but unlike in the first game, they're not proximity bombs. They're detonatable and they're detonating accordingly how you placed them, from first one thrown to last one thrown. You can and try to place them strategically on the ground and blow them up accordingly when things become hectic, but personally, the best method is to throw them in quickly without thinking and blasting them away at close radius like you'd do with dynamites/grenades normally - the strategic option is only if you know the spawn points where most enemies may come from. (However, you can throw and stick the bombs ONTO SPECIMENS. I highly courage stacking these on Patriarch when he comes rolling in. (Special reminder: remember "Explosion Every 3 Seconds" -rule when facing Postman-Patty!))
- M79 Grenade Launcher is the first projectile-based explosive weapon for Demoman which sends the grenade not only far into distance, but also does fair amount of damage compared to the start-up weapon for Demo (Grenade Pistol). It's self-explanatory weapon really: grenade goes in, it arcs into the direction you shoot it at, blows on impact and cleans away bigger creatures, reload another in and repeat. A thing you need to keep in mind here is that if enemies are too close when you fire a pellet, all it does is hit them like it was a thick bullet and not explode at all (kills any small creature instantly, kills off any mid-level creature if shot to head; in-game explanation says this is meant as a designed safety feature so you won't blow yourself up), so keep your distance to properly blow it up. (Hint: in tighter situations if you can, try to fire the grenade slightly to the side behind the enemy group if you can if you want to avoid scenarios where you waste a grenade by making it simply into a bullet.)
- RPG-7. Arguably the most powerful weapon in the game. Unlike M79, the rockets always goes straight so there's no need to worry about arching or some other strange stuff like that. The explosions coming from this weapon are more powerful and it shows and in later games where you face up high-level creatures (Scrakes, Fleshpounds, bosses), it comes out as handy to have. Since you have less rockets to use, your main idea of "street sweeping" is to wait for a moment when a large group of enemies are stacked up to clear them off and away. Like with M79 Grenade Launcher, though, the closer you are at enemies, the higher your chances is to fire the weapon so that it only does kinetic damage on a single individual rather than explosive damage on a splashing damage. Depending on the difficulty and the level you are as a Demo, this can wipe Scrakes and Fleshpounds off the face of the earth in 4 - 5 rockets. Scrakes by default have a greater resistance to explosive damage than FP's, but what makes RPG-7 more excellent weapon is indeed it's straightforward, rocket-propelled shots: since Scrakes has greater weakness towards headshots, 2 to 3 rocket shots to his head at a close distance are enough to take a Scrake down entirely, in the same fashion how LAR (Lever-Action Rifle) did back in first game, regardless of the difficulty going on. This also forces them to get knocked down for a brief moments, saving you precious time to keep your distance off of them and allow you to come up with another strategy entirely if need be while scavenging for more ammo, healing or trying to come up with another approach on the go.
As for Demo itself:
Here's a list of skills for each 5th level you reach with Demo: http://www.tripwireinteractive.com/.....mo-skills.aspx (Keep in mind, this info was released back in August 7th from last year, so few tweaks has been made from then.)
Personally by default, 3rd tier (unlocked at Level 15) and 5th tier (unlocked at Level 25) skills are most important: from the former, you go with Siren Resistance, which makes it so that none of the explosives fired or thrown will ever be destroyed by Siren's Shockwave Scream, allowing you higher chances of removing them from the battlefield if need be; from the latter, Nuke'em provides a radioactive gas field when a successful explosion is done while Zed Time is going on. They had to nerf this a bit, since the AOE for this specific skill was far more wider than what it should've been and this here is what truly makes survivors stand out: like from a Gmod video, it's comedic and pleasant to see how most of the specimens drops dead on their spot when they try to pass through the radioactive smoke that stays there nearly for 10 seconds. This also drains alot of health off from Scrakes and FP's, so it becomes useful.
