![]() ![]() The fourth tier lets you choose between extra damage for off-perk weapons or increased stumbling and knockdown power for demolitionist weapons. Still, when I die it's usually when I'm surrounded by many zeds at the end of a wave and in such a situation it can just make the difference for the rest of your team to survive. The extra explosive resistance makes the class a little bit more forgiving and the explosion on death thing seems like it can make for a good laugh. The second tier perks are a little silly, but considering all the other stuff that the demolitionist is getting it's not a big problem for me. All while giving you some time to clear out the area on the other side. Zeds will start to gather around the door to break it down and when enough zeds have gathered to actually break it, it will dish out some nice AoE damage, killing or weakening all of the lured zeds in the process. You can sprint through a door, weld it for 3 seconds to give it enough health to keep up for a while, making it function like an automatically detonating zed magnet. Imagine having a large group of zeds coming after you. This is one of those things that you should use sparingly and can really save your team in an emergency situation where you are about to be overrun. ![]() Of course there's only about 20 doors on a map and they do not respawn after being destroyed, but I believe that does not make this talent useless in the slightest. The thing that lets you rig doors with explosives I think will be phenomenal as well. It will basically turn the TNT into an instant noobtube shot bound on the G-button. ![]() The zeds will be hit instantly and this allows your team to switch to other targets earlier on and allows for more group efficiency. A big AoE hit activating a few seconds earlier not only makes it easier to neutralize more targets quicker, but it also saves your teammates from shooting on a group of zeds that are positioned right where your grenade is lying. Throwable TNT that explodes on contact I think will be very useful with KF2 being a pretty fast paced game. Quite a few talents I've seen actually look really nice to me: Of course we can only estimate the exact numbers of these passive bonusses, but I feel that these passives are going to make the demo a really solid perk and that the unlockable talents are just going to be some nice icings on the cake. BUT when used with a high level demolitionist perk it suddenly has over twice the amount of ammunition and it does so much damage that you don't have to fire it nearly as often to keep big groups of zeds at bay, making it infinitely more useful. You'd run out of ammo way before the wave ends, while having only one pistol left. It's weight allows for only another pistol to be used alongside with it and it had only 10 rockets. In KF1 the kill radius of demolitionist weapons seemed to almost double when you'd compare a weapon with a maxed out perk vs off-perk.įor instance, my personal favorite weapon from KF1, the L.A.W., is pretty useless off-perk. I feel like there's a good chance it's going to be the about same mechanic as in KF1 the demolitionist weapons' biggest downside will be the low ammo and this is countered by a really big buff on the ammo reserve as you level the perk further. Especially considering the extra ammunition. What many seem to be forgetting is that the class has some of the best passive bonusses you can imagine, namely: Yeah yeah, I've heard you "This perk is going to suck", "The talents are useless", "You'd be better using the demolitionist weapons off-perk" bla bla. ![]()
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