• Killing Floor v8 - Come Out, Come Out Little Pigs!
    4,998 replies, posted
Commando needs rifle penetration at the least. I posted this on the other forums so I might as well here since it was mentioned. [quote]Revised by suggestions, now includes tracers, replacing the straight up damage boost.: [U]Level 5:[/U] [B]Extra Ammo:[/B] +1 extra magazine for all assault rifles. [B]Backup:[/B] Do 60% more damage with knife and pistol. [U]Level 10:[/U] [B]Large Mags:[/B] Increase all perk weapon magazines by 50%. [B]Tactical Reload:[/B] Reload faster with perk weapons. [U]Level 20:[/U] [B]Impact:[/B] Perk weapons can now stumble Zeds (think Medic Rifle) [B]Tracers:[/B] Sustained hits on an enemy will show their health to all players and increase their damage taken by 20% (also your bullet effects are now red). [U]Other Changes:[/U] [B]-[/B] Add 1 Penetration to the L85 and AK-12, 2 or 3 to the SCAR-H. [B]-[/B] Give the AK-12 270 rounds for a total of 300, like his other weapons. [B]-[/B] 2% reduced recoil on all weapons per Level. [B]-[/B] 2% more damage per Level, to make up for the loss of the damage perks.[/quote] Some of these like the extra ammo and recoil reduction are mainly in because a lot of people on the forums seem to really want those, not sure if people here agree.
All of those are amazing ideas holy shit
[QUOTE=ZakkShock;49647856]Demo needs to be completely rebuilt, it's tied with commando for being the most useless class at the moment. Tripwire has gone full Tony Romo on this ball-droppery[/QUOTE] uh commando is easily one of the best classes in the game on HOE. gets rid of scrakes almost instantly and snipes out husks and sirens before they can become a pain for other classes. you could say gunslinger is better but they aren't as good at trash clearing or bursting down scrakes simply because of all the recoil control that you need to do. it still needs some buffs but demo and support are the most useless.
[QUOTE=Mr. Someguy;49648054] Tracers: Sustained hits on an enemy will show their health to all players and increase their damage taken by 20% (also your bullet effects are now red).[/QUOTE] THAT'S AMAZING [video=youtube;oodTuhaLYpU?t=60]https://youtu.be/oodTuhaLYpU?t=60[/video]
not sure if this would be the right place, but has anyone been able to replace the patriarch theme? i finally managed to refigure out how to convert .wem files and do all that business, but for some reason the patriarch theme plays the first .4 seconds twice then stops after i change the file, and typing nexttrack in the console produces the same results. was wondering if changing files has changed somehow or if i'm messing something up. only thing i can think of is that the patriarch theme is the only one listed under "In Memory Audio ID", but is also included in the "Streamed Audio ID" section of the WwiseDefaultBank_WW_MACT_Default text file. i don't know what "In Memory" means, but it sounds like it would explain why the original theme starts trying to play instead of my replacement.
[QUOTE=Mr. Someguy;49648054]Commando needs rifle penetration at the least. I posted this on the other forums so I might as well here since it was mentioned. Some of these like the extra ammo and recoil reduction are mainly in because a lot of people on the forums seem to really want those, not sure if people here agree.[/QUOTE] Ammo perks are shit I should be choosing between Cool Shit A or Cool Shit B, not 3 or 4 extra zed kills a round.
Is anyone else experiencing sound bugs after the last update? Last game I played had every character spamming lines about packages, welding doors while there were no doors around and a lot of consecutive NO-lines.
[QUOTE=Bokito;49649039]Is anyone else experiencing sound bugs after the last update? Last game I played had every character spamming lines about packages, welding doors while there were no doors around and a lot of consecutive NO-lines.[/QUOTE] I've had other characters speaking in Classic Masterton voice.
[QUOTE=A B.A. Survivor;49647504]There are other places to hit someone other than their head, you know. Bullets tend to froth and tear up the area they hit, bolts and arrows just go [I]*THUNK*[/I] and leave a hole, even being a little generous and plugging up the wound it caused.[/QUOTE] I don't think you understand how a broad head tip works. Those things can kill deer just as fast as any hunting bullet on the market if not faster at times.
But we aren't talking about deer hunting, are we? These are bloodthirsty genetically engineered freaks who can survive without a head, not to mention multiple egregious bullet wounds. A broad tipped bolt isn't doing anything extra compared to a rifle or whatever.
