Killing Floor V11 - Upgrade to make your 9mm stronger than a 12G shotgun
999 replies, posted
You'd think by now, we'd have a system in place to prevent this (i.e: attempting to sell another player's weapon gives them $1500 instead of you getting $1125, unless they're not in the server)
Do you play this game
Your post is just worded poorly looking at it again, but returning dropped guns to the respawning player would still cause problems. Losing your gun and teammates picking it up is incentive for teamwork. Removing that would remove both the incentive and the actual punishment of dying in a game with other people.
No, change the models aswell.
Its like the regular guns were modeled and textured by professionals, and the rest by some intern who wants to do bad space-like designs that came from 80s movies that did a less than stellar job at making props.
Even the sounds are better, and they aren't very good.
Heck, the medic AR+nade launcher or whatever it was is almost a SCAR with the EGLM underbarrel attachment. That would be fine, but then it has a futuristic red dot sight and a weird paintjob. The other weapons are worse. They look like clones of each other, bred for different purposes, with a special coating of dull space gray shit.
The new medic rifle feels terrible. It has a lot of recoil, not a lot of damage to stand behind that and it has this weird origami grenade launcher + Sig SG550 kinda design to it. Admittedly, I didn't take much of a gander past initial impressions but why all the moving parts?
It used to be good. During the Halloween beta it had a higher ROF, less recoil and more damage. And then it got nerfed to be as equally useless for damage as the rest of the medic guns.
The problem with this system though is that they'd have to sell it, and once someone catches on to the fact that selling it doesn't get THEM anything, but gives you the money, they'd hold onto your weapon and probably dump it somewhere random.
Anyone else feel like the Berserker is actually underpowered? I mean, his tanking ability is crucial in a suicidal game when you're Level 25, but if you take away all those skills, all you have is Perk Weapon Damage while every other perk (including the Surivalist) have a lot more in terms of meaningful passives.
the overwhelming consensus is that zerk is dog shit until you get parry, yes
I actually have to wonder how OP zerker would be if the Parry skill was a passive (Like say, 15% damage bonus on parrying + an additional 1% per level)
It'd be better if they got rid of skillz entirely and better balanced around his base damage, because then suddenly they could give him a base damage bonus of, say, 10% + 1.5% per lvl, without making him OP.
Same with Hollow-Point Rounds, same with Rack 'em Up on GS. Parry is a cool mechanic, but when you literally have to do it every 5 seconds just to do damage, it ruins what little gameplay Zerk has. Also the red light and little siren noise going off constantly are hella annoying
How would you guys feel about having a Facepunch KF2 Discord server? I have my own dedicated in-game server we can use, and we can utilize the Discord server to set up games.
Didn't someone already make one awhile back?
Sort of, the people who made the group never play anymore.
40% damage boost ain't what I'd consider OP though personally, it's a good damage boost though, but since parrying relates to damage reduction I don't think it fits worth shit.
Originally I figured Zerker would get all their damage increases as they level the perk and the skills would focus on increasing the effectiveness of guarding or parrying, with guarding favoring a passive playstyle and parrying an active. The two relevant skills already kinda do this but there's no doubt that, outside of maybe the bloat boss, parrying is better.
As an aside, it really irritates me when people kill the add zeds during the bloat boss after I specifically ask they let me use them to parry farm.
Well what's their answer? Do they all agree? Or do they even answer at all?
I don't think I've ever seen or heard anyone even respond. It's about what I expect when I play with randoms so it's whatever.
I thought we'd finally reacquired the long lost WWISE audio ID text files after having had them taken away from us for over a year now, but no. The linked text files only provide the audio IDs for the Spanish dialog. I don't know what we're supposed to do with this.
Oh well. Here's the Patriarch saying "One in the Pipe!" in Spanish.
https://files.facepunch.com/forum/upload/109778/7e8173c5-8c8b-42ff-94d7-1ed83ba3e167/945977428.ogg
Mark has returned and posted the English dialog text files.
To celebrate, here's Gary Busey singing a festive Yuletide classic:
https://files.facepunch.com/forum/upload/109778/8d57cf2b-585c-4629-a00a-50e064fa4a6b/BadAssSanta_SITU_GeneralIdle_Base_03.ogg
I've heard this once before, it's silly.
