• Killing Floor v6 - From Dosh to Brouzouf
    5,005 replies, posted
Anyone else not getting music every like 5 minutes? And it's not the quiet music bug, I mean there is literally no music for what feels like the length of a normal music track. It's really annoying and happens atleast 4 times a game.
[QUOTE=Doom14;47513720]There is pretty major hope for music replacement, actually, since the music files are loose. They're just in this fucked .wem format right now that destroyed tagging information on conversion and no one's converted-back-to yet.[/QUOTE] I hope so, for some reason changing my KF1 soundtrack to The Matrix soundtrack my accuracy and lifespan seemed to improve exponentially - hopefully the same can be done in KF2.
[vid]http://a.pomf.se/tsdbkn.webm[/vid]
Nothing like playing HoE solo for XP and fun, when a Level 2 Bezerker shows up, increasing the Zeds beyond 100+, who then uses the 9mm and dies in 10 seconds flat. I can't wait to see if I can find worse on EA launch. :v:
[QUOTE=Rockeiro123;47518502]<Gorefast face punch>[/QUOTE] Melee is seriously underrated Might be late with this but it's great for taking out crawlers and weakened zeds to save ammo, and the rifle butt melees can even stumble scrakes and FPs
I've found the sweet spot for stock bashing is to aim slightly above and to the right of a zeds head, will take off clot variant heads in one go at least.
[QUOTE=The DooD;47518799]I've found the sweet spot for stock bashing is to aim slightly above and to the right of a zeds head, will take off clot variant heads in one go at least.[/QUOTE] as long as I tap them in the head once I don't have a problem making their heads explode with a bash
Anyone else think that the weapon/tool swap could be a bit faster? Switching to the welder or syringe feels painfully slow at times. The syringe feels pretty useless as a healing tool compared to the darts, since it's so hard to get people with it. It feels like it needs a slight range buff or something, on top of pulling out faster. It messes me up with welding sometimes too, since by the time I get the welder tool out the door's already open again.
Killing Floor 2 - Dedicated Server [url]https://steamdb.info/app/232130/[/url]
[QUOTE=Ghost101;47519068]Anyone else think that the weapon/tool swap could be a bit faster? Switching to the welder or syringe feels painfully slow at times. The syringe feels pretty useless as a healing tool compared to the darts, since it's so hard to get people with it. It feels like it needs a slight range buff or something, on top of pulling out faster. It messes me up with welding sometimes too, since by the time I get the welder tool out the door's already open again.[/QUOTE] You can just hold down the use key to weld doors now. And yea, the syringe is also limited to one injection at a time on teammates.
You can, yeah, but the swap is still pretty slow, and I've accidentally opened the door that way more than once too. I think the syringe at least could use a buff so people would actually use it and not just defer to medics. I heal people when I can, but it's difficult without darts.
Hans Volter is actually pretty annoying. Practically forced to bring his health down 3 times. In the mean time he kills enough players by his last stage that the remaining people barely have enough ammo to take him down. It's long and tedious. I've yet to have a problem playing on normal, it's pretty easy really, but as soon as I hit the boss I question what's even going on. I hope he gets changed somehow in early access.
[QUOTE=Ghost101;47519545]You can, yeah, but the swap is still pretty slow, and I've accidentally opened the door that way more than once too. I think the syringe at least could use a buff so people would actually use it and not just defer to medics. I heal people when I can, but it's difficult without darts.[/QUOTE] I'm starting to believe medic is a must-have class, much like zerker was in KF1, no other class has such an effect on the entire team while retaining it's offensive capabilities in such a way Having said that, melee classes are probably important as well, due to their ability to parry and go toe to toe with the more lethal enemies and get between them and the team We'll see how it pans out, especially once the other 6 perks are in
One thing I hate about zerker is sometimes you'll go to parry something and something else will swing at you, and you'll parry that instead. Like I was fighting Hans once, I went to parry him but a gorefast swung at me -just- before Hans did, so I blocked the gorefast and got grabbed by Hans.
I think Hans just needs a health reduction honestly.
Hans needs better indicators. I'm totally confused about his mechanics. Some say it's pointless to even start shooting at him before he grabs someone. Then there is people saying that he is invincible as long as he has someone in his grasp. The latter could easily be visualized by some sort of shield around him.
I don't even see why he should be invincible at any point in his fight. There's a major disconnect with how durable he is versus what he looks like. He's an anemic Nazi skeleton in a relatively thin and exposed suit.
