• Killing Floor v8 - Come Out, Come Out Little Pigs!
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[QUOTE=huntingrifle;49903711]I think I'd be OK with the lower damage of some weapons if they instead give a really nice head damage multiplier, at least 2.5x for Sharpshooter's weapons so that you'll really have an incentive to be good with the class.[/QUOTE] I actually had an opposite idea for SWAT, SMG's do reduced damage against the head, but make up for it by sheer damage per second.
I don't think it has to be so extreme as to reduce head shot damage, just don't have as big of a multiplier with fast ROF weapons. Basically, the multiplier should be proportional to the weapon's ROF and damage per shot, which would put Sharpshooter's weapon's at the highest multipliers, with the next highest being Support. [del]For Support it'd be tricky because you would either have to divide the multiplier by the amount of pellets from the shotgun (16 pellets with a 2x head shot multiplier would be 1.125x damage per pellet that hits a Zed's head).[/del] Never mind, I'm bad at math. Support would simply need to deal with the fact that 99.99% of the time not all the pellets will make contact with a Zed's head.
Man, I certainly do wish I could have faith, but past performances have rendered my hope servos inoperable.
Do guns in kf2 even have differing headshot multipliers?
I think sharpshooter head-shots should never decapitate without killing. The moment you burst their heads with that perk, they should die. What would be the point of playing a class centred around getting head-shots if you could still get blocked by walls of dying zeds unless you took an extra shot at each zombie?.
The headshot multipliers should be higher. A 1.1 multiplier is almost worthless with most of the guns in the game right now. Bump it up to at least 1.25 to make up for the lack of damage increases that KF2 perks have when compared to KF1. At least in KF1, your weapon damage went up quite a bit to compensate for the lackluster headshot multiplier. Now the damage bonuses are basically capped at 25% in KF2, the 1.1 multiplier is not worth noting at all unless you are using a gun with large damage numbers (ie., 50dmg or above). In KF1, at end game, you could have a 60% damage bonus on your perk. That made a HUGE difference.
I hope the railgun has a good effect on zeds. The double barrel is still one of my favorite weapons because of how you can blow zeds across the map in little chunks.
[media]https://www.youtube.com/watch?v=AgjJJ0YotwY[/media] [url]https://steamcommunity.com/sharedfiles/filedetails/?id=609307979[/url] Unofficial mod from TWI.
[quote=TRIPWIRE]Hello everyone! Today I want to cover some things you may have missed from last weekends PC Gamer Weekender event as well as provide some more concrete details about the next content update. And just incase you missed yesterday's news, we have rolled out the Modding Workshop! This means that clients and servers can now subscribe to their favorite maps and mods and have them automatically update. At the Weekender John announced during a livestream all four weapons coming for the Sharpshooter perk. Lever Action Rifle Crossbow - near final ingame screen shot[t]http://media.tripwirecdn.com/031116/crossbow.jpg[/t] M14 EBR Horzine Railgun - Work In Progress render[t]http://media.tripwirecdn.com/031116/railgunwip.png[/t] [B]The next content update that is currently being locked down will include the LAR and Crossbow as off perk weapons while we continue to work on the full sharpshooter perk. We expect the full perk to follow the next content update.[/B] :dead: A new gamemode was also announced - VS Survival. In this mode 6 players take the fight to the humans (for an up to 6v6 matchup) and play as 11 fully controllable zeds with attacks and special powers and abilities. This culminates (if the human team survives to the boss fight) with one of the zed players taking control of the Patriarch! [url]http://media.tripwirecdn.com/031116/patriarch.jpg[/url] We are very excited to get the first version of this mode in the hands of players and are looking forward towards your feedback! With one of our more recent Quality of Live updates we changed Hans damage numbers. Today I want to show you what that looks like on our stats system for when it comes to the Hans fight: Before Graph - [url]http://media.tripwirecdn.com/022416/bosswinloss.png[/url] After Graph - [url]http://media.tripwirecdn.com/031116/bosswinloss.png[/url] This is much more in line with how we want this battle to play out and our analytics work is paying off well in focusing in on balance work. [B]A few changes that have made their way into our recent dev builds that player may enjoy are faster weapon switching and large zeds not going into perma rage if they are one of the last few left alive.[/B] The Game Conductor and Live Update system are also moving forward, more details on that below. One more huge new item I want to touch on is the brand new 9mm sound going into the game in the next update. As a reminder of the other items coming in this update that we have previously talked about: New Map - Prison Live Update - The ability for us to update balance without shipping a client or server update Game Conductor - Dynamic difficulty system that will allow the game to tune the fight to the players For those following the Grindhouse mapping contest, we are in the final phase of evaluating Phase 2 maps and will be announcing winners in the near future (several judges will be out at GDC next week and will need to get back).[/quote] [url]http://steamcommunity.com/games/232090/announcements/detail/970895955719539747[/url]
Well it's nice of them to at least let us play around with the LAR and xbow before it takes them a few more months to finish the whole perk.
It will be interesting to see how waves play out with a spawning system with intelligence instead of strict sets.
Damn, I keep checking the updates hoping they'll sneak in sandbox mode somewhere. I miss having 300+ zeds on the map at once.
