Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
[QUOTE=zombini;49803128]They should've just adopted a model like the Space Engineers guys have. They release an update every week on Thursday, no matter how small and/or insignificant it may be. They most commonly send out basic bugfix patches and additions to the tutorial system, but every so often they'll add a major feature such as planets, DX11 support and ship atmospheres. New minor additions and fixes every so often with a big update every few months that change a lot of how the game itself works keeps the game nice and fresh.[/QUOTE]I've noticed that some of the best early access games go with that update method, having regularly scheduled updates.
[QUOTE=uint64;49805908]Did a demo player rape their wives and mothers? What the hell?[/QUOTE]
I think its more that demo is useless in HOE and for the most part suicidal unless you have a group with you
[QUOTE=Naught;49806287]I think its more that demo is useless in HOE and for the most part suicidal unless you have a group with you[/QUOTE]
That was the case in KF1, but in KF2 demo is useless even with good support.
I don't mind him requiring defense and assistance, but he should be worth the trouble. Even a low level demo could do some super useful stuff in KF1 (like clearing out massive groups of crawlers and knocking sirens back) but in KF2 I never find them helpful.
[editline]25th February 2016[/editline]
[QUOTE=zombini;49803128]They should've just adopted a model like the Space Engineers guys have. They release an update every week on Thursday, no matter how small and/or insignificant it may be. They most commonly send out basic bugfix patches and additions to the tutorial system, but every so often they'll add a major feature such as planets, DX11 support and ship atmospheres. New minor additions and fixes every so often with a big update every few months that change a lot of how the game itself works keeps the game nice and fresh.
TWI needs to look at them and start using a constant update scheme like that for small stuff while working on big stuff in the background. Letting the game stagnate for 2-3 months at a time is a fucking terrible way to develop a game. The big content packs (I hate calling them that) get a small cluster of bugfixes and balancing post-release, then fuckall for a significant fraction of the year. I haven't touched the game since the Gunslinger update, and even then it was barely at all as it added another layer of unbalanced horseshit, as well as poor design choices that I can't stomach at all, like the new handgun sound FX.[/QUOTE]
Weekly patches are cool but you get a lot of overhead because anything that takes a week is a pain in the ass and needs to be made in a seperate branch, then merged in which often breaks more than it fixes.
With a tight team and good branching skills it's doable, but it's harder than you think, especially in a big project where you can't safely merge everything on thursday since you might accidentally cause a crash or something major and you won't get time to QA test it. You could stagger it so you get the patch ready a week early but then what if you can't fix an issue before release, do you cancel the patch and then everyone gets mad at you for not releasing each week, or do you push it anyway and watch everyone go nuts because it crashes?
That and space engineers has a shitload of seperate systems that can be bugfixed safely without touching other systems, killing floor only really has 3 or 4 major systems that hook into eachother pretty heavily (players, weapons, enemies and spawning basically covers everything) so a small change to one system can ripple across to the other ones.
It's not as simple as it seems. I'd like patches more often but you can't click your fingers and make it happen.
Also, I've worked on a mod team where we attempted to do balance changes every week. People lost their fucking [I][B]minds[/B][/I] because one week a weapon would be OP and the next it'd be nerfed, one week a strategy would be great and the next there'd be a counter, it was impossible to learn the game and it drove people mad.
I'm not saying this as an excuse for tripwire (Their patch turnover rate is way too slow) but rapid prototyping doesn't work very well once it hits the public. I can tell you that from experience.
I think Demo is very un-useful on any difficulty, but you only notice it on Suicidal and HoE because the entire team needs to be pumping at 100% and Demo operates at 50%.
[QUOTE=A B.A. Survivor;49807787]I think Demo is very un-useful on any difficulty, but you only notice it on Suicidal and HoE because the entire team needs to be pumping at 100% and Demo operates at 50%.[/QUOTE]
Rifle with grenade launcher is much needed. Kinda got sick of headshotting scrakes with rpg. What an amazing and totally not obscure mechanic.
[URL="http://forums.tripwireinteractive.com/showthread.php?t=116495"]updates I guess[/URL]
[sp]*obligatory comment on how much this game still sucks*[/sp]
What about some kind of old timey rifle with rifle grenades, that'd be cool as shit.
You mean like this [URL="https://upload.wikimedia.org/wikipedia/commons/c/cd/M1_Garand_rifgren-shooting_line.jpg"]M1 Garand Muzzle Grenade Launcher?[/URL]
It'd be nice, but Demo feels like it'll need something more close-range to protect themselves rather than a mid-range semi-auto rifle.
