Once total amount of hp welded is more than 510 the xp will be given to you and counter will be set to same value as leftover from previous welding (like if you have 509 hp on the counter and then "hit" it one more time, the leftover is 509+68-510 = 67, 67 is where from next counter gonna start). The problem for our hero at Level 2 is that the Level 8 wizard is further. This gives +68 points towards your "door hp welded" counter. Our hero begins to type a reply: 'Yeah, I've been killing Giant Rats and stuff. In fact you can get XP from welding different doors at same time.įor example you "hit" door #1 only once. If you overwelded the door for more that 510 the counter will be reset, xp will be given and leftover from overwelding will be added towards next counter. Only welding will be giving XP, unsealing - will not.Įven though you get XP for each 510 door HP welded it doesn't mean that you will only get XP twice from sealing the door from 0% to 100% (510+510+510 > 1500).ĥ10 is when your "door hp welded" counter resets and xp added. I completely understand wanting players to feel vulnerable at all times, with zeds closing in from every corner, but teleporting them from across the level is not the sensible solution.Ī Link Between Worlds (1) Afrika (1) Aliens vs Predator (1) Alpha Protocol (1) Amnesia (2) Arcania (1) Arcanum (1) Armello (1) Arx Fatalis (1) Assassins Creed (2) Bastion (2) Ben There Dan That (1) BioShock (4) Bloodborne (2) Board Game (8) Borderlands (9) Bulletstorm (1) Chivalry: Medieval Warfare (1) Condemned 2 (1) Conker's Bad Fur Day (1) Cryostasis (1) Dark Souls (11) Darksiders (1) Day Z (6) Dead Space (1) Deadly Premonition (1) Dear Esther (2) Demon's Souls (2) Deus Ex (1) Devil May Cry (1) Dishonored (1) Doom (1) Dragon Age (3) Dragon's Crown (1) Dragon's Dogma (1) DreadOut (1) Editorial (55) Eldritch Horror (1) Elex (5) Evoland (1) Fallen Earth (1) Fallout (6) FEAR (1) Final Fantasy (3) Five Nights at Freddy's (1) Folklore (1) Forbidden Desert (1) Forge (1) Free (36) Get Even (1) Gothic (12) Gravity Rush (1) Great Games You Never Played (22) Grotesque Tactics (1) Guild Wars (2) Half-Life (2) Horizon Zero Dawn (1) Impressions (27) Indie (47) Journey (1) Killing Floor (8) Killzone: Mercenary (1) Kingdoms of Amalur (2) L.A.Fully welded door has 1500 hp. Killing the first 4 waves with a lvlt 10 firebug or higher usually gets you to the boss wave between 3-5 minutes, no sc or fps spawn at those waves, you are confined to the first floor, and zeds run faster towards you than if you played on hard (plus slightly more xp at suicidal), shortening waves. There's no logical reason that husk should have been able to get ahead of me like that, and it's completely infuriating to have a successful run fail in an instant because of random, unpredictable nonsense like that. Building on this, an even faster way is to play endless on suicidal on Diesector for 5 waves. He torched me instantly with his flamethrower and killed me before I could even switch weapons. I ran from the streets into a building, leaving the husk behind me, went up some stairs, opened a door, and found the husk right in front of me. I'd made it through several waves already and felt good about possibly being able to beat the level. By leaving one zed alive, I was planning to delay the trader phase long enough to scrounge the map for ammo crates, so that I could save money and afford my top-tier weapon the next round. In another situation, I was soloing Burning Paris on suicidal, and killed everything down to the last zed, which happened to be a husk. Would you rather have a larger health pool, or have your health regenerate over time? Would you rather deal 20% more damage in single-fire mode, or reload your weapons 20% faster? It's a simple change, but having the choice makes leveling far more satisfying and adds more strategic depth to the game. Every five levels, you're given a choice between two separate bonuses, which you can freely swap between waves. Killing Floor 2 offers players a much more steady reward cycle by sub-dividing levels each level-up grants less significant statistical rewards, but they occur more frequently, and there are a lot more of them, so that you feel like you're constantly making small steps to each new threshold when you can unlock a new skill. Leveling up in KF1 often felt like a tedious grind, mainly in terms of the time requirement, which was compounded by certain agonizing leveling objectives that slowed it down even further. One of the objectives is always to deal damage with a weapon that belongs. Leveling up still helps a lot, though, and thankfully the leveling system is way better this time around. You can view XP objectives under the Perks tab in the main menu or via the pause menu.
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