If they ever do another boss, I'd like something that's just an amalgamation of all the zeds like Perfect Cell from Dragon ball
Isn't the Patriarch supposed to be that already? He was more like it in KF1 at least, with the addition of his ballistic weapons. [editline]12th March 2016[/editline] I'm just imagining a Fleshpound with 2 Chainsaw arms that screams and goes invisible.
As much as the Resident Evil series went pretty wild with the viral mutations, it'd be cool to have a boss that mutates physically between stages. One stage it's an agile, wall-crawling pouncer, another it's a large damage-dealing tank, and a third could be a hybrid of both previous forms. At least it'd change the pace from "shoot the one obvious boss".
[QUOTE=huntingrifle;49917079]As much as the Resident Evil series went pretty wild with the viral mutations, it'd be cool to have a boss that mutates physically between stages. One stage it's an agile, wall-crawling pouncer, another it's a large damage-dealing tank, and a third could be a hybrid of both previous forms. At least it'd change the pace from "shoot the one obvious boss".[/QUOTE] [IMG]http://s.pro-gmedia.com/videogamer/media/images/pub/large/resident_evil_31.jpg[/IMG] "doooosssshhhhh...."
I do kinda like that idea. Have it start out like any other, just dealing damage and tanking it, walking at you, maybe healing, then at a certain point and quickly flees, sheds an outer layer or something, and turns in to an agile, stealthy hunter than hits hard and fast, but can't stand direct fire for long.
Two thoughts that crossed my brainpan: 1. Medium and Long games have a mini-boss wave of super zeds halfway through, like after Husks and Stalkers appear but before Scrakes 2. Long games get a seventh inning stretch
[QUOTE=A B.A. Survivor;49917107]Two thoughts that crossed my brainpan: 1. Medium and Long games have a mini-boss wave of super zeds halfway through, like after Husks and Stalkers appear but before Scrakes 2. Long games get a seventh inning stretch[/QUOTE]I would like to see some wave variance, as well as an endless mode. Just something to help with tedium that begins to set in, and keep people on their toes, and the endless for when you just want to keep going until you literally can't possibly carry on.
[QUOTE=A B.A. Survivor;49914643]It will be interesting to see how waves play out with a spawning system with intelligence instead of strict sets.[/QUOTE] Hopefully we'll get more variance in pacing out of it-- KF2's moment-to-moment gameplay doesn't seem to vary that much aside from the double/triple big-guy spawns.
[QUOTE=huntingrifle;49917079]As much as the Resident Evil series went pretty wild with the viral mutations, it'd be cool to have a boss that mutates physically between stages. One stage it's an agile, wall-crawling pouncer, another it's a large damage-dealing tank, and a third could be a hybrid of both previous forms. At least it'd change the pace from "shoot the one obvious boss".[/QUOTE] I'd like to see an objective-mode/L4D campaign system with a William Birkin/Nemesis type boss that shows up periodically and needs to be fought off. After certain milestones are passed, he'll come back in a damaged form with some abilities replaced. Something like the Patriarch's minigun/rocket launcher exploding and taking off the arm it was attached to, only for that boss to come back in a melee form with a huge claw replacing that arm. More than anything (post-Early Access) the game really needs a Co-op campaign mode, I'd like some more expansion on the story, as well as some sort of progression aside from leveling up. TWI really went in the right direction with Objective mode in KF1, such a shame that it had to happen right near the end of it's life.
why the disagrees? objecrive mode was super fun and with some clever mapping / vo can perfectly work as a L4D Campaign sorta deal
I felt like the official objective mode maps were pretty bad compared to some community made ones. The resident evil mansion map was amazing.
So are there any servers running the unofficial mod gamemodes? I really want to play them but there's still no listen servers and I can't be assed to download all the shit required for a dedi.
The biggest parts of this update, is this: [quote]Live Update - The ability for us to update balance without shipping a client or server updates[/quote] Good to see we're finally getting this.
I wonder how it works. XCOM: EU had a similar system, every time you launched the game it checked online to make sure a certain file matched in order to keep people from cheating in Multiplayer. If it didn't match, it would download the file from a server. The downside was that it severely hindered custom mods, and made mod-making very tedious and difficult.
[QUOTE=PotatoArmada;49920102]I felt like the official objective mode maps were pretty bad compared to some community made ones. The resident evil mansion map was amazing.[/QUOTE] Transit is super fun and steamyard is pretty good other than the gold collection. Frightyard can fuck off though, what the hell were they thinking with that map, it goes from hard, to fucking impossible, to fucking impossible and put 10 bloats in the blender
So is sharpshooter coming out soon? Like next 2 weeks, within the month soon or, we have no idea it will come when it comes soon?
[QUOTE=Cpn Crunch21;49931556]So is sharpshooter coming out soon? Like next 2 weeks, within the month soon or, we have no idea it will come when it comes soon?[/QUOTE] Considering it's Tripwire, probably 'next christmas'-tier soon™
[QUOTE=Cpn Crunch21;49931556]So is sharpshooter coming out soon? Like next 2 weeks, within the month soon or, we have no idea it will come when it comes soon?[/QUOTE] probably in a month or two. they haven't put out a few things yet like skills, a trailer, pc gamer reviews, and whatever else comes with the update. basically 3 months ago was gunslinger, and 3 months before that we had demo/firebug.
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