• Killing Floor V11 - Upgrade to make your 9mm stronger than a 12G shotgun
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I dunno, at least it's not what it was a couple years ago
I sure hope they're gonna make a proper elite reload animation for the M32 by the time of launch
What do you mean? Do you mean the variant skins for events? Because those are literal skins. Do you mean the post-launch bosses (King FP/Abom)? Because I wouldn't disagree that they're less interesting gameplay-wise than Patty or Hans (who IMO is still the best and most fun boss in either game), but at the same time, it's not like there's much else they can do with boss ideas. King FP is the usual "balls to the wall chaos where you barely have a second to breathe because he keeps coming after you" boss, generic as hell, which is what people wanted after 6+ years of dealing with KF1 Patty, Hans, and KF2 Patty, where there was a clear and figure-out pattern of unload your guns onto the guy until he runs away, wait until he shows his mug again, repeat. He's the kind of boss that you win or lose from the get-go. Abom is kind of a hybrid zerg rush/tanky endurance boss, and while his design is a bit more interesting (and disgusting) than King FP, I won't deny that he's still not very balanced, a year out from his release. His body armor is too big for their to be any strategy besides being really good at Sharpie/GS and only ever getting headshots, he has way too much armor/HP to be fun, fights usually break down to running away while reloading and hoping you fall over some ammo, and his seemingly random spawning of actual clots is a nuisance, especially if you take a wrong turn and they teleport on top of you as you're running away and reloading. Everybody has already made the suggestions that I agree with, but... aside from King FP just being a reskinned upscaled FP, I don't really see much of a problem with either of them.
King Fleshpound and Abomination is what I mean. Actually, fuck it, I mean all the variants like the rioter. Lazy hacked together models with just shit stuck on them. They're so bad that it feels like a random mod that made it into the game after being worked on for like, an afternoon at most, with 90% of the development time being spent on making them have a unique attack or two. The difference in quality is staggering and I can't fucking believe that they're permanent additions
Quarterpounds are fine imo. Aids crawlers would be tolerable if fire didn't detonate them.
Yeah Quarterpounders I quite like, they don't charge at you like Fleshpounds do since they don't have the rotating gauntlets, their health is decent enough to make them a good early game opponent but not too much that they're bullet sponges, I'd say they hit the nail on the head with the balance of Quarterpounders.
Quarter pounders and the crawler variants are the only that realistically could pass off as regular content
I think RIoter would be fine if they hadn't added Alpha Cots before them. The idea is simple enough: create some zed variants that can't be easily dealt with by headshots. The problem is between the Crawlers and then Albino Crawlers, which are already hard to deal with as GS/Zerk/Sharpie compared to other zeds, and the Alpha Clot already (and still) existing as a simple re-color, it just comes off as lazy to put some armor on the Alpha Clot and call it a day. Don't even get me started on the D.A.R.s, though. The one post-release Zed that isn't just a reskin/recolor, and they make them robots (going against the original focus on humanoid characters) with completely new and annoying mechanics. Honestly, if they had just released them as unique Zed designs, I don't think there would've been an outcry, except for the one D.A.R. that locks you in place, that one is super annoying. I remember a lot of the cool community Zed designs from that time period where KF1 had a workshop but KF2 wasn't out yet. Brute, Shiver, Bastard, Sick, so many really cool designs both visually and mechanically.
Rioter would be acceptable if it didn't look like I fucking made them in 20 minutes
The funny thing is, the Abomination was probably the "variant" that they invested the largest amount of actual work into, and it's somehow the least fun to play against.
Personally I'd count the Gorefiend amongst them as a later wave enemy, since it's got two arms, deals more damage and has a higher health pool, he feels like a proper elite variant, rather than just a Clot with Scrap metal slapped on top of it, as an earlier wave enemy though it's total bollocks to go up against.
2 things I would change about the rioter Visual redesign replacing the armor with Boney growths (sort of like an extreme version of the growths the slasher has) to make the design more natural rather than wearing a bad mad max cosplay Add -actual- weak points to the legs, like the patriarch's boil on his organic arm. Rioters are frustrating to face because despite aiming for the optimal spot, they're still unnecessarily tank for what is essentially a trash zed.
I'd really appreciate if they toned down the gas crawlers as they're the main thing that's really contributing to the game being such a visual clusterfuck in late high difficulty games that's more chaotic annoying than chaotic fun.
