Killing Floor V11 - Upgrade to make your 9mm stronger than a 12G shotgun
999 replies, posted
Well it looks like mat_fullbright 1 is on so, I'm guessing no.
Boring to play, but it ran well enough
This reminded me that my biggest disappointment with KF2 has been the lackluster modding scene compared to the first game.
Oh hey, they fixed the nvidia flex gore
fucking murders FPS the moment more than 5 zeds die at once though
If this is fixed, what was it like before? I'm not sure what the issue was before.
I dunno if it was just me, but the thing just flat out wouldn't work or crash your game at times.
They've fixed it now though and I'm really enjoying all the flying intestines.
That's because (from what I know) they limited modding in general for the game. You can still do custom skins/maps/ect., but trying to do weapon stuff is tricky since you can't change the animation.
I don't know why they'd limit what modders can do with the game, they're going to ruin it anymore than the devs themselves can, they could even think of it as talent scouting really, I'm sure someone out there'd be happy to work with Tripwire.
Not so sure about that. I haven't personally gone much in-depth but given Tripwire's demeanor to modding I'm sure it's one "please help" away
As I recall at launch you couldn't create new perks, change the core perks (the RPG mod allowed people to essentially tweak with the perk stats that already existed and doesn't count), create custom weapons and I don't think you could do anything fancy with zed scripts. They've gone lax on those over the years, as I've played on at least one server that had a "custom" perk, weapons and heavily modified zeds (one of those 100 man servers that are complete cluster fucks though).
It seems to be more a lack of interest in the game and modding for it than modding being locked off—in fact one of the best things they ever did with KF2 was stop that map whitelisting bullshit that killed off thousands of (sometimes good) maps made for KF1—and probably because Tripwire refuses to make modding their game update friendly. Pretty much any little patch they apply breaks the majority of mods in ways they shouldn't, KF1 was also infamous for this and is the main reason so many mods ended up abandoned.
I think a combination of locking down modding at launch and their notoriously tedious update process for mods killed the momentum and most of the good creators moved on to different games. The RPG mod is more framework than gamemode, so it's up to server owners to make it something great which few do. Zedternal is the only really good thing to come from the KF2 modding scene and that came out this year—the game went into EA early 2015.
I only just got KF2 but I'm finding welding to be dramatically less useful in KF2 than KF1. Lots of the maps in KF1 had nice chokepoint-y areas where you could hole up, keep one or two doors welded, and ride out the waves of baddies. I have fond memories of defending the rooftop on Office, or a couple places in BioticsLab. In the larger maps, like Farm, you could run and try to kite the zombies across the open areas.
In KF2, from what I've seen so far the maps feel like they've been deliberately engineered to always have 3+ entrances to a given point but never have large enough areas to kite. They feel like carefully constructed arenas of mostly same-y geometry, and there's no reason to go anywhere unless the game explicitly tells you to. The additional ranged enemies make it harder to defend an area, and enemies seem both more mobile and harder to kill at range thanks to mechanics like covering their heads. Throw on the really, really frustrating mechanic of zombies spawning literally right around corners and it definitely feels different from KF1.
My buddies and I decided to try defending the entrance to the metro on Burning Paris. We welded the three doors that control entrance and dedicated a Support to keeping them up, while the others used the entrance as a kill funnel. As soon as we turn our backs, a Scrake and company spawn in on our side of the welded doors. It feels like the welder is a pointless, vestigial holdover from a game that KF2 isn't.
I'm not disappointed with KF2 since it cost me less than ten dollars, but I really miss when Killing Floor was a serious, downright scary zombie survival shooter. The microtransaction-driven shift towards wackiness that KF1 started was a mistake.
Yeah, welding in KF2 should be avoided if possible, both because doors don't re-generate, but teleporting means zeds wont get clustered at a door for long
Metro isn't a good spot for burning paris. for BP there are 2 optimal camp spots
You will need a commando or swat to deal with the places small zeds can spawn, but it's less caustrophobic than the metro.
You can also try the L shaped corridor above the courtyard, as that's more of a chokepoint, but offers less escape routes compared to the Eiffel Tower
This guide goes into more depth on the viable camping spots in HoE
I think they added a perk that lets you repair broken down doors
Yeah, it's a passive for support now
Random idea- the upgrade system should be tied into the stand your ground system. Instead of paying for upgrades, you get an upgrade credit for successfully defending an area.
WWAUT - Somebody Told Us You Would Need These Presents
I can see the M32 having a long ass reload time and being underwhelming to use.
could finally provide some incentive for the reload skill.
can someone please tell me if there's a way to disable or unbind the mouse wheel from changing weapons in KF2
I see no way to do it in the options menu and don't know what the console command would be, this shit is driving me insane
So that weapon poll was basically for nothing then?
It wasn't for nothing, it could've easily been a situation of "we finished the most wanted weapon, but we did it in record time so we have enough resources to devote to bringing back the other two weapons", or "there was such an overwhelming number of player votes that it'd be unfair to not give them these weapons". Hell, it could even be an indirect apology for something bad they did with a past update (cough upgrade system cough).
this game needs all the guns it can get so they ain't getting shit from me
I love having heaps of weapons, i just wish that trip was less afraid of tweaking weapons. Or looking at the m99/railgun more afraid?
I would not make a good game designer.
I'd like more guns too but if the last weapons were anything to go by, the weapon's will sound crap or have recycled sounds and they'll be just meh, to use.
I know it sounds stupid as shit but I wish the M32 nade launcher have a speedloader for it if you have the faster reload perk
And it reloaded as fast as the RGB6 in MGS2, which took like less than 3 seconds
DPS demon
Could even pull a Battlefield 4 and reload two at a time
Or do it like in Far Cry 2 where you took the whole cylinder out and slapped a new one in
Or something like this.
https://www.youtube.com/watch?v=4Uvn3EDFN-8
I can already see the reload animation in first person and then myself subsequently passing out from witnessing it.
Finally we can have Edge Transit in KF also!
WWAUT - How About A Shopping Spree!?
Hello everyone!
Today we want to talk about an upcoming... Not again Nick, it isn’t your time yet. As we were saying, an upcoming community map joining the game as an official custom later this year. Introducing Shopping Spree
https://media.tripwirecdn.com/100718/shoppingspree01.jpg
Something evil lurks these halls of commerce. Yes of course we are talking about shoppers such as yourselves looking for deals of the latest and greatest gifts for others, or perhaps yourselves, this holiday season.
These new toys are flying off the shelves!
https://media.tripwirecdn.com/100718/edar.jpg
No Nick, nobody wants to see your badly put together drawing of “candy armor”. What do you mean it will be useful later? Fine, fine, but you owe us for this!
https://media.tripwirecdn.com/100718/alpha.jpg
No, no more til next week. That is when we said you would have your chance.
To the rest of you, it looks like this Nick fellow has something special in store. Make sure to check back in next week to see what else he pulls out of his bag.
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