For other skills, go with the flow. But personally, sticking with skills that increases the bonuses of being a proper Demo are more important (such as having dynamites explode on impact when thrown at enemies rather than being an extra grenades carrying companion).
Demo's only true downfall is fights against Dr. Hans Volter: as I explained in the description, Hans has a +50% resistance to any and all forms of explosive damage done towards him. This practically renders Demo entirely useless for this fight (unless you've chosen "Off-Perk" skill from the 4th tier (unlocked at Level 20) and got another weapon entirely). The trick you're bound to use to take Scrakes down does work on him as well, but you need to have quite a bit of precision and quicker reflexes when he's running at you with his claws about to be sticking up into your face, for this move is not only targeted against the player he's chasing, but also can shred off the entire armor off in one go. (It's also fiendish how guys at Tripwire Interactive decided to make achievements for every perk where you HAVE to defeat every difficulty mode under one of the perks - some perks are entirely useless at Hell On Earth difficulty.) I'm not entirely sure if the explosives does any high-end damage to Hans's obvious weakspot on his chest (with the glowing green device that pumps him with whatever thing it is to keep him alive), since hitting it is even more difficult than it is to fire a rocket at his head, but if it does negate the +50% explosive damage resistance he has by default, then by all means: good luck and happy targeting.
TL;DR: from my own experience (and since I'm already at level 25 on every perk released thus far, aka: Gunslinger being the latest), Demo's actually rather powerful and can often dominate the entire scoreboard on the Kill Count if he finds the correct spot where to take down massive groups of enemies. As a teammate, he's precious enough when shit's becoming too difficult to handle otherwise. And personally, he IS powerful - it's only his slow "one-ammo-at-a-time" reloading and Hans's explosive resistance that makes him seem rather weak.
- HX25 Grenade Pistol is still arguably the worst start-up weapon of the entire game, given how the pellets are mostly strong against small creatures and especially when aimed at a single target rather than a large group. However, as an emergency weapon for the worst-case scenarios, it's actually rather good, as long as you can keep the distance from the group while reloading (remember: most Demo weapons takes time to reload because they use one ammo at a time).
- C4 Remote Explosives might be equally powerful, if not more or less powerful than the RPG themselves, but unlike in the first game, they're not proximity bombs. They're detonatable and they're detonating accordingly how you placed them, from first one thrown to last one thrown. You can and try to place them strategically on the ground and blow them up accordingly when things become hectic, but personally, the best method is to throw them in quickly without thinking and blasting them away at close radius like you'd do with dynamites/grenades normally - the strategic option is only if you know the spawn points where most enemies may come from. (However, you can throw and stick the bombs ONTO SPECIMENS. I highly courage stacking these on Patriarch when he comes rolling in. (Special reminder: remember "Explosion Every 3 Seconds" -rule when facing Postman-Patty!))
- M79 Grenade Launcher is the first projectile-based explosive weapon for Demoman which sends the grenade not only far into distance, but also does fair amount of damage compared to the start-up weapon for Demo (Grenade Pistol). It's self-explanatory weapon really: grenade goes in, it arcs into the direction you shoot it at, blows on impact and cleans away bigger creatures, reload another in and repeat. A thing you need to keep in mind here is that if enemies are too close when you fire a pellet, all it does is hit them like it was a thick bullet and not explode at all (kills any small creature instantly, kills off any mid-level creature if shot to head; in-game explanation says this is meant as a designed safety feature so you won't blow yourself up), so keep your distance to properly blow it up. (Hint: in tighter situations if you can, try to fire the grenade slightly to the side behind the enemy group if you can if you want to avoid scenarios where you waste a grenade by making it simply into a bullet.)
