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Dandaman955

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Posts posted by Dandaman955

  1. Apart from the thief though - his health peters out at about round 30, you can still kill him pretty easily even at round 40 or 50.

    Yeah, I misread the Thief's health chart. Thought it capped at something stupidly high, like 600000, but after Googling it I find it caps at 40000. My bad. :V

  2. I don't hate FIVE at all. My only major issue is that there's only two traps, both placed in the worst possible place, and the Winter's Fury; it sucks balls.

    With the lack of a decent Wonder Weapon, it makes FIVE much harder to play. Starts to take a whole magazine on certain stages and does nothing thereafter. This means that the only way to progress on the map is by either picking up Death Machines, whose usefulness deteriorates as levels go on unless you go for headshots, or by using traps. There are only two traps in the map, both require a trap piece to make it functional and both are placed in the most inconvenient area on the map. There are a lot of pathways that are too narrow, and little you can do to save yourself, with the exception of the Awful Lawton. Let's not forget that you have to come up with a solid strategy to defeat the Thief as time goes on, as his health will eventually be too high for M&S to do anything about it.

    To sum up, you need to be skilled to be good at it. Saying it sucks for the sole reason being that it's hard doesn't really cut it, you just simply don't know how to play it.

  3. HK. Not only is it more powerful, it racks up more points. Better than the RPK in every aspect except rate of fire, which isn't a necessity when you're looking for a good gun. Don't believe me? Take a look at the Spectre. The only good thing about that gun is it's rate of fire.

    Now, compare the Spectre to the Commando, and there you have it, this RPK v HK21 thread in a nutshell. High rate of fire 'does not a good gun make', which is essentially the only counter-argument to the fact that the RPK is better.

    Spectre - Commando is nothing like RPK v HK21. The Commando has over double the ammo, double the damage, and fire pretty quickly itself at 750 rpm.

    The RPKs high rate of fire makes it preferable because it can kill faster that way, which is very important. And getting more shots quickly means you get points quicker and you have to spend less time turned around shooting your horde for points. I find that fire rate very useful. The low recoil helps too.

    It's essentially the same principles, however. The damage gap between them is nowhere near as large as the gap you specified, the difference is 60, which is nowhere near double. The HK has, effectively, 125 more bullets than the RPK, so it is quite a large difference, even if my comment was hyperbole.

    High rate of fire will mean nothing when you've managed to reach round 40+, and when you look at it, the upgraded HK does nearly twice as much as the upgraded RPK damage-wise. It's higher damage and ammo capacity pays off for it's slow rate of fire (which is circumvented by Double-Tap), but even then, as the rounds go on, the higher rate of fire becomes too trivial, especially with a gun that doesn't really have the power to use it, which makes the HK a better gun.

  4. HK. Not only is it more powerful, it racks up more points. Better than the RPK in every aspect except rate of fire, which isn't a necessity when you're looking for a good gun. Don't believe me? Take a look at the Spectre. The only good thing about that gun is it's rate of fire.

    Now, compare the Spectre to the Commando, and there you have it, this RPK v HK21 thread in a nutshell. High rate of fire 'does not a good gun make', which is essentially the only counter-argument to the fact that the RPK is better.

  5. We need a host migration system. A 'kick inactive user' button wouldn't hurt too much either.

    I think host migration wouldmess up the zombies a little? It's glitchy enough in MP :P and I think inactive users aren't a problem, I'd like it if they let you continue a game solo if everyone backs out, though.

    A host migration system is still better. In this instance, let's just say I made it to round 56 on Moon and the host times out. Now, what would be better? The game getting dropped in it's entirety, or host migration, with the risk of an occasional jitter when the migration takes place?

    As for the inactive users, they should be kicked. You'll see how much of a problem they can be when you've got inactive guest players and you can't even start the game because of it. Coupled with the fact a lot of the inactive users tend to quit later on in the game, which is a hindrance as they only take points off the other users by dying early on, contributing absolutely nothing towards the team, then quitting later on in the game. A major kick to the balls is that most inactive players tend to be hosts, which means the game will be dropped if they leave. It wouldn't be that much of an issue if there was actually a host migration system, but there isn't.

