• Killing Floor V11 - Upgrade to make your 9mm stronger than a 12G shotgun
    999 replies, posted
https://forums.tripwireinteractive.com/forum/killing-floor-2/ideas-and-suggestions-ae/2330782-what-are-your-top-3-qol-changes-for-kf2 post here about what QoL things you want added/improved
Well shit. I don't have an account there so .
This is good of a place to ask about this as any, but is there an updated version of the KF1 style perk icons for KF2?
aa-12 or Doomstick? I feel the ammo capacity on the aa12 is too good to pass up
I've been rolling with the Double Barrel and M4 lately and just upgrading them both, in Survival you might not have the money to do this but in Endless it's a great option to consider, the M4 feels pretty good, obviously slower reload, lower ammo capacity and spare ammo capacity are the drawbacks, but it's still not too bad of a weapon, a lot better than it used to be anyway, it feels viable.
My obvious sexual lust for the AA12 aside, the thing is just better in almost every situation than the Doomstick from hallway sweeping, twitch shooting, ammo capacity and general zed deleting. The only drawback I guess is pure burst damage, particularly against FPs and SCs. Even then, if you have good aim, you could land 12 or so headshots on a HoE 6P SC and kill it with relative ease and use the normal double barrel for medium zeds to not waste the AA12's ammo.
I always forget how good the m4 feels now, I used it recently on a solo run of farmhouse and it worked surprisingly well, especially with upgrades like you said.
Honestly if it wasn't for the M4's 8 Shell Ammo Capacity and 64 Spare, it'd be straight up better than the AA12, ignoring reload speed.
Reload speed isn't really something you can ignore though. It's huge on Support specifically because M4 is a shell-based gun, so realistically it's stronger in situations where you're being assaulted and need to constantly put out shots every few seconds, whereas AA12 is a really good gun for bosses or situations where you just want to unload as much damage as possible and can afford to pause and reload your mag. I think support's weapons barring the nailgun are all surprisingly well-balanced and diverse, to be honest. M4 is a really fun gun and completely unique as a tier 3, so unlike other tier 3 guns on other perks, there's some versatility - upgrading the m4 or taking the doomstick or the aa12. It's part of why i love support - it's not like commando where all the guns feel mostly the same outside of specific situations like crossperks, each weapon has a unique feel and mechanic function. it's also why i really want the missing KF1 supp weapons to come back, and maybe a shotgun pistol to round out the weapon pool for Support. Support dream final weapon pool: HZ-12 regains the alt-fire function to shift between tight and wide spreads, maybe tight spread has reduced damage to compensate, or HSG-1 brought back as an alternative to HZ-12, has the spread change functionality but has to pump every shot instead of every other shot to balance it out Zed-thrower returns as a tier 2 or 3 with buffed damage Judge pistol equivalent as a tier 2 or tier 3, crossperk with GS, high damage and no spread but insane recoil and low firerate That being said doomstick definitely needs a buff. i see no reason or situation where it would be a better choice. I miss the days before weapon upgrading where Boomstick could literally one-shot Fleshpounds, but I think if doomstick gets some buffs it'll be fine.
If you give the HZ12 the ability to switch between Wide and Tight spread, that fucks with the balance of the skill that tightens spread, so how tight would it get to at that point. I also don't know how a Judge would have no spread either, high recoil sure, but no spread, that seems a bit silly.
Ideally either the skill trees with skills like that would be gone or revamped. It's a gun with a single bullet (ideally). If you gave the Magnum (the closest approximation in KF2) spread, it'd be useless. The idea is a gun like a weaker Magnum that's crossperk.
but if the judge shot slugs support would kinda lose its purpose as a shotgun wielding perk, and it'd probably also be way more beneficial to gunslinger being crossperk in that case as well ideally it should be a low-weight shotgun with a lot of spread, being a very short gun after all justifying that as a gameplay mechanic, which also would have a nice benefit to gunslinger especially with whirlwind of lead and filling up the rack 'em up counter in an instant outside of zed time
I think the argument that using spread is fair, and wouldn't complain if that idea was the one used, but just as a note, the Nailgun already exists and invalidates that idea since it has a single spreadless bullet firetype, and the Grenade Pistol can accomplish that RAU instant 5x in one shot function. I just assume people don't use it for any number of reasons
pretty certain that's mostly due to it being slowly moving and arcing projectiles practically begging you to either a) get a lucky spread in a big group of zeds or b) get right up in their faces even at mid-range it's not that good Well it used to be a berserker only weapon AND it also was just a shotgun with ricocheting pellets in KF1 and a flashlight, where it was for support only, and has a very highly inconsistent spread to top that off besides it's only as effective at dealing damage alone as the current 9mm when fired in single fire mode, entirely relying on the penetration and bullet count for any extra firepower the weapon does still remain a decent one, but there's already gunslinger with deagle to do the same job you described earlier which simply has no real reason to exist as a crossperk, it would bring absolutely nothing new to the table
It needs to be a shotgun pistol really, if it uses slugs it's gonna be no different than the 500, in real life yeah, there's a difference obviously, but in a game there is no difference, not in this one anyway.
WWAUT - Something Old and Something New Seal Squeal returning with a new alt-fire function that lets you control explosion delay like C4, and Med-Zerk hybrid bat that works like a Medic Pulverizer, releasing healing gas with alt-fire hits https://media.tripwirecdn.com/043019/sealsqueal.jpg https://files.facepunch.com/forum/upload/249352/e963be4b-d41c-4360-9246-c7295480df21/image.png YES! YES! God we're getting so close to having every possible Medic crossperk weapon, just need a Bloatthrower for Firebug crossperk and a DMR. We may be waiting for more Supp/SWAT weapons, but these are more than worth it
https://media.tripwirecdn.com/043019/hemoclobbergif.gif What
That looks so fucking goofy, I don't get why you'd want to use that over anything else either besides what novelty value it has.