- RPG-7. Arguably the most powerful weapon in the game. Unlike M79, the rockets always goes straight so there's no need to worry about arching or some other strange stuff like that. The explosions coming from this weapon are more powerful and it shows and in later games where you face up high-level creatures (Scrakes, Fleshpounds, bosses), it comes out as handy to have. Since you have less rockets to use, your main idea of "street sweeping" is to wait for a moment when a large group of enemies are stacked up to clear them off and away. Like with M79 Grenade Launcher, though, the closer you are at enemies, the higher your chances is to fire the weapon so that it only does kinetic damage on a single individual rather than explosive damage on a splashing damage. Depending on the difficulty and the level you are as a Demo, this can wipe Scrakes and Fleshpounds off the face of the earth in 4 - 5 rockets. Scrakes by default have a greater resistance to explosive damage than FP's, but what makes RPG-7 more excellent weapon is indeed it's straightforward, rocket-propelled shots: since Scrakes has greater weakness towards headshots, 2 to 3 rocket shots to his head at a close distance are enough to take a Scrake down entirely, in the same fashion how LAR (Lever-Action Rifle) did back in first game, regardless of the difficulty going on. This also forces them to get knocked down for a brief moments, saving you precious time to keep your distance off of them and allow you to come up with another strategy entirely if need be while scavenging for more ammo, healing or trying to come up with another approach on the go.
As for Demo itself:
Here's a list of skills for each 5th level you reach with Demo: http://www.tripwireinteractive.com/.....mo-skills.aspx (Keep in mind, this info was released back in August 7th from last year, so few tweaks has been made from then.)
Personally by default, 3rd tier (unlocked at Level 15) and 5th tier (unlocked at Level 25) skills are most important: from the former, you go with Siren Resistance, which makes it so that none of the explosives fired or thrown will ever be destroyed by Siren's Shockwave Scream, allowing you higher chances of removing them from the battlefield if need be; from the latter, Nuke'em provides a radioactive gas field when a successful explosion is done while Zed Time is going on. They had to nerf this a bit, since the AOE for this specific skill was far more wider than what it should've been and this here is what truly makes survivors stand out: like from a Gmod video, it's comedic and pleasant to see how most of the specimens drops dead on their spot when they try to pass through the radioactive smoke that stays there nearly for 10 seconds. This also drains alot of health off from Scrakes and FP's, so it becomes useful.
For other skills, go with the flow. But personally, sticking with skills that increases the bonuses of being a proper Demo are more important (such as having dynamites explode on impact when thrown at enemies rather than being an extra grenades carrying companion).
Demo's only true downfall is fights against Dr. Hans Volter: as I explained in the description, Hans has a +50% resistance to any and all forms of explosive damage done towards him. This practically renders Demo entirely useless for this fight (unless you've chosen "Off-Perk" skill from the 4th tier (unlocked at Level 20) and got another weapon entirely). The trick you're bound to use to take Scrakes down does work on him as well, but you need to have quite a bit of precision and quicker reflexes when he's running at you with his claws about to be sticking up into your face, for this move is not only targeted against the player he's chasing, but also can shred off the entire armor off in one go. (It's also fiendish how guys at Tripwire Interactive decided to make achievements for every perk where you HAVE to defeat every difficulty mode under one of the perks - some perks are entirely useless at Hell On Earth difficulty.) I'm not entirely sure if the explosives does any high-end damage to Hans's obvious weakspot on his chest (with the glowing green device that pumps him with whatever thing it is to keep him alive), since hitting it is even more difficult than it is to fire a rocket at his head, but if it does negate the +50% explosive damage resistance he has by default, then by all means: good luck and happy targeting.
TL;DR: from my own experience (and since I'm already at level 25 on every perk released thus far, aka: Gunslinger being the latest), Demo's actually rather powerful and can often dominate the entire scoreboard on the Kill Count if he finds the correct spot where to take down massive groups of enemies. As a teammate, he's precious enough when shit's becoming too difficult to handle otherwise. And personally, he IS powerful - it's only his slow "one-ammo-at-a-time" reloading and Hans's explosive resistance that makes him seem rather weak.
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