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cover-Killing Floor: Community Weapons Pack 3 - Us Versus Them Total Conflict Pack

Sunday, December 21, 2014 11:49:39 AM

Killing Floor: Community Weapons Pack 3 - Us Versus Them Total Conflict Pack Review (Spectre One)

I initially got this pack thinking I would enjoy having a larger arsenal for more classes. In a sense, I was pleased with the results. In another sense, I was slightly disappointed. Here are my opinions and overview of the weapons:
Zed Gun v2 - ALL CLASS
A 30 round mag sci-fi gun. Comparing it to the original zed gun, it costs only 750 instead of 2000. The alt fire uses up 15 shots of ammo. Most specimens require only one alt fire to become dazed, but the fleshpounder requires two (the alt fire causes the speciman to become 'confused' and they absorb more damage.) If you plan to use the alt. fire, it is more effective to swap to another weapon than using the actual Zed Gun ammo. Replacing the radar screen are two annoying buttons that beep and flash on the side of the gun you need to turn. Reload is a clip rather than the compression animation of the original ZED gun, but takes around the same amount of time. A decent weapon on the earlier difficulties.
Bile Blower - Medic
Its a leaf blower that launches bloat bile everywhere. Off-class, this weapon will hurt the user more than its worth, and on class its decent. The reload is rather slow, but has an alt fire. The alt fire launches a horizontal line of bloat acid that spreads the screen width. The original firing works very similar to the flamethrower. ALL specimans that are hit with the Bile Blower will attack NEARBY bloats (note: Nearby), which will allow players to regroup, reload, etc. The recoil on this weapon is horrible; sometimes there is no recoil, and other times you'll basically bend over backwards.
Seeker6 - Demolition
Okay. Where to start.
Ah.
It has six shots, which can be fired individually or can launch the remaining missiles with the alt fire. Zooming in and scanning a ZED will 'lock-on' to the zed and can target the zed so long as it remains on your screen. The locking-on feature can locate invisible specimans, and can help with accuracy (if you're relatively new to Killing Floor.) The alt fire can knock zeds back a little way, and can quickly kill smaller specimans. It looks relatively nice and the sounds are fitting.
And... that's where we get hazy. The missiles are actually very weak. The reload is horrible, and ammo count per speciman killed is just... *bloat throwing up*
Seal Squeal - Demolition
Demos online appear to like this weapon very much. I'm not an avid Demo player, but this weapon (I personally think) is slightly overrated. It holds three harpoons that explode after a period of time, embed themselves onto walls, specimans, the floor. No impact damage, meaning larger specimans that you are not lucky enough to shoot headshots will charge into you and *kaboom*, there's your harpoon. Either aim for the head, or make it land where they're gonna step, because it deals a bit of damage. Not terribly bad, but not my favorite either.
So in a breakdown:
Zed Gun v2 - A light backup that can be used in later waves when you want to take out large groups or harder specimans.
Bile Blower - Only viable for Medic (maybe Berzerker) that is rather unpredicable, but is an excellent support weapon.
Seeker6 - Meh. Fun to use in easier difficulties, but weak. - Fun to use, but not the most practical weapon.
Seal Squel - If you're an avid Demoman and can use this effectively, go right ahead! It takes some time to get use to it (Note: I don't use this very often, so my argument on this weapon is weak)