[QUOTE=Baazul;47520358]Hans needs better indicators. I'm totally confused about his mechanics. Some say it's pointless to even start shooting at him before he grabs someone. Then there is people saying that he is invincible as long as he has someone in his grasp. The latter could easily be visualized by some sort of shield around him.[/QUOTE] When he grabs someone, focus on keeping the guy healed. Don't bother shooting Hans you're wasting ammo until he lets go and becomes active again. Pay the fuck attention when he's throwing his bombs around and don't stand on his grenades. So many times I've seen people just stand in one spot and get facefucked by bombspam because they're completely oblivious and just trying to shoot at him from a "safe spot".
I still think that they should make Hans gas tank on his back a weak spot.
[QUOTE=HappyHead;47517161]Is there a command or a script that spawns zeds? Like what munk did in that berserker breakdown video.[/QUOTE] Anyone???
[QUOTE=Baazul;47520358]Hans needs better indicators. I'm totally confused about his mechanics. Some say it's pointless to even start shooting at him before he grabs someone. Then there is people saying that he is invincible as long as he has someone in his grasp. The latter could easily be visualized by some sort of shield around him.[/QUOTE]When he starts getting grabby-grabby he'll be invincible til he drains someone(100% sure) or uses some other attack(not sure).
Okay I just had a game where I accidentally had only a pulverizer for Hans Volter and I actually managed to fight him fairly competently. I circle strafed him while alt firing him until I was out of ammo, running away to be healed. I only finally died when I got caught in a nerve gas grenade. They do so much freaking damage.
[QUOTE=IJerry2595I;47520416]I still think that they should make Hans gas tank on his back a weak spot.[/QUOTE] I think it is. I've heard he takes more damage to the head and to the back.
[QUOTE=Baazul;47520358]Hans needs better indicators. I'm totally confused about his mechanics. Some say it's pointless to even start shooting at him before he grabs someone. Then there is people saying that he is invincible as long as he has someone in his grasp. The latter could easily be visualized by some sort of shield around him.[/QUOTE] He has phases indicated by the colour he turns. He'll grab people every time he ends a phase, and he's invulnerable while he's chasing someone to grab and up until the point he lets go of the person he grabs. He finishes healing and the next phase begins. He'll eventually turn red, grab someone to heal, and then as soon as he drops them just unload into him because that's the phase when he can actually die. The tactic my friends and I have employed is use secondaries / mid range damage weapons until he ends his first phase. Once he has the audio queue and runs around trying to grab someone, we just let it happen and everyone heals that person. He drops them and we repeat until he enters the final phase where we just blast him with grenades and AA-12 rounds until he's dead
[QUOTE=Ghost101;47516408]I think I'm gonna slow down my playing a little, I don't want to get burned out before it even hits EA. Especially if EA is going to start with just what we have now. It's crazy, some people have like 20-30+ hours already, seems like a good way to dissapoint yourself.[/QUOTE] Wasn't there a few more things coming with EA? Like Skully and a few more weapons.
So since I didn't get into the beta I decided to go the "arr" route to see if I could even run this game, there's some interesting results when you have a integrated graphics card. [video=youtube;KCM72mPKuls]http://www.youtube.com/watch?v=KCM72mPKuls&feature=youtu.be[/video] but besides that I can run it smoother then payday 2 so there's that (on 800x600 with everything set to low)
[QUOTE=Sini;47520429]When he starts getting grabby-grabby he'll be invincible til he drains someone(100% sure) or uses some other attack(not sure).[/QUOTE] He has a huge damage reduction when he starts looking to feed on someone. But he isn't invincible. Also a berserker can use their EMP grenade to stop the healing.
It's great how the AA-12 feels more powerful now in higher difficulties. I remember accidentally setting up an HoE game with my friends in KF1 and it took 2 or 3 headshots to take down a single gorefast with the AA (Level 4 Support back then), but thanks to the fact that difficulty is no longer bullet sponge-fest in this game, the AA-12 feels like god-tier and is rightfully so.
Setting the corpse limit to ~75 makes a huge difference in visuals, and I don't notice any frame drops either. [t]http://i.imgur.com/EIUq27v.jpg[/t] It's pretty rad, often allows for an entire wave of enemies to be strewn across the battlefield.
[QUOTE=Naelstrom;47520966]Setting the corpse limit to ~75 makes a huge difference in visuals, and I don't notice any frame drops either.[/QUOTE] I'm on a 670 and notice framedrops at 50 :[ need to upgrade both my GPU and my monitor so I can really see those sweet ass high framerate gun animations
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