Jesus, it's been a hot minute.
Anyways, I'm reviving the thread because I came up with a newer, hopefully even better idea to replace the current Skill Tree system, this time (obviously) inspired by Paladins' Talent System: 3 Separate Skills per Perk.
To summarize, basically, instead of having a skill a tree for each perk with levels you can choose from every 5 levels for different bonuses, you have 3 Separate sub-perks, or "Skills", to choose from. Each skill offers different bonuses (many of which are taken straight from the existing skill trees) that encourage completely unique playstyles for the Perks, following up on TWI's original hopes that the skill trees would allow even more distinct choices between them. Currently, the idea dictates that you can't change skills between waves, only at the beginning of a game (or whenever you join), solely because that system invalidates even having skill choices int he first place (a HUGE gripe I have with the current skill system). So, for example, you can swap between perks freely between waves, but you're stuck with whatever skill you choose as you spawn in with that perk. You can't pick a skill that's good for Commando early game and then swap near Wave 6, that's the entire reason why the separate skills exist.
Things that are definitely still up in the air due to the idea being hypothetical: Whether you unlock skills as you level up (I'm going towards no just because I prefer Perks to have variety available to them from the start), whether ZED Time bonuses from the level 25 stay as a bonus for staying on level 25 instead of prestiging, or are removed outright, or are even worked into the Skills, and the general bonuses (ESPECIALLY the exact numbers) that the skills give. Remember, this is a hypothetical: these are just ideas I came up with in about an hour. I still support every Skill I came up with fully, I think a lot of them could be really fun even just screwing around with, but they aren't set in stone, if one skill could be a huge balancing issue, then I'm more than happy to try and rework it to fit gameplay and balacne better.
I can only walk 25%, so if I start running I lose that speed boost? I mean that's just a bad idea man i'mjustsayin'
For that perk bonus specifically, I wanted to give both the Martial Artist (parry heavy) and Skirmisher (classic Zerk running constantly) speed bonuses that were somewhat different. I would be openj to just giving Martial artist a flat speed boost and giving Skirmisher an even stronger speed boost only when sprinting.
Also, I whipped up some REALLY rough examples of what the Skill set-up could look like in-game:
https://files.facepunch.com/forum/upload/249352/42940dcc-f670-48e9-bb8b-ec9e0e306bbf/image.png
https://files.facepunch.com/forum/upload/249352/775ab727-ae71-4ee8-8c87-4d23d6109d4f/image.png
I can see what you've gone for but, with your version I can't have increased reload speed and do more damage, or increased weapon capacity with more health, or weapon damage, I also kind of value that +5 weight capacity for using an AA12 with a Double Barrel Shotgun and either a HZ12 or Dragonsbreath, or go AA12 and Doomstick.
I know what you're going for with this though, more specialisation, but I prefer being able to pick and choose what I like.
On the topic of Survivalist, i dunno if a rework is necessary. Personally, i'd rather he does what he currently does better and I think these are the biggest problems.
No switch speed bonuses on a perk designed to carry multiple weapons from other perks
Medic Training vs Melee Expert kinda goes against the whole "jack of all trades thing" and even if you use ranged weapons exclusively, Melee Expert is still better for the movement speed.
Ammo Vest loses its usefulness in the late game, while Weapon Harness is completely useless during the early game
IMO, i feel like these would probably be some favourable changes:
Passive Switch Speed bonuses on both real time and Zed Time
Melee Expert is guaranteed on Level 10. Replace Level 10 skill choices with better healing vs increased damage with ranged weapons
Increased mag capacity on Ammo Vest, second random weapon with Weapon Harness (also, replace Molotovs with Support grenades)
When I heard Survivalist I thought the perk is about outliving everyone on the team or being "Prepared for anything" kind of ordeal instead of being a generalist like what we have now
That's because it was literally a last-minute replacement to get the 10th perk out the window after they scrapped Martial Artist.
Only thing I disagree with is Fallback. They added a 50% faster switch speed which is really useful for more consistently killing scrakes and fps.
I was going to go ingame and see how much ammo per mag' you get with both High Capacity Magazines and Eat Lead, but I recently reset the level and I'm only at Level 8, I'm thinking the Varmint Rifle though goes from 20 Bullets to 50?
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