All they have to do is make it so fire or explosives don't detonate them. Easy fix that would make the game more tolerable and give a buff to pyro and explodey-class. And because of cross weapons, even commando would have a way to deal with them via explosives.
I was thinking of removing that temporary AoE gas they shit out when dying. You still punish people for not scoring headshots by blinding them with the initial gas explosion, but it shouldn't make pushing towards its corpse a free -10hp ball smack. That shit easily contributes a lot of the visual mess we have rn.
I'd prefer if for Demo specifically it was a bonus to one of the skill levels after they rework them. It's not something that Demo desperately needs as a Perk, moreso a nice QoL addition.
Thread bump - just posted this on the KF2 subreddit, a graphic of a few weapon ideas/returning weapon concepts I'd really love to see added to the game. The state of weapons is so much improved compared to a year+ ago, but that doesn't mean there isn't potential for new, fun and cool ideas, for Medic especially (I also want a Medic sniper rifle but another thread on the subreddit already gave a good idea/concept) https://files.facepunch.com/forum/upload/249352/fcef64cf-62a4-483f-a746-858496b2b877/image.png Link to the thread in question If you can't tell, i REALLY like when weapons are dual-perk, and if I had my way, every weapon in the game would have dual-perk functionality
Shares ammo with Crossbow, why would a Bow use Crossbow Bolts for Ammunition though? I know you want to try and balance it in a way for them since they're largely in capable of doing that shit themselves, but that's randomly. How about Dual Crossbows like the NX ShadowClaw from Black Ops III? Gimme a single handed Crossbow.
It seems rather illogical to me now that the M32 is a tier 5 weapon while the designated heavy artillery aka the RPG is a "mere" tier 4. I think the system is in need of being rebalanced KF1 style, with the M32 becoming tier 4 and the RPG becoming a tier 5 weapon much like the LAW, with its damage and explosion radius being buffed at the cost of making it even heavier.
Well if you look at he information of both the RPG-7 and M32, the stats tell you the difference, and it's quite a bit for it to make sense why the RPG-7 is a Tier 4 Weapon and the M32 is a Tier 5 Weapon. RPG-7 Damage, Damage (projectile impact) = 150. Damage (explosion) = 750. M32 Damage, Damage (projectile impact) = 150. Damage (explosion) = 225. So the numbers are quite different for the explosion, but the rate of fire and reload speed are the real differences here. RPG-7 ROF and Reload Time, Rate Of Fire = 20. Rate Of Fire (elite reloading) = 27. Rate Of Fire (buttstock bash) = 53. Reload Time = 2.37s. Reload Time (elite) = 1.58s. Force Reload Time (reload delayed for) = 0.4s. M32 ROF and Reload Time, Rate Of Fire = 240 RPM. 1. Opening chamber, if empty = 1.43s, if not = 1.33s. 2. Inserting grenade, per grenade time = 0.69s. Total Reload Time = 5.57s I'm probably miles off but I think this is why they're in their respective Tiers, the M32 does 318 DPS compared to the RPG-7's 168 DPS, this is the longest reload time for M32, counting if it's empty and you're loading 6 Shells. Again though, I'm probably miles off here.
I only added that because I was typing up the info at like 2 am after taking some melatonin and completely forgot that crossbows usually use bolts. I think the weapon would be fine if it didnt share ammo pool anyways. That being said, I'd also be interested in a dual one-hand Crossbow weapon, would be an interesting weapon for sure, though it'd have to be balanced well enough so that it isn't just "tiny crossbow".
I really miss being able to hold out somewhere with 5 other players like in kf1. You would have the zerker up front kiting everything, sharp stunning big zeds etc.
I really wish weapon upgrades had visual effects
You mean like glowing in neon? Or maybe an "aura" around it? What if the firing sound changed?
Inhate the DARs. Something about them reminds me a lot of Hans and I don't know what it is
Extra doodads on the gun.
I doubt they would do that. Too much time and energy wasted. They would probably used the same modification models anyway, just slapped on poorly for each gun. I am assuming if they ever do this, it will be the path of least resistance, which is edit sounds and particles for the guns. Wolfenstein and the like can get away with it since the weapon list is more limited than KF2's list. I would like to see the extra mods done to the models, but I doubt it would be implemented well.
I'm sorry you feel like attention to detail is time wasted, but I don't see that, it's their game and they choose not to do such things for no other reason than they don't care and/or are too lazy to do so.
I think they use hans' animations (like when they dodge)
only? really looks like they use a lot more
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