Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
.600 nitro revolver when
Huh, I was honestly expecting something like a single-shot Thompson G2 Contender to be the Gunslinger's Tier 4, but a .500 S&W sounds equally awesome anyway.
Also Christ, I can't wait for the Deagle simply because in video games, the Deagle always gets the [URL="https://youtu.be/F1yw_cY2PKY?t=59s"]sexy animation sets[/URL] and having TWI animate it would be a dream come true.
[QUOTE=JCDentonUNATCO;48919820]I love it. Gunslinger is full of classic weapons. An old west revolver, 1911, Deagle, and Big x Huge handcannon you see in every game. Tripwire is probably going to give them all really good treatment too. Also more sidearms for everyone, hopefully they will let you sell the default pistol.[/QUOTE]
They could've used a Colt SAA instead. The .45LC round is a nice step up from 9mm without going beyond a t1 weapon, and I think people would identify it a lot better than a somewhat obscure Civil War cap and ball revolver.
I wanna mix and match dual pistols.
[QUOTE=JCDentonUNATCO;48919820]hopefully they will let you sell the default pistol.[/QUOTE]
Most likely never, given how the 9mm tactical is meant to be the very last resort you can fall back to. At least it doesn't weigh anything.
[QUOTE=ZakkShock;48814620]I can almost guarantee it.
Tier 4 weapon better be an S&W .500 Magnum.
[T]http://media.moddb.com/cache/images/members/3/2497/2496773/thumb_620x2000/500_sw_magnum_revolver-1920x1080.jpg[/T]
I can imagine this knocking back fleshpounds. You also lose 5 health every time you fire it from your wrists breaking[/QUOTE]
CALLED IT TWO WEEKS AGO.
BOOSH
I hope they sound loud and powerful, I mean the sounds on a lot of the weapons thus far are really underwhelming. The pistol sounds like a blank firer.
[QUOTE=Mabus;48922679]I hope they sound loud and powerful, I mean the sounds on a lot of the weapons thus far are really underwhelming. The pistol sounds like a blank firer.[/QUOTE]
I want to see a Scrake get hit with enough force that his head rears back from the impact, then steadies self and falls forward.
I hope you can buy single versions of the weapons..
I mean if I want to have my goddamn microwave cannon and supplement it with a .500, that's my right as an American.
Or something
[QUOTE=ZakkShock;48923669]I hope you can buy single versions of the weapons..
I mean if I want to have my goddamn microwave cannon and supplement it with a .500, that's my right as an American.
Or something[/QUOTE]
Don't see why you wouldn't be able to. It's kind of a staple of the pistols in KF1 that you could always buy one or two of them - it's what kept the zerker alive most of the time.
While I'm really hyped for the .500 revolver, I can't help but feel a little disappointed in the variety of the gunslinger weapons. When you think about it, all 4 of those will have a small mag capacity while firing relatively powerful shots, and they all fire in essentially the same way. This means that all of them will facilitate the same playstyle, with the only differentiating factor being that the higher tier guns are straight upgrades in terms of stats.
This wasn't really a problem in KF1 because pistols belonged to the sharpshooter perk and you had a much greater variety of weapons to choose from; besides the pistols you had a lever action rifle that loads one bullet at a time, a semi auto rifle, a crossbow and a sniper rifle. And all of those were viable even in late rounds, allowing you to be effective with a wide variety of different loadouts and playstyles. It seems to me like KF2 just reduced all that choice to nothing.
Other perks in KF2 seem to have similar issues in terms of weapon variety:
- Commando weapons all work in basically the same way, with more expensive ones being better. This one doesn't annoy me much, it was the same in KF1 and there isn't really much you can do with just assault rifles.
- The flamethrower is just a straight upgrade of the caulk'n'burn instead of having two different weapons that fill different roles.
- Demolitionist weapons all work in the same way as well: make one big explosion and then reload, the explosions just get bigger with more expensive weapons.
I'm starting to think that increasing the number of perks to 10 might not be such a great idea, if it means that the individual perks will get duller as a result of that. I'm sure the situation will get better after release as new weapons are added across all perks, just like it was in KF1, but that's gonna take a long time.
damn no SAA? that sucks
Yeah, going back to KF1 reminded me of just how much less tiering there is in that game-- T4 weapons are undeniably stronger, but there are reasons to use weaker weapons even when you can afford a T4.