They can implement something for an [URL="https://en.wikipedia.org/wiki/Kalashnikov_grenade_launcher"]AK-type carbine[/URL] if they feel like it.
I still thank the XM25 would be a good addition, especially if they buff the RPG and decide not to add the M32 MGL.
EDIT: Or they can add the [URL="https://en.wikipedia.org/wiki/S%26T_Daewoo_K11"]Korean K11[/URL], which has an integrated upper-barrel grenade launcher (basically an XM25 mounted into the rifle itself). It'd also bring some different weapons to the table because we already have an M4 in-game (and TBH I'm a little tired of seeing multiple M16's and M4's in every single game out there).
ok but imagine how ripped all the characters in kf2 must be if they can one-hand + dual wield .500 magnums and not shatter their wrists from one shot
[QUOTE=LolzMan1325;49813138]ok but imagine how ripped all the characters in kf2 must be if they can one-hand + dual wield .500 magnums and not shatter their wrists from one shot[/QUOTE]
The .500 mag doesn't kick that much. Hickok45 pretty much described the recoil as if someone smacked his hand when he fired his a few times. Energy-wise, it has the energy of a .30-06 or a .45-70, and Magnum Research makes a revolver for .45-70. Firing it accurately and rapidly is where rule of cool applies though.
My dream weapon is still an ar15 that can be modified to fit whatever class you're playing
Ex;
Demo gets a grenade launcher attachment
Zerker gets an underbarrel chainsaw
Firebug gets an underbarrel flamethrower
Medic can have medic darts on an ar15
Commando gets a low modifier scope and extended magazines
Support can get a [URL="https://www.youtube.com/watch?v=aSdWsXkc0gw"]Six12 underbarrel shotgun[/URL]
Sharpshooter gets smaller magazine but in a higher calibre and a longer ranged scope
Swat gets a compacted version with drum mags
Gunslinger can dual wield rambo style
Martial artist can have a bayonet or a gun that shoots knives.
[QUOTE=huntingrifle;49812585]because we already have an M4 in-game[/QUOTE]
I wish, I'd love to have an M4 over the 9mm SMG. I really hate how the magazine doesn't fit the mag well, and I've always considered it one of the ugliest guns for that reason.
[editline]25th February 2016[/editline]
They could have at least used the AR9, which has a proper fitting mag well.
[img]http://i982.photobucket.com/albums/ae310/DDLES/AR15-9mm-SBR.gif[/img]
"Shoot N' Scoot will now indeed reduce your weapon bob when moving in iron sights instead of increasing it"
I know this thread is 80% complaining but honestly it's ridiculous that it took them literally months to have a perk not do the exact opposite of what its supposed to do. Maybe it doesn't matter because shoot n scoot isn't the "goto" perk but still, I don't see the point in infrequent updates when it allows holes this massive to just sit around.
[QUOTE=adadadsd;49820861]"Shoot N' Scoot will now indeed reduce your weapon bob when moving in iron sights instead of increasing it"
I know this thread is 80% complaining but honestly it's ridiculous that it took them literally months to have a perk not do the exact opposite of what its supposed to do. Maybe it doesn't matter because shoot n scoot isn't the "goto" perk but still, I don't see the point in infrequent updates when it allows holes this massive to just sit around.[/QUOTE]
i use shoot n scoot because the auto weapon switch of quickdraw is awful and unreliable
[QUOTE=Anonymuzz;49820996]i use shoot n scoot because the auto weapon switch of quickdraw is awful and unreliable[/QUOTE]
I've been using quick draw for the speed boost, you just have to count your shots so you don't accidentally switch weapons. Both those perks are kinda meh though. Shoot n scoot seems completely useless to me because I rarely ADS, and quick draw only seems to help when you need to fire as many shots into something before you die. Even then, you end up dropping 1911s instead of magnums so it's just a big waste of money
[QUOTE=I_love_garrysmod;49821173]Shoot n scoot seems completely useless to me because I rarely ADS[/QUOTE]
Then what are you doing as a gunslinger?
Isn't gunslinger about getting aimed shots right? :v:
My god, the HX25 is the most dinkiest piece of shit I've ever seen
Seriously, you're lucky to kill a fucking clot with that thing
[QUOTE=Nickolas;49821654]Then what are you doing as a gunslinger?
Isn't gunslinger about getting aimed shots right? :v:[/QUOTE]
KF1 helped my aim a lot. I'll use ADS once in awhile if I can't afford to miss a shot though
Shoot 'n Scoot is bad because it only works when using iron sights, and I don't use them because it seems to me like I'm much less accurate.
Quick Draw is bad because when I'm in a situation where I want to use my 500 Magnums and [I]only[/I] my 500 Magnums, I have to be [I]really sure[/I] not to accidentally switch to worse pistols.
