• Killing Floor v6 - From Dosh to Brouzouf
    5,005 replies, posted
Some more thoughts: Siren's head (and body in general) is way too small, hard to hit even up close. Your character has no shadow :v: Combat shotgun is way too expensive - by the time you can afford it you would buy AA-12 the next wave to replace it, and by stats it's not that different from stock shotgun. Shotguns in general should have more pellets in my opinion, it feels like you're shooting buckshot but someone ate 90% of shell's pellets, it also makes them harder to hit - you aim for foe's head, but buckshot spreads in an O pattern hitting foe in the neck at best. Skrakes and FPs have difficulty range, compared how well people shoot them in head, sometimes one AA12 mag is more than enough to kill a FP in head, sometimes (low light, sudden movements) it would seem to require 2-3 AA-12 mags. Skrakes are harder than FPs considering their behaviour - not only they are relentless, also their movement (especially chainsaw dance) and posture (their head is hidden from their backs) are making them pain-hard to shoot in the head. Grenades are much more harder to use because their animation is much more subtle and nade itself is tiny in world, makes me miss ye olde camouflaged third arm :v: and makes me throw more nades at time (did I ever throw one?), also enemies behaviour is so erratic I would rather throw nade at crowd, because estimating where scrake\FP would be is often prone to errors - "so skrake is aiming for that guy, he is over there and skrake would charge there", you throw grenade - skrake decides at last moment to charge some other guy completely at random and nade explodes damaging no one. Also all the teleportations. All zeds teleporting on top of the handrails, gorefasts teleporting to player during charge, hans grabbing players from 4 meters away, makes your shots often miss.
glasses would probably fix some of those gameplay problems for you
There better be a fucking moon map in the final version
[QUOTE=Toy_Soldier;47589175]glasses would probably fix some of those gameplay problems for you[/QUOTE] You just love to be rude, don't you?
There better be Gary Glover in the final version.
[img]http://puu.sh/hoZdK/d2c09490b0.jpg[/img]
[QUOTE=Joseph Smith;47589135]Impossible, you can't escape Herman's farts.[/QUOTE] In solo, he rarely does the fart move and I think it's a thing that only happens when 3+ players are near him. Edit: are we seriously gonna call it the fart move? :v:
Just in case any wants, I got a dedicated server up with a password. If anyone wants to use it with friends, add me to steam and I'll give you the info for it.
i don't know about you people, but i like the combat shotgun mid-game primary for support late-game secondary for medic there's just something about loading red shells in one by one
[QUOTE=HJ-kos;47589150]Some more thoughts: Siren's head (and body in general) is way too small, hard to hit even up close. [/quote] There are definite issues with her entire mesh and whether or not non-hitscan weapons are remotely accurate under ANY kind of lag. [quote] Your character has no shadow :v: [/quote] Yes they do, and you can in fact make it self shadowing and also environment interactive though the ini [quote]Combat shotgun is way too expensive - by the time you can afford it you would buy AA-12 the next wave to replace it, and by stats it's not that different from stock shotgun. [/quote] The gun has always been terrible and will probably stay that way, much like the eviscerator [quote]Shotguns in general should have more pellets in my opinion, it feels like you're shooting buckshot but someone ate 90% of shell's pellets, it also makes them harder to hit - you aim for foe's head, but buckshot spreads in an O pattern hitting foe in the neck at best. [/quote] Except you can use this feature to essetially hit a character in the [i]eyes[/i] pretty much at will [quote]Skrakes and FPs have difficulty range, compared how well people shoot them in head, sometimes one AA12 mag is more than enough to kill a FP in head, sometimes (low light, sudden movements) it would seem to require 2-3 AA-12 mags. [/quote] Wait til they commit to an attack, unload, headshots erry dey [quote]Skrakes are harder than FPs considering their behaviour - not only they are relentless, also their movement (especially chainsaw dance) and posture (their head is hidden from their backs) are making them pain-hard to shoot in the head.[/quote] Sort of, they each have their issues, especially after suicidal. While the Scrake has reach, the FP has combos that will auto stagger you and erase you in seconds on Suicidal+ [quote]Grenades are much more harder to use because their animation is much more subtle and nade itself is tiny in world, makes me miss ye olde camouflaged third arm :v: and makes me throw more nades at time (did I ever throw one?), also enemies behaviour is so erratic I would rather throw nade at crowd, because estimating where scrake\FP would be is often prone to errors - "so skrake is aiming for that guy, he is over there and skrake would charge there", you throw grenade - skrake decides at last moment to charge some other guy completely at random and nade explodes damaging no one. [/quote] They're freaking HUGE, the same size as a zed's head; learn to lead after a [i]zed has committed to a target [/i], guaranteed hit, aim for the crotch. [quote] Also all the teleportations. All zeds teleporting on top of the handrails, gorefasts teleporting to player during charge, hans grabbing players from 4 meters away, makes your shots often miss.[/QUOTE] All lag related aside from missing anims for railing mounts.