The shitty thing about it is that TWI's prerelease media for the game stated that they wanted to do the exact opposite of what they've done with weapon upgrades . . . along with giving the game an increased emphasis on mobility, relying less on bullet-sponginess for difficulty, and giving zeds unique skills and movesets, all of which are 100% countered by the current design decisions in the game.
Agreed, I also found it weird how they talked about making enemies less bullet spongy when they didn't do that at all in the end. Bloats actually became huge bullet sponges in KF2, sirens are harder to kill, and even scrakes and FPs seem to be able to take more damage. Though I do like how they changed the stalkers and husks to be more of a threat rather than buffing their health as well.
I also really wish they stopped trying to nicely slot all the weapons into 4 separate "tiers". It just doesn't make sense to base all the design decisions about a weapon around those tiers. Why don't they instead just come up with a bunch of cool weapons that play well and are fun to use, and in the end, just put on them whatever price makes sense. The only weapons that need to fit into a tier are the ones you start with, because you wouldn't want one of them to be significantly better than the others. I don't even care if a perk is released with more or less than 4 weapons, or if a certain perk doesn't have a weapon at a particular price point. You can always make up for those deficiencies by going for off-perk weapons. They just need to make off-perking more viable first. I liked how in KF1 you got certain bonuses that applied to all weapons, for example more headshot damage for the sharpshooter, faster reloads with the commando... It really sucks how they removed all of that in KF2, now it's strictly only perk weapon bonuses.
[QUOTE=pebkac;48926630]Agreed, I also found it weird how they talked about making enemies less bullet spongy when they didn't do that at all in the end. [B]Bloats actually became huge bullet sponges in KF2, sirens are harder to kill[/B], and even scrakes and FPs seem to be able to take more damage. Though I do like how they changed the stalkers and husks to be more of a threat rather than buffing their health as well.[/QUOTE]
These two are the biggest issues for me out of the spongey mess, Scrakes and FPs can at least be focused down as a team, but when you have Bloats that take forever to pop and Sirens that only really reliably go down via headshots coming at you at the same time? I dunno, it's just kind of a clusterfuck. I get that the game was supposed to be harder but i feel like instead of making ALL the AI harder like Stalkers, it's just cheap ways, like giving monsters bullet proof areas and sending annoying combos at you.
I liked it better when Sirens would only spawn with boss zeds, now they spawn 3-4 at a time with trash zeds and it's made more annoying by the fact that they only really die fast by headshots.
Something I like better about the bloat now though is that as long as no one shoots him after his head is gone he never explodes. In KF1 even if he was decapitated he still had a good chance of just exploding on his own.
[QUOTE=pebkac;48926630]Agreed, I also found it weird how they talked about making enemies less bullet spongy when they didn't do that at all in the end. Bloats actually became huge bullet sponges in KF2, sirens are harder to kill, and even scrakes and FPs seem to be able to take more damage. Though I do like how they changed the stalkers and husks to be more of a threat rather than buffing their health as well.
I also really wish they stopped trying to nicely slot all the weapons into 4 separate "tiers". It just doesn't make sense to base all the design decisions about a weapon around those tiers. Why don't they instead just come up with a bunch of cool weapons that play well and are fun to use, and in the end, just put on them whatever price makes sense. The only weapons that need to fit into a tier are the ones you start with, because you wouldn't want one of them to be significantly better than the others. I don't even care if a perk is released with more or less than 4 weapons, or if a certain perk doesn't have a weapon at a particular price point. You can always make up for those deficiencies by going for off-perk weapons. They just need to make off-perking more viable first. I liked how in KF1 you got certain bonuses that applied to all weapons, for example more headshot damage for the sharpshooter, faster reloads with the commando... It really sucks how they removed all of that in KF2, now it's strictly only perk weapon bonuses.[/QUOTE]
Scrakes have more or less exactly the same HP numbers as in KF1-- 6125 (KF1) vs 5967 (KF2).
FPs are a somewhat different story, going up from 5906 to [I][B]8137[/B][/I]. (Though this is taking their 50% reduction into account, I think.)
(HoE numbers.)
