Friday, August 17, 2012

KF normal map achievements complete

I've finally completed all of the normal mode map achievements in Killing Floor. Both maps that I had left were maps I don't play often and am not familiar with (Filths Cross and Hospital Horrors), but because it's normal mode everything dies so much more easily and you take less damage so for me it's no problem at all staying alive. There's really no challenge to normal mode for me, the challenge of that mode went away the second I hit level 5 sharpshooter back during the first week I bought the game, but now with all my classes at level 6 I must say that the support specialist is completely overpowered in normal mode at high levels. Seriously I can basically just continuously pump shotgun shells down a funnel point and kill pretty much everything without so much as getting scratched. I'm not saying I'm invincible, I mean every now and then a siren may get too close or a husk may aim at a teammate and hit me instead (because the aim of Husks is significantly less accurate in normal mode to the point where you can stand still and not get hit). But yea fleshpounds and scrakes can't even scratch me on normal mode as long as I've got an AA12 and about 10-15 feet between me and them. It's still greatly beneficial to use grenades to soften up fleshpounds first though so that you don't waste the entire clip on just one of them. Basically playing as a level 6 support specialist on normal is like a level 6 sharpshooter on hard shooting crossbow bolts into a line of zeds, except you have multiple pellets each with roughly half the strength of a crossbow bolt on hard. Basically it's complete and utter overkill. Needless to say every match I had more than enough money to play demo for the patriarch, which once again pipe traps on normal are about 1.5 times more damaging to the patriarch than pipe traps on hard, so you can literally kill him in a matter of seconds depending on how close he spawns to you assuming he takes the full force of the trap.

It's just too damn easy honestly, but I did have fun for the 6-8 hours it took to get the 13 map achievements I needed. I didn't lose a single match on normal either (asides from one match on farm but I never got a chance to spawn in before everyone died so I don't count it as a loss for me). I wasn't really keeping track of Patriarch kills by me but I must have killed him for at least 10 of the 13 normal mode maps I beat because pretty much all of his deaths were of him exploding (and I was always the only level 6 demo for each fight). There's a couple exceptions, for one I definitely didn't kill him in Ice Cave or Mountainpass, and I went as a sniper for Evil Santa's Lair because I spawned in late and didn't have enough to bother with a demo class, but I still got the headshot kill on him. I can't remember every single map but I know that every time I played in a server with a kill tracker that I definitely got the credit for the kill every single time (which was for at least 8 of the 13 maps).

All this being said, you'd think after 8 hours of normal mode I'd probably have a bit of rust. Well actually as a result of normal mode I was more careful with not getting hit (mostly to show off), so when I played the Doom2 custom map just about an hour ago I barely got hit at all (asides from occasional husks and sirens), and even though I joined in on wave 2 I still managed to get an impressive 756 kills as a support specialist (by far the most on the team). I also landed the killing blow on the Patriarch with a  pipe bomb that apparently did not detonate from earlier in the fight. Then again I am by far the most comfortable playing the Doom2 custom map so I probably would have done well regardless of how I spent my time prior to playing it tonight. I mean, the map is really simple and easy to learn and can work for pretty much every class due to both the narrow halls and the larger rooms. There's a number of different strategies that can be used as well since almost every area can be used to hold off in. The most popular plans include holding in the blue room (where every now and then crawlers come from the back corner but they're not a huge threat), the small room by the blue room (only works when the back door is opened, but it can be done with a good sharpshooter, a demo, and some commandos or support specialists to deal with stuff that gets too close), and it's also possible to hold out in the brown room if you have a commando watch the crawler and stalker spawn and keep them off teammates as they deal with the stuff coming down the hall. There is also the outer courtyard area which can work but it's not that great because stuff usually gets stuck jumping around the window making it hard for sharpshooters to get headshots on big things, plus since the window is elevated it makes it slightly harder to hit as many targets as a demo compared to the halls that are available from the other hold points. Really the only room you can't possibly hold in for long is the spawn room because stuff will spawn from behind you and will also continuously funnel in from in front of you, essentially sandwiching you between two groups of zeds. I guess it could work if when you spawn in you have someone stay on top and block the backspawn, but honestly you'd be wasting their time because there's already at least 3 other spots that they can hold off in without having to miss out on the trader for the whole map and basically be useless.

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