Killing Floor 3

Killing Floor 3

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Useless Multi-tool Numbers
由 ` Leaqk+ 制作
The guide contains the number of objects that can be used with the multitool for each map.
   
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About objects for multi-tool
In my personal opinion (for difficulty - Hell on Earth):
- Turrets are useless
- Closed doors are only useful on some maps. In most cases, Fleshpounds or Scrakes will destroy the passageway next to a closed door
- Ziplines are useful for avoiding hordes of Zeds and for increasing distance from the boss
- Armor is useful in situations where you are alone in your squad or on a wave with a boss
- Traps are useful until the 3rd wave (inclusive), because after that a lot of Fleshpounds and Scrakes will appear, which will quickly break them.
Meaning of Icons
Army Depot

The required number of multi-tools for the map: 8 (5 armor + 3 zipline)
City Streets

The required number of multi-tools for the map: 6 (4 armor + 2 zipline)
R&D Lab

The required number of multi-tools for the map: 5 (3 armor + 2 zipline)
Radar Station

The required number of multi-tools for the map: 5 (4 armor + 1 zipline)
Horzine Factory

The required number of multi-tools for the map: 3(5) (3 armor +- 1 zipline(small distance) +- 1 closed door(shortcut))
Convoy

The required number of multi-tools for the map: 3 (2 armor + 1 zipline)
Offices

The required number of multi-tools for the map: 6 (4 armor + 1 zipline + 1 closed door(shortcut and place to hold a defensive position))
Sewers

The required number of multi-tools for the map: 6 (4 armor + 1 zipline + 1 closed door(shortcut and opens access to armor))
Prison


The required number of multi-tools for the map: 6(7) (4 armor + 2 zipline +- closed door(shortcut))
2 条留言
` Leaqk+  [作者] 12 月 11 日 下午 9:49 
I agree with the usefulness of traps: Molten bucket and Cryo. At times they actually saved a stalemate.
They just have a relatively long cooldown for me. And I don't always find opportunities to use them. I simply calculated their usefulness with the economy in mind. So, by the third round, I want to have the most powerful gun, sufficient ammunition, increased mobility on the map, and the ability to restore armor (a sort of lifeline if I make a mistake). Yes, I understand that during a wave you accumulate money and can restore ammunition, healing syringes, health, and armor at the merchant. So if someone likes traps as their "lifeline," then it's perfectly fine to activate them. I'm not against it.

About the Fans: That's cool, I never thought about it. Honestly, I didn't even pay attention to whether kills with traps/turrets count towards your stats. :Batcat:
ashax 12 月 11 日 上午 9:47 
IMO, some traps/ hazards besides the Meatgrinder Fans could still be decent in later rounds as they could CC big zeds and bosses (like the Molten bucket shower in Factory and Cryo in Prison - not sure about the Acid in Sewers as I don't use it often).

Additionally, a bad thing about the Fans is that, unlike turrets and the other traps, kills with it doesn't count for certain perk's skill (e.g. engineer's gadget resupply, Sharpshooter long range kill gadget recharge, etc.)