Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
If you browse the reddit you guys'll know it but Zane from TWI is working on the Husk Launcher!
[hd]https://vimeo.com/166543801[/hd]
It is supposedly planned to also have the Husk's flamethrower attack as it's alternate fire. Sounds are basically placeholders for the charge up
So........ has anything happened?
[QUOTE=solid_jake;50331363]If you browse the reddit you guys'll know it but Zane from TWI is working on the Husk Launcher!
[hd]https://vimeo.com/166543801[/hd]
It is supposedly planned to also have the Husk's flamethrower attack as it's alternate fire. Sounds are basically placeholders for the charge up[/QUOTE]
I'm so glad to see this coming back, since it's my favorite firebug weapon.
[QUOTE=solid_jake;50331363]If you browse the reddit you guys'll know it but Zane from TWI is working on the Husk Launcher!
[hd]https://vimeo.com/166543801[/hd]
It is supposedly planned to also have the Husk's flamethrower attack as it's alternate fire. Sounds are basically placeholders for the charge up[/QUOTE]
I love how the placeholder model is just the launcher from KF1 but it moves like it's in KF2
[QUOTE=DrCactus;50332035]I'm so glad to see this coming back, since it's my favorite firebug weapon.[/QUOTE]
im glad development time is being put into new weapons for existing classes. the sooner the 4-weapon shop standard gets broken, the better
I wish cross perk weapon bonuses were thing like in KF1. There was usually something that a perk could use with not only their own perk weapons, but even with offperk weapons. Like how the support could apply his penetration bonus to the trench gun, or how the commando could reload most weapons a little faster than other players no matter what the weapon was or the sharpshooter applying a X2 head shot multiplier on top of an existing weapon's multiplier.
When the Gunslinger update came out there was a glimmer of hope. The Commando's Backup skill was applied to single pistols from the gunslinger. It was great, you could effectively use a weapon outside the scope of your perk. But they quickly hotfixed that shit as soon as players realized it was there, ruining any type of synergy load outs that could have been made from it.
On the topic of 1033, I can't help but wonder why the Medic SMG got the ammo increase it did. I thought it was considered to be crap because the SA80/mPistol combo was more effective? I'd rather keep the pre-buff ammo capacity and have better headshots on trash.
[QUOTE=solid_jake;50331363]If you browse the reddit you guys'll know it but Zane from TWI is working on the Husk Launcher!
[hd]https://vimeo.com/166543801[/hd]
It is supposedly planned to also have the Husk's flamethrower attack as it's alternate fire. Sounds are basically placeholders for the charge up[/QUOTE]
Personally, I have to wonder if it'd be better to have temporary weapons in KF2. Here's how i think it could work.
[url]http://steamcommunity.com/app/232090/discussions/3/494632768631156772/[/url]
[QUOTE=flashn00b;50333724]On the topic of 1033, I can't help but wonder why the Medic SMG got the ammo increase it did. I thought it was considered to be crap because the SA80/mPistol combo was more effective? I'd rather keep the pre-buff ammo capacity and have better headshots on trash.
[/QUOTE]
The medic SMG's ammo efficiency was no better than the pistol's. While it did 500 rounds and a high RoF, the fact that each individual bullet did not decapitate a clot in one shot made it no better, if not worse, than the medic pistol. The medic pistol could decapitate clots in one shot due to it doing 20 damage per bullet versus the 15damage per bullet of the SMG (Hard clot head HP=20). Using 2 shots to remove a head, for the SMG, meant that if you scored nothing but head shots on clots with both guns, before this buff, you would end up with the same number of dead clots. Now it's different on normal difficulty, since Tripwire balances this game around the lowest denominator. On normal it can clear out clots since their head health is 15.
It also doesn't help that the SMG has shit accuracy, something the medic pistol doesn't suffer from. Now that it has more ammo, you can justify using it a little more. Still a crap weapon though.