I think the biggest issue I've had with the game so far-- and I have enjoyed it, mind you --is just how much enemy health scales compared to what we were lead to anticipate. Like, I remember a video where one of the guys from Tripwire (can't say I remember who, I don't follow them as closely as some) talked about how it was important to them that if you can kill a clot with a headshot, you can always kill a clot with a headshot. Meanwhile enemies with a full crew seem to take massively increased bullets to put down, and most of the mined data out there demonstrates that KF2 actually has [I]more[/I] HP scaling (at least for big enemies like Scrakes and FP's) between normal and HoE than KF1 did. I dunno, I guess I was too hyped up, thinking Tripwire had finally managed to solve the Gordian Knot that is difficulty scaling. Edit: basically this [url]http://forums.tripwireinteractive.com/showthread.php?t=106329[/url]
Well, it's not too late. We ARE in Early Access after all.
I'm only really annoyed by the Scrake's poor posture making it hard to shoots its head from behind. It'll be nice when they add more perks though, a few games I've been in have had 5 Commandos and taking down Hans was like shooting an Elephant with a BB gun. More variety, less reliance on Support to do all the heavy lifting.
nah no way scrake is harder to deal with than fleshpound even on hard you can focus fire kill scrakes but fleshpounds are so damn durable [editline]24th April 2015[/editline] but he's so fucking right that the tactic now is just "everyone ready? FIRE!" rather than creating set ups where you clear the trash away and a support or sharpie kills the big ones. [editline]24th April 2015[/editline] even with taking the extended mags perk with support the aa12 still doesn't have enough ammo unless you find an ammo box and even then it's a tight squeeze as you need about a mag per sc/fp assuming everyone opens fire and you can kill them quickly.
That's why putting it in EA is probably going to turn out to be the smartest decision they've made, if they'd launched with all 10 classes and zero consideration for all the new mechanics they'd added, this would've been a complete disaster.
Yeah with all the problems in the game, we have to remember it's only week 1. However things solved by coding aside, I really do hope they add more voice commands. Would obviously be awesome of they brought back the old voices from KF1 but at the very least bring back 90% of the old voice commands. It's missing A LOT now.
I'm loving the shit out of this so far. It takes everything KF1 had and brings it to the next level. Is there any speculated actual release date of the game, from the developers so far? Or atleast an ETA on the next content update?
iirc they wanted to fully release the game sometime around the end of the year
[QUOTE=wat_am_i_doin;47589349]I think the biggest issue I've had with the game so far-- and I have enjoyed it, mind you --is just how much enemy health scales compared to what we were lead to anticipate. Like, I remember a video where one of the guys from Tripwire (can't say I remember who, I don't follow them as closely as some) talked about how it was important to them that if you can kill a clot with a headshot, you can always kill a clot with a headshot. Meanwhile enemies with a full crew seem to take massively increased bullets to put down, and most of the mined data out there demonstrates that KF2 actually has [I]more[/I] HP scaling (at least for big enemies like Scrakes and FP's) between normal and HoE than KF1 did. I dunno, I guess I was too hyped up, thinking Tripwire had finally managed to solve the Gordian Knot that is difficulty scaling. Edit: basically this [url]http://forums.tripwireinteractive.com/showthread.php?t=106329[/url][/QUOTE] He uses support as not having enough ammo. Doesn't seem to take into account Commandos at all. They can kill a scrake with one clip fairly easy. Haven't once ran out of ammo on the later waves in any game i've played, even after unloading into FPs. Scrakes are harder than FP in the sense that after you do about 10% damage they enrage. But once you actually know how to handle them they are just another zed to shoot into. FPs are really easy to deal with as well, both solo and in groups. [QUOTE=4yourmalice;47590091]I'm loving the shit out of this so far. It takes everything KF1 had and brings it to the next level. Is there any speculated actual release date of the game, from the developers so far? Or atleast an ETA on the next content update?[/QUOTE] They said by the end of this year or 6 months~ I'm assuming that means we'll get atleast 1-2 perks a month, with a map or two + guns and characters.
[QUOTE=Ricenchicken;47590115]He uses support as not having enough ammo. Doesn't seem to take into account Commandos at all. They can kill a scrake with one clip fairly easy. Haven't once ran out of ammo on the later waves in any game i've played, even after unloading into FPs. FPs are really easy to deal with as well, both solo and in groups.[/QUOTE] What are you playing? Solo + Normal? A commando can NOT kill a Scrake with one mag, especially not on Hard or above.
