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Killing floor 3 alt fire
Killing floor 3 alt fire













killing floor 3 alt fire

This weapon is super easy to use and is highly effective against most any ZED.

killing floor 3 alt fire

Can the price be brought down to be equal with the other starting weapons?

  • HX25 Grenade Pistol: With the relatively new ability to select your starting weapon as Survivalist, the Grenade Pistol is the obvious choice since it sells for more than the other starting weapons.
  • The shield aspect needs to be more worth it and should have just as much resistance (if not more) as the Bone Crusher's shield (x0.3 damage multiplier instead of x0.4).
  • Riot Shield & Glock 18: Slightly too weak.
  • The ammo is expensive anyway, so reducing the purchase cost would be fair. If the price were reduced to 2000, it would match the ability of this weapon.
  • M99 AMR: Slightly too weak for the price.
  • This weapon would be more balanced if popping heads with the wave attack counted as a head shot for skills like Rack 'Em Up, even if base wave attack damage needed to be slightly reduced. The primary fire burn effect only lasts for 3 seconds!!! A regular flare (in Firebug's Molotov Cocktail) lasts for a whopping 31 seconds! Flare weapons like this one should definitely rely much, MUCH more on DOT, making it more unique in the Firebug's arsenal. The burn effect from the primary fire mode (and maybe secondary as well) needs to last much longer, while the impact damage can be reduced to account for the burn effect's extension (but overall giving more damage output). This weapon definitely under-performs compared to same-tier weapons.

    Killing floor 3 alt fire upgrade#

    Even with an increase in damage via upgrades, it cannot be easily abused because of the steep upgrade costs and increase in weight. We should at least be able to upgrade it. I understand the requirement of C4 not being too powerful so that teams don't gang up on bosses with only C4 (like they did in KF1), but now no one ever uses C4. Since the explosion cannot hurt players at all, why not remove the minimum arming distance completely? Even if this seems too OP, I would be fine with increasing the weight slightly to compensate. While a fun idea, it's hard to stay alive with this weapon due to the minimum arming distance of 2.74 meters and therefore difficulty healing oneself with it. The seed should be able to auto-track to players like regular darts and heal them (but for less health than the corrupted ZED explosion). While a very effective weapon, it is super hard to be a good medic and heal your team with this weapon, especially at long range for which this weapon is supposed to be used. This weapon has amazing healing power with the spray alone, so maybe nerf the healing darts to the level of the HMTech-201 SMG. Perhaps extend the range of the special ability. Normal weapon use is fine, but it is hard to use the special ability effectively, and if you aren't close enough to a ZED when you use it, the special ability will be completely wasted (this happens often if you try and activate the special ability but get knocked back by a big ZED right before it activates). I would recommend bringing down the damage slightly or making the ammo cost a bit more. You can also find my Perk Skill Suggestions thread here. If I don't mention a weapon here, it is good as is. I filled out the end-of-year survey and wanted to share some specifics as to why I gave certain weapons the scores that I did.















    Killing floor 3 alt fire