• Killing Floor v5 - British 2011 Riot Simulator
    5,295 replies, posted
[QUOTE=DEMONSKUL;46692026]Subways stink no matter where you are I went to Montreal not long ago and it stank of shit. The other smells though, I don't know. Never went to Paris myself anyway.[/QUOTE] The ones in my country and London didn't have any weird smell Which is odd because my country ain't even a developed country [editline]12th December 2014[/editline] Why are subways in general so smelly though?
Is the knife coming back as the default melee weapon? If so is there any pics of it?
[QUOTE=-Iker-;46693199]Is the knife coming back as the default melee weapon? If so is there any pics of it?[/QUOTE] no pictures yet least Each perk will have their own unique knife and grenade I think Also they'll all start with a perk specific weapon, e.g. a shotgun for support, bullpup for commando All this ties in to the fact that they felt having only a pistol/knife to start with made the starting round feel like a 'warm up' rather than part of the actual game [editline]11th December 2014[/editline] Hopefully berserker gets a nice big bowie
I wonder should the chainsaw return, will they use different idle and attack sounds to differentiate players from Scrakes, or will they leave it how it is so you're left guessing if someone doesn't put it away
I love that the new scrake looks almost the same as he did back in the mod days of killing floor.
[QUOTE=jimbobjoe1234;46692541]According to one of the threads at the TWI forums, the Scrake footage that was missing was added due to the fact that he was going through a redesign at the time They also mentioned that there is a chance for the old KF2 Scrake design to make it into the game. Here is the thread: [url]http://forums.tripwireinteractive.com/showthread.php?t=102667[/url][/QUOTE] Just make it a different version of the scrake, like they've done with the clots now. I am pretty sure i heard somewhere they were going to make a machine gun version of the Fleshpound but chose not to.
[QUOTE=KennyAwsum;46694510]Just make it a different version of the scrake, like they've done with the clots now. I am pretty sure i heard somewhere they were going to make a machine gun version of the Fleshpound but chose not to.[/QUOTE] You heard it from the lips of [B]TRUTH[/B] [img]http://kf-wiki.com/images/e/e9/ZombieFleshpoundRange.png[/img]
I seriously wish they have a chain gunner fleshpound. That would be fun to fight against.
[QUOTE=solid_jake;46694541]You heard it from the lips of [B]TRUTH[/B] [img]http://kf-wiki.com/images/e/e9/ZombieFleshpoundRange.png[/img][/QUOTE] Even if we don't get a chaingun Fleshpound, we can still make one. Isn't KF2 supposed to be built from the ground up with modding in mind?
[QUOTE=jimbobjoe1234;46695461]Even if we don't get a chaingun Fleshpound, we can still make one. Isn't KF2 supposed to be built from the ground up with modding in mind?[/QUOTE] If you watch that PS4 press release that someone linked, they do mention that the new SDK is being released right as the game comes out in full, or a very short time after.
[QUOTE=Falkok15;46695055]I seriously wish they have a chain gunner fleshpound. That would be fun to fight against.[/QUOTE] All I can imagine is that it would be like having more than one patriarch running around that shoots a gun at you. I don't think it sounds fun because you would just die every time it saw you.
I once put Fleshpound Chaingunners on in KF1 while playing with friends as a joke while not realising I needed to re-add the model or whatever. We ended up having to hunt all 10 of them down by knifing the air.
> Snip <
[QUOTE=solid_jake;46694541]You heard it from the lips of [B]TRUTH[/B] [img]http://kf-wiki.com/images/e/e9/ZombieFleshpoundRange.png[/img][/QUOTE] I always thought the zeds looked scarier and creepier in the mod. In retail they look too clean
Do we have a page somewhere that lists all the things we know so far of the sequel ? If not, I'm willing to create such list.
[QUOTE=The DooD;46691998]I'm still not 100% on this despite TWI talking about it a few times and I really want to know. So they said that Zeds get access to new abilities on higher difficulties instead of just increasing the health/damage of everything. But they've also said that every level of a perk gives passive bonuses like extra damage, etc. [/QUOTE] [url='http://forums.tripwireinteractive.com/showpost.php?p=1343906&postcount=17'] Alan Wilson finally made a post about this on the TWI forums.[/url] Basically they do get more health, but it's not finished so I imagine the playerbase that gets early access will have a lot of influence on health.
[QUOTE=Citrus705;46704295]I always thought the zeds looked scarier and creepier in the mod. In retail they look too clean[/QUOTE] the mod was more eerie in general. There's fog in west london in the mod. Also the zed sound less human in the mod imo, they also take more hits. But the scrake and fp don't charge you I don't think.
[QUOTE=ashxu;46710286]the mod was more eerie in general. There's fog in west london in the mod. Also the zed sound less human in the mod imo, they also take more hits. But the scrake and fp don't charge you I don't think.[/QUOTE] Yeah, I liked the aesthetic of the original mod. I also miss having a campaign, even if it was pretty basic. [IMG]http://i.cubeupload.com/H8ZxCI.jpg[/IMG]
So I took the liberty of creating a PDF to summarize some of the information that we know about the sequel, you can access it [url='https://www.dropbox.com/s/1bqq3nta9dswqmm/KF2%20-%20What%20we%20know.pdf?dl=0'] HERE.[/url] Also, I know for certain that I left some information out so if you see incomplete / missing or false information, please say so and I will update it.
[QUOTE=allon;46710659] Also, I know for certain that I left some information out so if you see incomplete / missing or false information, please say so and I will update it.[/QUOTE] If you're looking to be more specific, I know there's going to be partial mag and empty mag reloads and katanas can draw slash on equip.
I think it'd be neat if when you were selecting a character, you could check a box that dictates their personality, like if they'd use the serious "stop being a jack-ass, the world is ending" kind of voice lines, or the.. well, "DOSH DOSH DOSH DOSH FUR COATS NO NICKERS BITCHES"
[QUOTE=Citrus705;46704295]I always thought the zeds looked scarier and creepier in the mod. In retail they look too clean[/QUOTE] They looked more zombie like then they do now.
[QUOTE=JiggleItGood;46711464]They looked more zombie like then they do now.[/QUOTE] Shame they're not zombies then :v:
[media]http://www.youtube.com/watch?v=FqNQbdD3kLw[/media]
[QUOTE=The DooD;46711580]Shame they're not zombies then :v:[/QUOTE] They're called "zeds" (Z) which surely is short of zombie, right? But I suppose mutants fit better.
[QUOTE=paul simon;46711905]They're called "zeds" (Z) which surely is short of zombie, right? But I suppose mutants fit better.[/QUOTE] They're zeds because we don't call them that word. What word? The zed word. But yeah I think they're clones of mutants. Or just mutant clones.
they're experiments
Attempts on making supersoldiers, clot and siren based on patriarchs wife and son, Patriarch is a clone of Kevin Clamely, who is still on the run and very much alive apparently.
[QUOTE=Citrus705;46704295]I always thought the zeds looked scarier and creepier in the mod. In retail they look too clean[/QUOTE] They look clean so you can better see the blood pour from where their appendages once were. [editline]14th December 2014[/editline] At least that's what I would like to think.
[QUOTE=ZakkShock;46712426]Attempts on making supersoldiers, clot and siren based on patriarchs wife and son, Patriarch is a clone of Kevin Clamely, who is still on the run and very much alive apparently.[/QUOTE] i thought he became the patriarch
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