Additionally: most KF2 weapons do greatly reduced damage compared to KF1 counterparts. A L5 or L6 KF1 Commando does 97 damage with the SCARMK17, but a L25 KF2 commando can only do 62.5 with the SCAR-H. The AA12 is slightly better off at 218.5 (KF2) vs 240 (KF1), but carries less ammo without the Ammo perk. So on and so forth with basically all of the weapons.
The crossbow in KF1 was the ultimate anti FP/Scrake weapon. One or two head shots from that with a decent sharpshooter would kill one stone dead.
[QUOTE=Mabus;48927759]The crossbow in KF1 was the ultimate anti FP/Scrake weapon. One or two head shots from that with a decent sharpshooter would kill one stone dead.[/QUOTE]
I never really used the M99 AMR over the crossbow for big zeds. Though FP and scrakes took a beating with that thing.
since the Demo and Firebug update, everytime I try to hit something as a Berserker it either explodes or burst into flames.
Although am really impressed on how optimised the game is even if everything is exploding and BBQing in the same time.
Speaking about crossbows and M99 AMR, The only reason to use an M99 was for boss battles, even though most of the time you couldn't afford the ammo for it, hell from my KF1 experience I barely seen anyone use it.
The M99 was unbalanced as fuck, and I hated the way they did by just making their ammo ultra expensive.
Tripwire needs to give you xp for repairing armor other than only for healing, and they need to butt the xp by a lot for doing so. At the end of the match it came up i healed for like 9000 and i had only gotten around 1000 something for healing. Also they need to make it possible to heal yourself even when you are full so you can repair your armor.
[QUOTE=Joseph Smith;48929854]Also they need to make it possible to heal yourself even when you are full so you can repair your armor.[/QUOTE]
You can, but need to use the syringe manually, quickheal won't work
[QUOTE=HGrunt;48929899]You can, but need to use the syringe manually, quickheal won't work[/QUOTE]
Holy shit, if that is true you just earned a spot in my heart. Well then, they need to add the option to use quickheal when full on HP.
[QUOTE=Joseph Smith;48929854]Also they need to make it possible to heal yourself even when you are full so you can repair your armor.[/QUOTE]
You can, pull out the Medi-Syringe (not quick heal) and use Middle Mouse Button or whatever button you use to fire needles.
Shit, beat by a few minutes.
But yeah, do that and you won't even need the cheap-armor perk since you can add another 2 points of armor to each heal.
[QUOTE=Doom14;48929930]You can, pull out the Medi-Syringe (not quick heal) and use Middle Mouse Button or whatever button you use to fire needles.
Shit, beat by a few minutes.
But yeah, do that and you won't even need the cheap-armor perk since you can add another 2 points of armor to each heal.[/QUOTE]
With Vaccination it's even more insane
speaking of it, I imagine it doesn't work without Armorer?
[QUOTE=NitronikALT;48930035]With Vaccination it's even more insane[/QUOTE]
It works with either or, I think.
Combine both and you get like 8-9 armor a heal. 's pretty nice and gives you something to do during idle time.
[QUOTE=Doom14;48930062]It works with either or, I think.
Combine both and you get like 8-9 armor a heal. 's pretty nice and gives you something to do during idle time.[/QUOTE]
Vaccination is a must, the other not so much.
Also i've been thinking. Tripwire should give the possibility to players to make custom playlists in the options menu instead of changing the files in the game directory.
[QUOTE=Joseph Smith;48930523]Vaccination is a must, the other not so much.
Also i've been thinking. Tripwire should give the possibility to players to make custom playlists in the options menu instead of changing the files in the game directory.[/QUOTE]
Kinda don't know why it wasn't a thing in the first place.
I miss KF1's simple loose OGG files as it made replacement a sinch. Too many steps in Killing Floor 2 to work with the dumb .wem files, and also the nagging issues that your tracks have to be nearly the exact same length less they cut off or have silence.
Not to say I didn't like KF2's OST, but I know some of my friends didn't, and after however many hours, I'm starting to get sick of it. I have plenty of fitting tracks, but it's just not the same to boot up Foobar2000 and not have my music seamlessly transition between idle trader time and pounding combat music.
[QUOTE=9millmeeter;48918335]nerd bullshit[/QUOTE]
this is my legit favorite post I've ever seen on FP
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