  6. I have few friends to actually play with, as only a few have a compatible router that will let them host me. Other times, I'm forced to play randoms: The most aggravating bunch of people I've ever had the displeasure to meet - Hosts quitting at high levels, robbing your kills early on, dying before round 10, hitting the box instead of reviving you, irritating 12 year olds who want to show people their new microphone, I have a whole list here. It wouldn't be hard to see why anyone wouldn't go for 'Friends' being the better option, but it's always nice to diversify...

  7. Shouldn't you have made the thread a poll? =P

    Anyway, personally I'd choose the Thompson because, despite the MP40's high ammo capacity, the Thompson does everything else better. Higher rate of fire, faster reloads and generally higher damage make up for it and overall, surpass the MP40. Let's not forget how much the MP40 recoils, to which the problem is only augmented with it's slow rate of fire. And on top of all that, the Thompson's easier to get, especially in Der Riese.

  8. Oh? I've heard about that, but I've never seen it myself. Glitchers gettin' what they deserve :P jk jk

    absolutely, but just annoying when you wanna quickly investigate something and you noclip around and so on ;)

    I've been out of bounds on Five, hasn't killed me. Used the barrier glitch and I've gone on the ceiling a few times before. BTW, can someone explain to me some more oddities of this glitch protector system?

    Did you know that on Der Riese, next to the solitary spinal cord, there's a beaker of red liquid that can be interacted with?

  9. Did you know that the Ray Gun is the only weapon that has a neckshot damage multiplier?

    I'm sure Mustang & Sally use the same multipliers, at least from the charts I'm reading from...

    Anyways, do you know that, like Hellhounds, the Pentagon Thief's health eventually caps at a certain level?

  10. A trivia information thread, dunno if we already have one of these, eh.

    Did you know that the Ray Gun and Mustang & Sally do less damage if you shoot them in the legs, stomach or arms? Did you also know that a headshot from a Calamity (PaP CZ75) can do as much damage as a headshot from a Predator (PaP Commando)?

  11. W@W

    - PPSh-41

    - Type 100

    - Thompson

    - Wunderwaffe

    - Ray Gun

    - MG42

    - Browning 30-cal

    - STG-44

    - MP40

    - M2 Flamethrower (Doesn't use ammo, and racks up points!)

    I also use the Trench Gun and Double Barrel to handle dogs.

    Black Ops (Note: I give opinions on these)

    Here are some of my personal favourites to use:

    - Galil (Kicks arse. One of the most powerful fully-auto guns in the game)

    - M1911 (Dual Wielded grenade launcher that outclasses the upgraded Ray Gun in everything but ammo size and damage. Better explosion radius, faster RoF and better reload times)

    - HK21 (Its high ammo mag and reserve size means you'll be doing a lot of damage with this, especially with headshots)

    - AUG (High damage, good ammo mag & reserve capacity, high RoF and a Masterkey)

    - Commando (Good ammo capacity, good ammo reserve capacity, Dual mag, high power, basically everything you'd want from a fully-auto gun)

    - Ray Gun (Extremely useful around round 15-30)

    - FN FAL (Upgraded, is one of the strongest, non-WW weapons in the game)

    - CZ75 Dual Wielded or otherwise (A headshot from this is as powerful as a headshot from the upgraded Commando. Fully auto as well)

    - RPK (Its high ammo capacity is rather useful early on)

    - AK74u (Best wall weapon in the game, right next to the MP40, which only appears in one map)

    - Thundergun (Second best weapon in the game)

    - MP40 (Best wall weapon in the game, with the possible exception of the Ak-74u

    - Crossbow (Best support weapon in the game)

    - Krause Refibrillator (Decent for reviving)

    - M72 (Some people love it, some people hate it. In other words, Marmite72 LAW. :P)

    - VR-11 (Kicks ass when upgraded)

    - Scavenger (Kick ass)

    - Shrink Ray (Can't give an opinion)

    - Wave Gun (Best weapon in all of zombies. Only infinite damage weapon with a decent amount of ammo)

  12. I agree. The Ppsh is a monster lol. But they really didn't give us a replacement for the FG either (Mid-Size mag, high RoF, Rifle Mobility), except maybe the Galil...

    You might wanna try the FAMAS. Both are underpowered and burn through ammo like there's no tomorrow.

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