Yeah but the thing about a crossbow is it's *cool*.
thats the best reason to have it in the game imo
updated the op a bit.
Exploding bolts, problem solved. On impact their heads burst like melons.
It'd be a neat feature, if explosive crossbow bolts were a thing, that the size and damage of the explosion was multiplied if you got a head shot, maybe it'd kill a few smaller zeds nearby? Maybe the explosion has a really high chance to stun tougher zeds? You'd give up penetration of the bolt though, so I don't know how that'll be balanced exactly.
[QUOTE=huntingrifle;49655705]It'd be a neat feature, if explosive crossbow bolts were a thing, that the size and damage of the explosion was multiplied if you got a head shot, maybe it'd kill a few smaller zeds nearby? Maybe the explosion has a really high chance to stun tougher zeds? You'd give up penetration of the bolt though, so I don't know how that'll be balanced exactly.[/QUOTE] That'd make it the second perk to be better at exploding things than demo, so it's very likely that TW will put it in.
I was thinking about like an arrow kebab of grenades so as it passes through each target a grenade is clipped off and left to explode so you get both penetration and exploding.
in all honesty, the main reason humanity moved onto bullets is because of advancements in body armour and the necessity for more and more range you can't pierce dragon skin with a crossbow bolt but you better believe your body is gonna get fucked up by a broadhead bolt
I miss zYnthetic's old works [video=youtube;SRWOVU5t6_M]http://www.youtube.com/watch?v=SRWOVU5t6_M[/video] Would have been way better than most stuff in Killing Floor 2's selection.
anyone here play on the sheepkf server?
Now that I have grinded Demoman to 20 and earned the On Perk skill, he's actually pretty amazing at killing large zeds now. I love dynamite stunning pounders for the team and knocking down large zeds with dud rockets. Also: Does the RPG still deal impact damage when armed?
[QUOTE=Squad1993;49657769]anyone here play on the sheepkf server?[/QUOTE] Not for a little while, been too preoccupied to play KF for the past few months.
[QUOTE=Chiv;49655774]I was thinking about like an arrow kebab of grenades so as it passes through each target a grenade is clipped off and left to explode so you get both penetration and exploding.[/QUOTE] That's more or less the SealSqueal Harpoon Bomber from KF1. [editline]2nd February 2016[/editline] I would certainly like to see some of the weirder weapons return and tweaked to give them viability.
[QUOTE=A B.A. Survivor;49658210]That's more or less the SealSqueal Harpoon Bomber from KF1. [editline]2nd February 2016[/editline] I would certainly like to see some of the weirder weapons return and tweaked to give them viability.[/QUOTE] I kinda want a new perk for sci-fi weapons. The Microwave gun doesn't really fit [B]Fire[/B]bug, but if paired with a Laser Rifle, an Electro-Gun, and a Tau Cannon, could make an interesting way to play. Firebug could get something like the M202 FLASH, which is a quad-barrel Rocket Launcher that only fires Incendiary Rockets. At the same time, his weapons vs the Patriarch and Hans would need to be tweaked so he's not useless without the MWG. Microwave Gun functions the way it already does. Laser Rifle would be a slow firing high damage rifle, sort of pump-action rate of fire (bonus if it sounds like the Krimzon Guard lasers from Jak II, if anyone remembers [url=https://youtu.be/Jetf-5PWEIM?t=9m52s]that sound[/url]([U]loud volume warning!)[/U]). Electric Gun would be more of a crowd clearer or disorienter, sounds weak so it could be your T1. The Tau Cannon would be just like the one from Half-Life, because that was very a fun weapon and I'd love to use it against the Specimens.
It'd be pretty cool if Strasser got an alternate outfit that was the modern equivalent of his infantry gear that he has now. Something like a Bundeswehr get up for him. Same goes for Masterson, give him some SAS shit.
I hope they keep British accents for most of the returning characters. The whole wacky english thing was a big part of KF1 and it would bug me if they brought back someone who had a back-story with horzine, before the outbreak left england, like wilkes, glover or thorne but suddenly they were inexplicably american/we.
It's actually nice that they're broadening the cast Scully still has some links to his old self in the way how he tends to refer to british words instead of american
Yeah sure I think it's great that they are adding more varied nationalities for some characters, especially new-comers. but I know it would bug me if suddenly [i]everyone[/i] from the first game was back but from else where.
#BringBackThorneYouPonces
If they bring back Thorne, he better sound 100% Orky as fuck
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