• Killing Floor v6 - From Dosh to Brouzouf
    5,005 replies, posted
Zeds can teleport closer when they are far enough and have no vision on you.
Anyone else feel the standard zed's heads should explode a bit more when shot? Right now they seem to just disappear.
[QUOTE=Sini;47495375]Zeds can teleport closer when they are far enough and have no vision on you.[/QUOTE] A great change. Stops people from running and kiting the pack but also allows you to run to the trader and have the last zed pop out of a spawn point nearby :v: convenient
[QUOTE=The Rizzler;47495383]A great change. Stops people from running and kiting the pack but also allows you to run to the trader and have the last zed pop out of a spawn point nearby :v: convenient[/QUOTE] I had the last bloat who was far far away teleport into room I was about to enter.
[QUOTE=Jarokwa;47495387]Speaking of flashlights, the AK and SCAR(not sure about the AR15 or bullpup) for commando both say they have a flashlight attachment but I can't seem to activate it, developer oversight or am I just not a very smart man when it comes to activating flashlights?[/QUOTE] AA12 has both laser and flashlight visible on the model but you can't use them :(
[QUOTE=Sini;47495375]Zeds can teleport closer when they are far enough and have no vision on you.[/QUOTE] That's existed since KF1
I love the Cysts, they are such pathetic little harmless bags of meat that never stop being satisfying to shoot Are there going to be more non boss enemies? the way they talk about certain number of monsters in the beta makes it sound like they have more that we haven't seen
[QUOTE=ZombieDawgs;47495400]That's existed since KF1[/QUOTE] Existing zeds never teleported outside of rare bugs or lag issues in KF1.
All perk names were discovered. [sp]KFPerk_Berserker KFPerk_Commando KFPerk_Demolitionist KFPerk_FieldMedic KFPerk_Firebug KFPerk_Gunslinger KFPerk_MartialArtist KFPerk_Sharpshooter KFPerk_Support KFPerk_SWAT[/sp]
[QUOTE=Sini;47495425]Existing zeds never teleported outside of rare bugs or lag issues in KF1.[/QUOTE] They sped up significantly when out of your vision. Unless they removed that. Also I think [sp]SWAT[/sp] might be an SMG class, P90 etc
[QUOTE=Hellsing4682;47495429]All perk names were discovered. [sp]KFPerk_Berserker KFPerk_Commando KFPerk_Demolitionist KFPerk_FieldMedic KFPerk_Firebug KFPerk_Gunslinger KFPerk_MartialArtist KFPerk_Sharpshooter KFPerk_Support KFPerk_SWAT[/sp][/QUOTE] Interesting, so according to this (Where did this info come from anyway) the alleged new perks are the [sp]Gunslinger, Martial Artist and SWAT.[/sp] We already know the [sp]Gunslinger will have a emphasis on pistol weapons, akin to what the Sharpshooter had in KF1.[/sp] My best guess is that the [sp]Martial Artist might focus on more unorthodox weapons such as fists or more eastern weapons. The SWAT is a bit of a mystery however and could be a wide range of things.[/sp]
[URL="http://forums.tripwireinteractive.com/showthread.php?t=104741"]Came from here.[/URL] (Some more spoilers, [sp]objectives[/sp])
[QUOTE=Steelpoint;47495449]I don't get the concept of spoiler tags.[/QUOTE] Spoiler that shit, ffs.
[QUOTE=Hellsing4682;47495429]All perk names were discovered. [sp]KFPerk_Berserker KFPerk_Commando KFPerk_Demolitionist KFPerk_FieldMedic KFPerk_Firebug KFPerk_Gunslinger KFPerk_MartialArtist KFPerk_Sharpshooter KFPerk_Support KFPerk_SWAT[/sp][/QUOTE] [URL="http://i.imgur.com/yGGn4d3.jpg?1"]Not sure if i'm late with these.[/URL]
Expecting taticool SMGs and tasing zeds to death for the SWAT one.