[QUOTE=ashxu;47590132]What are you playing? Solo + Normal? A commando can NOT kill a Scrake with one mag, especially not on Hard or above.[/QUOTE] Solo Suicidal, 14 shots to the head of a scrake with the scar kills it. Group hard, a clip to the head kills it.
[QUOTE=ashxu;47589948]Yeah with all the problems in the game, we have to remember it's only week 1. However things solved by coding aside, I really do hope they add more voice commands. Would obviously be awesome of they brought back the old voices from KF1 but at the very least bring back 90% of the old voice commands. It's missing A LOT now.[/QUOTE] I do dislike the redial-like wheel used for voice commands. It feels somehow clunkier than the voice command wheel in RO2/RS, and like in those games, it takes up the entire screen. I want the old voice command menu back where you just used the number buttons to say stuff instead of this clunky wheel obliviously designed for consoles.
[QUOTE=Ricenchicken;47590156]Solo Suicidal, 14 shots to the head of a scrake with the scar kills it. Group hard, a clip to the head kills it.[/QUOTE] As I said on the TWI forums, Zed HP gets scaled per person. You cannot kill a Scrake with one mag with 6 people, which is what most people play.
Not to mention that it has a half health modifier on solo. [editline]24th April 2015[/editline] If you have some time on your hands, go crunch some numbers about how feasible it is to kill a Scrake with one SCAR mag: [url]http://www.reddit.com/r/killingfloor/comments/33kvtm/scrake_and_fleshpound_health_as_of_patch_1005/[/url] [editline]24th April 2015[/editline] Level 0 Commando w/ SCAR: 20 shot * 50 dmg * 1.15 head mult = 1150 Level 25 Commando w/ SCAR (no Large Mags): 1150 dmg * 1.25 dmg bonus = 1437.5 Solo Suicidal Scrake HP: 1687 * 0.5 = 843.5 [quote] 1 Player(s), 1687 Total Health * 2 Player(s), 2531~ Total Health 3 Player(s), 3375~ Total Health 4 Player(s), 4218~ Total Health 5 Player(s), 5062~ Total Health 6 Player(s), 5906~ Total Health[/quote] * If spawned in a MP server as last man standing Solo? Sure, if you can hit every shot. More than that on MP? Ehhh.... [editline]24th April 2015[/editline] Might've messed up the headshot bonus, but the damage still falls quite short if you play MP. [editline]24th April 2015[/editline] Not to mention the Full Auto/Single damage perks... But fuck it, I gotta go back to work now.
[QUOTE=lilguy;47590309]Not to mention that it has a half health modifier on solo. [editline]24th April 2015[/editline] If you have some time on your hands, go crunch some numbers about how feasible it is to kill a Scrake with one SCAR mag: [url]http://www.reddit.com/r/killingfloor/comments/33kvtm/scrake_and_fleshpound_health_as_of_patch_1005/[/url] [editline]24th April 2015[/editline] Level 0 Commando w/ SCAR: 20 shot * 50 dmg * 1.15 head mult = 1150 Level 25 Commando w/ SCAR (no Large Mags): 1150 dmg * 1.25 dmg bonus = 1437.5 Solo Suicidal Scrake HP: 1687 * 0.5 = 843.5 * If spawned in a MP server as last man standing Solo? Sure, if you can hit every shot. More than that on MP? Ehhh.... [editline]24th April 2015[/editline] Might've messed up the headshot bonus, but the damage still falls quite short if you play MP. [editline]24th April 2015[/editline] Not to mention the Full Auto/Single damage perks... But fuck it, I gotta go back to work now.[/QUOTE] with large mag and 20% single damage perk I just tried it on a 5man hard server, took me one clip of 30~ headshots to kill him.
Alright, updated my dedicated. I have to redownload the whole game AGAIN. Goddammit, I can't wait for local servers that are startable from the game-menu!
Did anyone notice that on support's melee weapon there is its KF1 perk icon? You can see it when you block.
Seeing as custom client-side music replacements work marginally well, I decided to try my stab at custom client-side textures to see if they could still maintain on-line compatibility: [t]http://images.akamai.steamusercontent.com/ugc/29614280045502608/DCE825D1F3033717B01B04AE10CCC1C785A6E600/[/t]
I'm glad Scrakes are not T1 FP's anymore, but the scaling has to be worked on. Also I'm sad that only one of my regularly played classes made it in to the EA.
On the one hand I wish we had a non-KF1 class but on the other I went from not really liking medic in KF1 to loving it in KF2 so that's a definite improvement in my books.
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