• Killing Floor V11 - Upgrade to make your 9mm stronger than a 12G shotgun
    999 replies, posted
Yeah well, like, that's just, your opinion...man.
I keep starting up KF2 just to play around with the new weapons but they're really unappealingly balanced. I don't know what's been going on as of late but a couple of the weapons seem to have a lot more recoil than they used to. The AK-12, MKb and Thompson just have an unbearable amount of it like even if you fire in bursts, they just go flying after 3 rounds unless you wait for a whole second for the gun to settle down. "Annoying" is still the best description of KF2 to me. All the changes they made seemed justified by rule of cool but once the novelty wore off, it's so annoying. The hitboxes are way too exact, the animations are way too erratic, every zed now charges at you, stalkers are completely invisible unless you get lucky, play commando or get attacked. The balance is also kinda naff, like, even though headshots are way harder than in KF1, zeds are much tankier, making bullet hosing really unviable unless you like burning 20 rounds to the clot. Maybe I'm just really weird but I still play KF2 and it still pisses me off to a great degree. But I still play it.
zedternal is still the best
well... yeah? What did you expect it to be?
Are you using hollow point rounds? Never really had issues with the recoil when using HPR.
No I don't, I'm commando 18. That's kinda the huge drawback of the perk system, isn't it? High level play is far removed from low level, even in KF1.
Yeah, the levels are a huge barrier of entry. Best I can recommend is crouching, since crouching reduces recoil. Ironsights do as well, but I'd only use it for full auto on a big zed.
It's part of a flaw with the levelling design, and I've always been of the opinion that that is by far the worst problem gameplay-wise plaguing the series. Commando is literally balanced around Hollow-Point Rounds. The entire perk, all of its weapons, are all balanced around it. It's so ridiculous that before you hit level 20 as Commando, you can barely succeed on Suicidal if you play right, but as soon as you get HPR, you can legit solo HOE as Commando in just about any situation. I'm of the opinion that most skill trees need to be entirely reworked. The only one that I personally see as being okay is Support's, but even then I think it could use a bit more fine-tuning. There's way too many skill levels that are just flat DPS boosts.
Whenever I wrangle friends into KF2 I start them on Hell on Earth. Trial by fire I always say--toughen up buttercup. I myself started on HoE, but to be fair, that was back in Early Access before they gave HoE a major difficulty spike.
Support still has issues. One of the perks is 50hp vs 30% damage. Im also not a fan of the zed time skills because once you hit a certain level of skill it just becomes a rng damage boost, and takes away from the slick zed time firing animations with the triple/real tine rof.
The problem is, unless you artificially up their levels, they literally can't play HOE - each perk has some sort of damage bonus that you only get from levelling up (Sharpie has headshot damage, Beserker has melee damage, Commando has AR damage, et cetera). Being able to one-shot trash with a headshot is one of the most important parts of actually being able to complete HOE waves, and most perks can't do that until level ~10.
I'm tempted to e-mail the TW team about the customizable soundtrack idea, but I don't know where to message them about it. Anyone where to go?
It's in early stages, but they've actually made a step in making it a bit easier, still requires Wwise though. https://www.reddit.com/r/killingfloor/comments/a43p2l/merry_xmas_audio_modding_support/
Man, those text files with the audio IDs are a godsend.
Anybody got any HOE tips? I've never won a match on HOE that I can recall. I usually stick to suicidal. I usually go commando or support. Scar or m16? Or even the Stoner?
Do you have Hollow Point Rounds? Can you consistently hit headshots or kill trash quickly? then you should be absolutely fine as Commando in HOE. The biggest difference between HOE and Suicidal is that zed spawns are WAY more aggressive - if you aren't constantly running and watching around you, it's entirely possible that a batch of trash or stalkers or crawlers will spawn right on top of you. On solo that makes HOE almost impossible (and aggravating), but in servers with other similarly skilled players, it shouldn't be a problem - just make sure you're watching an area other people aren't, or killing zeds that other people aren't focusing. For Commando specifically, as long as you have HPR, literally any gun should be able to hold you over - Tier 1/2 guns are perfectly fine up until Scrakes and FPs start spawning. Concerning weapon choices, I personally prefer the Stoner over the Scar, and I love the m16m203, but I wouldn't recommend either over the Scar unless you know that Quarterpounds/Fleshpounds will spawn or don't have a Demo on your team (in which case I'd go M16 and any tier 2), or you prefer having a weapon with a much larger mag size (take the Stoner), because the biggest flaw with SCAR IMO is how pitiful its mag size is. For Support, you can almost never go wrong with Boomstick. I'd hesitate to recommend taking any other Tier 2 or even 3 over it unless your team desperately needs a trash killer and is in a tight corridor (Vlad), needs heavier firepower for Scrakes and FPs (either of the Tier 3s), or needs more healing (HMTech 301). AA12 and Doomstick are pretty much just personal preference in my experience, both are very strong and consistent, and you can only use either of them suboptimally if you take the mag size perk over reload and still equip the Boom or Doomstick. This is all personal experience, but Support is by far my favorite perk in the game, especially for Solo, and I can pretty consistently beat HOE solo with it so long as I don't get bullshit spawns.