That's more than enough reason for me KF2 needs more weapons with goofy novelty value, too many weapons and perks are so rigid in their loadouts and weapon experience that it gets boring playing them. I love SWAT to death but he needs another Tier 4/5 badly, Kriss SMG is sooooo boring after the 20th time using it. That's why I love the LMG, that's why I love the Trench Gun and M16 M32, and that's why I'm glad they added the bat.
Considering how KF2 is balanced, I can't help but wish the Seal Squeal was cross-perked with Sharpshooter, especially when you consider the Sharp vs Demo debate (a cross-perk weapon would settle the debate once and for all, I think). Also, gonna spoiler tag my theorycrafting Gameplay wise, the reason why I think Seal Squeal could work on Sharpshooter is because weapons no longer have a headshot multiplier. The likely scenario would be that the harpoon launcher would function more like a ballistic weapon with an explosive secondary, which could allow for undetonated projectiles to have a decent amount of burst damage, and cross-perking could lead to different playstyles for the same weapon. A Demo would just focus on raw damage, pumping a fleshpound with a full mag jutting out from his head while a Sharpshooter would want to use Sniper, Stability and Rack em Up prior to setting off his explosives.
could have it's uses depending on the weight. good on perk option to parry, and basically gives you extra medic nades
Weight and damage mitigation would be the biggest deciders. If the need to parry arises, then it'd better be light enough to be a more attractive alternative to the Crovel (weighs 4 blocks, has a 0.6x damage multiplier when blocking and 0.5x when parrying)
I am gonna main this weapon on berserker and nobody will stop me
That might actually be a good idea. The Hemoclobber's GIF looks as if it's intended to be a lightweight weapon and at the time Tripwire recorded said GIF, it appeared to weigh 4 blocks. At the very least, it should be light enough for Berserkers to carry with the Static Strikers.
Take note of the explosion radius and how large it is, either the person showing this off is using the skill for increased explosive radius, or this is the default radius, something tells me it's the former though, otherwise the skill would make it massive.
Honestly, that's kind of how I play and how I've played since KF1: Grab a strong weapon and only use it for the entire wave. Obviously my playstyle has changed quite a bit since I got my perks to higher level and play exclusively Sui and HOE now, where you're better off having two weapons so you don't run out of ammo, but generally, like on SWAT and Commando for example, I'll stick to whatever strongest gun I can afford that wave and go from there. Bezerker you obviously only do that. That being said Doomstick has been awful for a while now, you won't ever hit every single pellet from a shot unless you're using the tightened choke skill and right up close to an enemy, it needs a buff bad. Right now the AA12 is better in literally every single situation, except maybe playing a weird off-tank that kites bosses using the knockback from alt-fire. I really hope this update buffs both it and the boomstick, they need it. I completely understand nerfing Boomstick, before the Treacherous Skies update you literally only needed it the entire game if you played Supp, but they're not even worth buying anymore.
Boomstick is great in that it's both effective and hilarious, I mean just use the secondary on it to jump around the map, or be a dumb shit and launch yourself down some stairs, either way I find it hilarious. The AA-12 was like my go to weapon for Support, comboed with the Boomstick, for obvious reasons, but lately I've taken to the using the M4 instead and upgrading those two to max if I can, though I could go for another weapon aswell like the HZ12, 18 weight total with room to upgrade two of those weapons at least once, you're sorted by that point really, enough ammo all around and you have good weapons to kill of plenty of Zeds. I'm trying to mix up my loadouts aswell to stop me from getting bored, even if I'm playing Endless and I have a full upgraded weapon, I might sell it and used something else, upgrade that aswell to see how it fairs, then probably get rekt for selling the upgraded weapon lel, but still it's good fun to mix it up.
Speaking of loadouts, I have really been enjoying playing Survivalist as I'm grinding it to get it to level 25 just to have, but even playing the Perk that is designed to be useful in literally any situation, I still always get to that situation of "what weapon do I even bother using? They're all better on other perks". Freezethrower is honestly garbage so I don't even bother with it. It makes me kind of sad, I feel like either the dosh influx is too limited especially on higher difficulties to be fun, or the weapon selection is still too limited (which is fucking crazy to say since we're nearing twice as many weapons as KF1). I really don't know what to do about the perk or economy system either, I'm honestly kind of warming up to the Medic Expert skill specifically because it lets you play a reliable Medic that can also run other weapons which doesn't really work for that actual Medic Perk especially after level 20. I don't know, like I've said multiple times, for some reason this issue never came up in KF1, I never felt "god, playing as perk xyz is boring", or "god, why would I even touch this weapon outside of the first wave", or "god, the game is too unfair on higher difficulties", even though it was way worse off, especially beyond Hard - everybody starting as either Medic or Sharpie, Bezerker, Sharpie, and Medic being the three objectively best perks in any given match, weapons being more unbalanced since zed health scaled with difficulty too... I really wish I knew why KF2 isn't as fun as KF1 in that way, because it does so much right.
Probably because it feels like for every issue they fixed in the transition to KF2, they added new frustrating things like Edars, blocking (not a bad idea, but they way they implemented it is frustrating), spawnrage, gas crawlers, rioters to name a few, which muddles the experience compared to KF1 where things were relatively simple.
https://www.reddit.com/r/killingfloor/comments/bjn809/why_is_everyone_asking_for_seal_squeal_to_be_a_ss/ Not to bring the mood of the thread down, but https://files.facepunch.com/forum/upload/249352/ce03b085-f7a9-40b4-b787-1d7ecf5f7555/image.png Christ the KF2 subreddit sucks ass at times. They're so fucking adverse to change it's almost annoying.
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