I can choose between completely useless or papercut-between-my-fingers annoying.
[QUOTE=Jetpack Bear;49823640]My god, the HX25 is the most dinkiest piece of shit I've ever seen
Seriously, you're lucky to kill a fucking clot with that thing[/QUOTE]
It's good for:
Firing at tight groups of 2+ Clots or lesser.
Shooting at your feat when surrounded by Clots or lesser.
Shooting at a mob or medium-sized Zed for that sweet assist XP.
Pointblank Gorefast removal (better than other T1's).
Hey, just wanted to remind people that by default mouse acceleration is on, vertical sensitivity is less than horizontal for some dumb reason, and aiming down the sights lowers your sensitivity. If you want to fix any of that or tweak it, [url=http://opencarnage.net/index.php?/topic/4883-killing-floor-2-config-edits-more-corpses-disable-mouse-acelleration-ads-sensitivity-fix-etc/]here's a link[/url]. Also has some tweaks for gore settings and turning off startup videos.
Huh, didn't even know there were vocals to the songs in-game
[QUOTE=Jetpack Bear;49835557]Huh, didn't even know there were vocals to the songs in-game[/QUOTE]
Defend the Crown lyrics are dank as hell.
[QUOTE=Jetpack Bear;49835557]Huh, didn't even know there were vocals to the songs in-game[/QUOTE]
[b][i]COLLAPSING IN ON YOURSELFFFFFFF[/i][/b]
[media]http://www.youtube.com/watch?v=YhtwUk3QagQ[/media]
Collapsing is probably my favorite song on there. I do enjoy the music in the game, but after a while it gets repetitive so I play my own over it. I just wish it didn't cut off the song when you finish a wave, that in between wave music is always the same and it kinda gets annoying.
A lot of music in the game is pretty good.
heck even Hans Volter's boss music sets the tone of who he is really well, it's a shame he's such a tedious as fuck boss.
The use of strings, piano interspaced with some rather determined sounding guitar realy does capture a rather deranged hundred year old nazi superscientist in power armour with a penchant for taking the skin off people and human experimentation, alive or dead.
Heck a lost of Han's design is really neat (bar his glaring gameplay issues) his running animation has his legs be slightly "springy" which makes sense considering they are power assisted. The glowing pipes on his arms and chest highlight his position but break up his silhouette, which when coupled with how dark the environments in the game can get means sometimes all you see coming at you is a pair of glowing claws and some tubing.
His eyes are solid white and "stare" directly at you when he grabs you for draining, which makes him look really creepy.
Plus all his voice lines are top notch, sure they are hammy but they really do mesh with everything else about him. From the cool and composed "Enough of this! I will just shoot you." to the angry yet panicked "I will throw everything I have at you! [B]EVERYTHING![/B]"
I hope he gets re-designed to be more fun to fight, but at the same time he should still be difficult even with a full team of level 25's. A good boss should always make you feel one the edge of defeat, but not bullshit where victory is RNG and not so predictable that it's a simple game of "follow these easy steps and win every time"
I would love it if the Hans fight gameplay reflected that feeling everything else about him gives off, his fight should be tense and on the edge at all times, this man is a hundred years old and knows every trick in the book and is capable of anything with no moral restrictions.
Compare to the patriarch, his music has a tense build up with a rather heavy "brawler style" segment which fits the patty's MO of sneaking in under cloak, then busting in hands on and getting into the thick of a fight, using heavy yet slow attacks.
Where the patriarch's fighting style is like a hammer, Hans should be like a scalpel, sharp and precise.
[QUOTE=thisguy123;49839172]
Where the patriarch's fighting style is like a hammer, [B]Hans should be like a scalpel, sharp and precise.[/B][/QUOTE]
A scalpel that throws grenades everywhere and has barbed wire wrapped around the blade, making it impossible to pull the blade out once its stuck in you. :v:
I wish the boss characters would shut their damn mouths sometimes.
Every 2 seconds they shout, "I'M GONNA GET YOU", "HOLD STILL", "LET'S TRY A NEW APPROACH".
I wish they'd have more than 1-2 attack lines, so it's not always "LET ME TEST MY NEW [I]NERVE [/I]GAS" and the fabled "ONE IN THE PIPE"
[video=youtube;WkBXG0FoCks]https://www.youtube.com/watch?v=WkBXG0FoCks[/video]
I RELOAD MY AA12
KICK BACK ASIDE, RECOIL ACTION
STINGING SMELL OF SMOKING IRON
FEEL THE HEAT - YOU'LL MISFIRE
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