[QUOTE=Hellsing4682;47495429]All perk names were discovered. [sp]KFPerk_Berserker KFPerk_Commando KFPerk_Demolitionist KFPerk_FieldMedic KFPerk_Firebug KFPerk_Gunslinger KFPerk_MartialArtist KFPerk_Sharpshooter KFPerk_Support KFPerk_SWAT[/sp][/QUOTE] [sp]Gunslinger[/sp] was speculated and confirmed for a while now but how exacly would [sp]MartialArtist[/sp] and [sp]SWAT[/sp] work ? My guess is [sp]obviously martial arts weaponry for the martialartist and most likely melee focussed and the SWAT with SMG's and shield ? An almost tank-ish perk ? exciting times indeed [/sp] [QUOTE=wheel_user;47495460]Expecting [sp]taticool SMGs and tasing zeds to death for the SWAT one[/sp].[/QUOTE] Could you spoiler tag that please ?
[QUOTE=allon;47495465][sp]Gunslinger[/sp] was speculated and confirmed for a while now but how exacly would [sp]MartialArtist[/sp] and [sp]SWAT[/sp] work ? My guess is [sp]obviously martial arts weaponry for the martialartist and most likely melee focussed and the SWAT with SMG's and shield ? An almost tank-ish perk ? exciting times indeed [/sp] Could you spoiler tag that please ?[/QUOTE] Expecting more [sp]SMG love as Medic's no more the class for it[/sp]
Why are you guys spoiler tagging these again ? I thought spoilers were supposed to be plot details and not the name of a character class in a videogame.
[QUOTE=wheel_user;47495491]Why are you guys spoiler tagging these again ? I thought spoilers were supposed to be plot details and not the name of a character class in a videogame.[/QUOTE] Tripwire has kept these names hidden, so why wouldn't the players like this kept as a surprise? It's just being considerate. Obviously if you don't care, you can just click the spoiler to reveal it.
let's not completely spoil the fun for others, ey?
Found a bunch of zed\npc stuff. [sp]KFPawn_Human KFPawn_Customization KFPawn_Monster KFPawn_MonsterBoss KFPawn_ZedHansBase KFPawn_ZedHans KFPawn_ZedHansFriendlyTest KFPawn_ZedPatriarch KFPawn_ZedBloat KFPawn_ZedClot KFPawn_ZedClot_Alpha KFPawn_ZedClot_Slasher KFPawn_ZedClot_Undeveloped KFPawn_ZedCrawler KFPawn_ZedFleshpound KFPawn_ZedGorefast KFPawn_ZedHusk KFPawn_ZedHuskFriendlyTest KFPawn_ZedScrakeBase KFPawn_ZedScrake KFPawn_ZedSiren KFPawn_ZedStalker[/sp] [sp]zedclot_undeveloped[/sp] is the Cyst. [sp]Why were they testing friendly zeds?[/sp] The top 4 are probably just bases to build upon.
[QUOTE=wheel_user;47495491]Why are you guys spoiler tagging these again ? I thought spoilers were supposed to be plot details and not the name of a character class in a videogame.[/QUOTE] [sp]actually people are free to spoiler anything they want, like this post for instance.[/sp]
[QUOTE=IntenseBarney;47495505]Found a bunch of zed\npc stuff. [sp]Why were they testing friendly zeds?[/sp] The top 4 are probably just bases to build upon.[/QUOTE] Probably literally testing them and triggering different attacks to make sure they work, etc.
[QUOTE=Pops;47495513][sp]actually people are free to spoiler anything they want, like this post for instance.[/sp][/QUOTE] I thought that was bannable and spoilers were supposed to be used sparingly, but whatever.
[QUOTE=Sini;47495375]Zeds can teleport closer when they are far enough and have no vision on you.[/QUOTE] They don't even need to be that far away. Only about 30 meters is enough for them to teleport to new place that's not even much closer to me.
[QUOTE=wheel_user;47495524]I thought that was bannable and spoilers were supposed to be used sparingly, but whatever.[/QUOTE] Only bannable if irrationally used, I don't know why trying to be considerate for those who DO find these a spoiler is such a big deal.
Can we all agree that Munk is the best?
[QUOTE=allon;47495465]but how exacly would [sp]MartialArtist[/sp] and [sp]SWAT[/sp] work ? My guess is [sp]obviously martial arts weaponry for the martialartist and most likely melee focussed and the SWAT with SMG's and shield ? An almost tank-ish perk ? exciting times indeed [/sp][/QUOTE] if you pick [sp]martial artist, you spawn as jackie chan[/sp]
My best guess is that the [sp]SWAT will focus more on tanking akin to how the Medic functions in KF1.[/sp] Perhaps part of Tripwire's desire to split up roles.
[sp]Maybe the SWAT perk will bring stuff like adhesive C4 charges or Tactical Shield[/sp]
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