Low-tier weapons like the pump shotgun have a chance of spawning on maps, and they’re basically free money. Most weapons tilt upward when reloading, but you can aim downward as you’re loading in more rounds to compensate. Some key guns, like the Medic’s class pistol, or the melee weapons the Berzerker carries, don’t have an attached lamp. Considering how much emphasis KF2 places on making headshots (especially on higher difficulties), being able to clearly see zed skulls is essential.Įven if you don’t have an immediate need for light, consider that your teammate might flashlights don’t render just for you, your teammates can see them too. Many map areas have lighting that grenades and general combat can destroy, and as you plow through more waves, illumination becomes a factor in firefights. For this reason, I wouldn’t recommend selling the Medic’s starter pistol-it’s only worth $100, and the extra two shots of healing it grants can be handy. Unequipped weapons recharge in the background. In big fights, rapidly swap between these guns to heal teammates as quickly as possible. Every Medic weapon has an individual, rechargeable “battery” for its healing dart ability. Above: The late rounds of a successful Hell on Earth run during the KF2 Early Access beta.
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