Tripwire Interactive LLC - State of the Game 2018 Tripwire Interactive LLC - Survey addressing the current state of the game, including what you want to see in the future If you have any gripes, now is the time to voice them
They are missing the point if they think the skill system can be fixed by just buffing or nerfing things, i.e. the whole "too weak/too powerful" questions in the survey.
I hope that this survey will be used just to identify problem areas rather than apply blanket buffs/nerfs according to the stats. Some of the underpowered skills should be completely reevaluated and reworked into something that better fits the playstyles that people actually use in the game.
I had the same feeling. Where's the box where I can go on a 5000 word rant about why the skill trees are full of filler and also poorly arranged?
Hypothetical: How would people feel if Skill trees as they are were removed from the game? Nothing else is changed to the levelling, you still get the bonuses p/lvl as you do now, they just ditch the skill levels and balance the perks from there on in. I personally think that that's one way they could go about actually balancing skill trees, remove them entirely while they work on a better solution, because KF2 and skill trees don't go together well. I've said this before, but I think the core gameplay loop is too simplistic for something as varied as skill trees, especially since a lot of the potential for skill trees has been turned into their own perks. I think Sharp having a tree dedicated to sharp and another to gunslinger could've worked if GS didn't become its own perk, for example. It's clear as day that TWI didn't really know a healthy and varied direction to take the trees in - there are so many fucking skills that amount to "do more damage" vs. "do a bit more damage in situation x". Don't even get me started on the ZED time max perks, either. If given the opportunity, I wouldn't hesitate to delete them immediately. Personally, the only important aspects I'd think we'd really lose are Zerk and GS would become a lot weaker, pure-damage-wise. But that's a risk I'd be willing to take if it meant that there could be a lot more put into properly balancing the perks as perks, instead of as RPG-lite classes in a game where the only variety you have is whether you shoot the trash first or the big guys first. A lot of the important and unique aspects have been surgically moved to the base perks (Demo/Supp giving grenades/ammo, Demo having exploding doors, GS having ZED-time reload).
They were probably going for a different playstyles approach with the skill trees but all they amount to is the same thing as KF1 bonuses, just spread over 5 level intervals and accompanied by certain smaller bonuses that crawl along with the perk's level and don't become substantial until you're level 20-25. As things stand, they really should just go back to the KF1 style because doing more perk gun damage and having a faster reload isn't really negotiable, especially when they're pitted against 9mm damage and stumble power.
when it works, it can help with alternate playstyles. Sharp's tree is very balanced and caters to both Rail/M99, or M14/FAL. But when they don't work you end up with shit like demo where literally every other skill is worse.
I think all of the "faster reload" perks should just become innate perks that you get as you level up. It makes sense, in a way – as you use a class's weapons, you get more skilled with using them. That same slot could be replaced with a more interesting perk. Nine times out of ten I pick "faster reloads" because rate of fire is the name of the game for most of the classes I pick (read: rapid-fire or high damage trash killers).
https://www.youtube.com/watch?v=bf4EPLxiLN0 first time messing with WWise. the new audio documenttion from TW helped a bit.
Same goes for all the flat damage bonus skills, if it feels like you have to take it, why even make it a choice? Skills should be based around special abilities IMO. For example, rack 'em up is a well designed one because it actually requires you to pull off headshots and rewards you for consistently good aim.
All those damage and reload skills should just be baked into the perk itself and the skills should have always been play style choices. That Medic even has to make a choice between doing the only thing it does better than other perks (healing) or doing damage (and doing it worse than any other perk dedicated to that role, i.e all of them) is ridiculous. Playing something like Zedternal which allows you to essentially mix and match skills really demonstrates how poorly designed the real perks are.
If we're to talk about this "laser cutter" thing, i feel like it'd be something along the lines of a Zed Eradication Device Mk3, because aren't real-life laser cutters typically huge factory machines?
I just want the medic guns to feel like guns and not nerf guns. Don't even gotta change the damage, just the sounds.
Game still has it's share of arseholes, people still pick up your gun and don't return it, instead fucking selling it. Fuck 'em then, bye cunts.
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