Friday, July 27, 2012

More stuff recorded

By stuff I mean more FF6, the final session of Minecraft Hardcore, and the beginning of Sniper Elite V2. I did about an hour for FF6 and Sniper Elite but only got around 30-35 minutes for Minecraft Hardcore. I wasn't really expecting to go for much longer than half an hour anyways considering the trip there is only about 5 minutes and the fight I figured could last anywhere from 5 to 15 minutes, plus all the prep before going. I'm not gonna say whether or not I was successful yet, but I will definitely upload the final video as a half hour long video, with download links to the world provided.


As for FF6, I got to the point where the party splits into three and you get to choose the order in which you want to play their parts. Basically that's about 100 minutes into the game. I would do longer sessions but honestly I'm still not feeling up to it so I'm limiting myself to an hour with a break between sessions. 


Sniper Elite V2 is a different story. I really really sucked at the game when I first started it. I do eventually get better but dear god please ignore that whole first tutorial level because at one point I just completely fail repeatedly until I finally manage to get a hang of the controls. Even after that I'm still not great but eventually I'll get the hang of it. I haven't actually played a game that uses bullet drop physics before so it'll take some time to get used to.


Now for a Killing Floor update, I did beat Filth's Cross and Suburbia on hard today. Suburbia wasn't too bad actually but I'm still not a big fan of night levels. Basically we just held out on the roof of one of the buildings until the patriarch, who as usual walked right into my pipes on the only staircase up to the roof and was then hit in the face with a LAW rocket. Filth's Cross actually was also not so bad since quite a few of the halls near the trader can be used to hold out for a wave if you have a decent team and weld a couple doors shut here and there. The Patriarch also wasn't too bad, then again we got lucky and got the surface trader so we welded one of the doors in the L shaped room and laid out a pipe trap in the narrowest part and we all hid there once he was in sight. The second he turned that corner he set off the pipes and was also greeted by a few AA12's and a LAW rocket, which quickly dispatched of most of his health to the point where we managed to kill him before he could heal. 


Also I forgot to mention yesterday that I need to beat Departed, Crash, and BioHazard on hard mode in Killing floor for those map achievements. I've played all 3 maps before but I haven't played them in a long time so I completely just forgot about them when I was writing my post last night.


Departed is open compared to Filth's Cross, but that doesn't make it any less dangerous. The main issue I've had in the past on this map is finding a place to hold out where you don't have to worry about getting back spawned by something. Pretty much every hold out spot on the map that's in the open has a risk of stuff spawning behind you. There may be a few spots that I'm not aware of but every time I play the map people always seem to go to one of the two open areas (the one down the alley near spawn and the street by the trader past the tracks). It's one of those levels that's not really built for classes that aren't effective up close despite it's openness. It's actually somewhat similar to WestLondon, except without the tunnels to take shelter in, more buildings you can actually go inside, and a larger underground area. I can't remember ever facing the Patriarch in here but I suppose if you can set up a pipe trap in the underground area that would help if he hits it, just beware his LAW's in narrow halls.


Crash is a map that I actually don't mind that much, but it can be quite challenging. The whole map is basically two buildings connected by an outdoor bridge with stairs going to the ground, as well as a truck parking/delivery zone at the back of one of the buildings which has enough space to be used as a hold off point if you can handle stuff coming from 2-3 directions (depending on whether or not you weld the gate). I have made it to the patriarch a few times on this map, and actually I'm pretty sure I've beaten it on normal but I've had no luck on hard mode. It's just not a great map for fighting the Patriarch. There's really only one real surefire spot for a pipe trap and it's at one of the traders inside one of the buildings, where there's a hallway connected to a stairwell and the top floor of one of the buildings. If you don't get that trader for the Patriarch, good luck finding a spot to set up a pipe trap because the outdoor area is too open and has too many possible entrances, same problem with the lower floor of the buildings. The upper floor of the buildings is also clearly visible from the ground floor so while it may be tempting to pipe trap the narrow upper halls, remember the patriarch can see you from below and he will not hesitate to use LAW's from there so good luck with that.


BioHazard is a map that I have barely played more than a handful of times, and every time I play it we usually don't survive past wave 5. I'm honestly not sure why since I hardly play it but part of it is the maze-like nature of the map, similar to Hospital Horrors. The other half is the lack of much for hold off points from what I've seen. There's one good room to hold off in with only 2 entrances and both are on the same side of the room so it can be done but the problem is getting to the trader and then finding your way back to that one room before the wave starts. It's just one of those maps that you really need to study to learn the paths, much like Hospital Horrors, and be sure that you pick a class suited to close quarters combat or a class that can mow down enough zombies to clear you a path forward. Berserkers and support specialists would be good here, much like Hospital Horrors, demo's not so much. 


Keep in mind when I write these map notes that you could really pick whatever class you want as long as you're a high enough level and are good enough with the class. I've recently been getting better with my sharpshooter class again to the point where it's basically my main choice for any map simply because being able to one hit scrakes and 2 hit FP's is incredibly helpful to the survival of the team. Also the penetration power of crossbow bolts can help to slow down the oncoming horde (and likely kill a few zeds too). When I play as a sharpshooter I'm usually not aiming for high kills, just aiming for scrake headshots and headshots on FP's to support the team and lighten their load, plus the money from killing scrakes and FP's makes up for the low kill count so that it's sustainable. The pistol can also be used to save ammo by headshotting the weaker zeds for one hit insta kills as well, and the handcannon can one hit those annoying crawlers and will knock back clots and stalkers and it has some penetration as well. 


That doesn't mean you should alway be a sharpshooter, honestly it's best to look at the classes that are in the game and choose based off that. The best teams will have 1-2 people for crowd control (commando, firebug, demo, support specialist), 1-2 damage dealers who can handle the big ones easily (Sharpshooter, Berserker), and will have someone playing a supporting role (medic or support specialist for welding). Also keep in mind that Scrakes fall easy to Berserkers and Sharpshooters(lvl 6) while Fp's fall easy to demo's, sharpshooters(lvl 6), and support specialists. If you see that you've got a team filled with support specialists (which I'm running into a lot), it's probably best not to try and compete with them for kills but rather pick a class that can take the pressure off them having to waste so much ammo on scrakes and fp's to down them I find sharpshooter works best for this because they can deal with both Scrakes and FP's, where Demo's can really only handle FP's, and they create a bunch of smoke making it hard for others to see, which is annoying. Honestly Sharpshooters on hard mode are pretty overpowered when it comes to the big stuff, and given the chance and the right secondary pistol they can also handle other stuff as well with little trouble. However they just can't kill as many things as Support specialists or commando's can without wasting a ton of bolts and ammo, which is actually quite expensive for the crossbow. So having a team of sharpshooters isn't good either. Chances are if there's a team of sharpshooters, they'll get overrun by the weaker stuff so you really gotta make sure you've got some crowd control in there to balance it out.

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