Not sure if this was posted, but here's Munk and his explaination of the Beserker:
[video=youtube;TkQstOLz83I]http://www.youtube.com/watch?v=TkQstOLz83I[/video]
Also speaking of melee, apparently you can use rifle/pistol melee... to stumble Scrakes and Fleshpounds.
I thought the shovel thing was the Support melee weapon or something, expected the Beserker's default melee weapon would be a machete or a fire axe or something.
Munk confirmed weeb
haha it's good that he likes the dragon perk though as it is the most controversial. I hope it's just as good as the other classes
[QUOTE=ashxu;47510361]I thought the shovel thing was the Support melee weapon or something, expected the Beserker's default melee weapon would be a machete or a fire axe or something.[/QUOTE]
If you don't know the support's knife is actually a machete, the zerker's is a lawnmower blade
The krovel is the zerker's primary like the pump shotgun is to the support or the varmint rifle to the mando
It's a little confusing but I do like how each perk has their own unique knife
[QUOTE=ashxu;47510361]I thought the shovel thing was the Support melee weapon or something, expected the Beserker's default melee weapon would be a machete or a fire axe or something.[/QUOTE]
Fire axe would be obviously Firebugs melee weapon.
Why did they make it so hard to tell how much health Hans has left, I swear he goes red and sparky almost immediately and then you fight him for another 5 minutes like that
[QUOTE=Nemisis116;47510511]Why did they make it so hard to tell how much health Hans has left, I swear he goes red and sparky almost immediately and then you fight him for another 5 minutes like that[/QUOTE]
Can't a commando see how much health he has?
So I'm new to how KF works with the workshop
The maps don't show up and the game doesn't say it's downloading them. Do I just wait and then maybe the game will refresh them?
does medic still have a tougher armor? i read that there's going to be a [sp]swat perk[/sp], it makes sense that it will rely on a higher kevlar bonus.
[QUOTE=Zannabluke;47510672]does medic still have a tougher armor? i read that there's going to be a [sp]swat perk[/sp], it makes sense that it will rely on a higher kevlar bonus.[/QUOTE]
Medic gets kevlar bonuses as he levels up. I think you'll end up with 175 armor at level 25
You also get the opportunity to increase your max health to 120 and have armor on spawn + a 60% discount thanks to skills
Pretty sure i'm super late with this.. But here goes nothing!
Leaked full Perk names
Berserker
Commando
Demolitionist
FieldMedic
Firebug
Gunslinger
MartialArtist
Sharpshooter
Support
SWAT
[QUOTE=ZombieDawgs;47510218][media]http://www.youtube.com/watch?v=WzSiG70yONQ[/media][/QUOTE]
[QUOTE=The Rizzler;47503539]You can now hit a cartwheeling, flipping, somersaulting stalker in the face 100% of the time as long as you're 100% accurate
Hit detection is clientside too[/QUOTE]
Shit, you weren't joking, I'm so glad I saw this, now I have pretty much no doubts that I want this game if it has much better hit detection than the previous game. Can't wait to see some sharpshooter in action when the time comes.
The main problem with KF were the hitboxe, not hit-reg in itself.
Most often they'd end up being completely mismatched compared to where a zed's head was
Anyone happen to know where the music files are stored? I was never a fan of the Killing Floor music, and even put together a small "mod" that swapped out all of KF1's default tunes with Bastion songs depending on the level played.
[QUOTE=Sanjuaro;47510814]Anyone happen to know where the music files are stored? I was never a fan of the Killing Floor music, and even put together a small "mod" that swapped out all of KF1's default tunes with Bastion songs depending on the level played.[/QUOTE]
Because of the larger soundtrack including bands that aren't just zYnthetic/Dirge, I'm pretty sure they're compressed and require that fancy extraction someone posted earlier. You can't do the old rename-and-swap trick like you could in older versions of Killing Floor.
[vid]http://a.pomf.se/tqfzpl.webm[/vid]
[QUOTE=Doom14;47510868]Because of the larger soundtrack including bands that aren't just zYnthetic/Dirge, I'm pretty sure they're compressed and require that fancy extraction someone posted earlier. You can't do the old rename-and-swap trick like you could in older versions of Killing Floor.[/QUOTE]
That's what I assumed, but it'd still be fun to to figure out where and how they're stored. If there's a will, there's a way!
[QUOTE=Sanjuaro;47510961]That's what I assumed, but it'd still be fun to to figure out where and how they're stored. If there's a will, there's a way![/QUOTE]
Oh, I assume in less than a week from EA launch, someone will find a way, if even a mod or mutator, to do it. I don't mind the current music that much, but knowing the hours I expect to put into this, it'll be nice to swap it out with a custom soundtrack later.
I don't like how the shovel's vertical strike cuts their heads off horizontally, looks kind of wierd.
Okay, so apparently the music is stored in "killingfloor2\KFGame\BrewedPC\WwiseAudio\Windows" in .wem format as a bunch of files named as strings of numbers. I found that converting .wem to .ogg is pretty straightforward, however I'm still figuring out how to do it in reverse.
has anyone been able to confirm if there are any lines from KF1 returning to KF2?
because i don't think i'll be able to part with "YOU'RE ALL FUR COAT AND NO KNICKERS, BITCHES."
I just figured... given how fleshed out the characters' dialogue is, I imagine each of them canonically corresponds to a certain perk. If so, what perk should one associate with each character?
I can easily see Lt.Masterson be a Commando and Alberts being a Berserker / Field Medic
[QUOTE=gaminji;47511340]has anyone been able to confirm if there are any lines from KF1 returning to KF2?
because i don't think i'll be able to part with "YOU'RE ALL FUR COAT AND NO KNICKERS, BITCHES."[/QUOTE]
They return in spirit, but also with rarity, from the original trio (Masterson, Briar, and Foster.)
[QUOTE=Doom14;47511584]They return in spirit, but also with rarity, from the original trio (Masterson, Briar, and Foster.)[/QUOTE]
One example is [I]Wanker[/I], that is said different from before. Now is more "strong".
I'm so glad we can melee with weapons, is really useful.
[QUOTE=gaminji;47511340]has anyone been able to confirm if there are any lines from KF1 returning to KF2?
because i don't think i'll be able to part with "YOU'RE ALL FUR COAT AND NO KNICKERS, BITCHES."[/QUOTE]
PC Briar sometimes says "You're all fur coat and no knickers, mate" when you taunt zeds.
right back in the kitchen
[VID]http://a.pomf.se/jftqhj.webm[/VID]
i still think that the pulverizer is some (more sophisticatedly crafted) dead rising shit
The clots look so pissed in KF2
[img]http://i.imgur.com/BGurDGA.jpg?1[/img]
I love how some clots as the walk up to you they do this "I'm getting pumped" animation where they psych themselves up to walk up to you and eat bullets. I imagine them, "ok brah you got this brah, you're the strongest clot out here brah, flesh pounds got nothing on you brah" headshot*.
well i got to try kf2 on this computer (with a friends steam account though) and yeah I can't run it. On all low it dips to 20fps in fights and maxes at 40fps.
Runs similar to Red Orchestra 2 albeit more a bit more demanding from the game I played.
Now to wait for my pc parts so I can assemble a better rig.
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