[QUOTE=Lone_Star94;50334905]The medic SMG's ammo efficiency was no better than the pistol's. While it did 500 rounds and a high RoF, the fact that each individual bullet did not decapitate a clot in one shot made it no better, if not worse, than the medic pistol. The medic pistol could decapitate clots in one shot due to it doing 20 damage per bullet versus the 15damage per bullet of the SMG (Hard clot head HP=20). Using 2 shots to remove a head, for the SMG, meant that if you scored nothing but head shots on clots with both guns, before this buff, you would end up with the same number of dead clots. Now it's different on normal difficulty, since Tripwire balances this game around the lowest denominator. On normal it can clear out clots since their head health is 15.
It also doesn't help that the SMG has shit accuracy, something the medic pistol doesn't suffer from. Now that it has more ammo, you can justify using it a little more. Still a crap weapon though.[/QUOTE]
One of those "why bother" weapons
[QUOTE=ZakkShock;50338838]One of those "why bother" weapons[/QUOTE]
I skip it every time. Not worth the 650 it takes to buy it.
[QUOTE=Lone_Star94;50334905]The medic SMG's ammo efficiency was no better than the pistol's. While it did 500 rounds and a high RoF, the fact that each individual bullet did not decapitate a clot in one shot made it no better, if not worse, than the medic pistol. The medic pistol could decapitate clots in one shot due to it doing 20 damage per bullet versus the 15damage per bullet of the SMG (Hard clot head HP=20). Using 2 shots to remove a head, for the SMG, meant that if you scored nothing but head shots on clots with both guns, before this buff, you would end up with the same number of dead clots. Now it's different on normal difficulty, since Tripwire balances this game around the lowest denominator. On normal it can clear out clots since their head health is 15.
It also doesn't help that the SMG has shit accuracy, something the medic pistol doesn't suffer from. Now that it has more ammo, you can justify using it a little more. Still a crap weapon though.[/QUOTE]
It also has like 3 healing dart shots instead of 5-6 on the rifle and it reloads them at a slower rate. Don't know about the shotgun
the smg and shotgun are just bad weapons that you skip anyways. you can easily survive off the pistol and generally get an ar by like round 3/4, earlier if you get some teammate money.
[QUOTE=DEMONSKUL;50340854]It also has like 3 healing dart shots instead of 5-6 on the rifle and it reloads them at a slower rate. Don't know about the shotgun[/QUOTE]
It goes like this. The pistol can spam 2 shots before you have to wait for a charge. SMG can spam 3 shots before you have to wait for a charge. Shotgun can spam 4 shots before it has to charge. Assault rifle can spam 5-6 shots, depending on level, before you have to wait for a charge.
The 3 shots from the SMG is nothing great. It's not more than enough to justify over the pistol, but still less than the shotgun that can get more work done overall.
smg has excellent stumble power though
you can lock down gorefasts/husks/sirens
[editline]18th May 2016[/editline]
that said post shotgun ammo buff i see no reason to use it, i'd rather take shotgun every time now
theres no need to lock any of those down when you can kill them in a few hits anyways. especially is you save for a rifle.
[QUOTE=Naught;50342149]theres no need to lock any of those down when you can kill them in a few hits anyways. especially is you save for a rifle.[/QUOTE]
sirens/husks take a lot of shots to take down, plus budgeting is important.
Also you can interrupt a husk before he shoots which can be useful, rifle can do it too but smg can do it at 3 weight blocks and for half the cost.
I generally end up running rifle/smg/sidearm of some kind when I medic, I use rifle until I run out of ammo then switch to SMG to mop up the end of the round. Plus this comparison is more between smg and pistol, than smg and rifle. Rifle is obviously going to be better if you can get it, but between smg and pistol I'd say your choice depends on money, team composition and difficulty. On HoE I'd get smg early to deal with husks asap.
eh, ive never had a problem with just using the pistol but then again I dont play medic much so its probably just my inexperience. however for HOE if you're with a semi-competent team that actually gives out money, its a lot better to just get the rifle at round 2-3 and just not get the smg at all and go for a pulv or nade launcher instead.
They need to take a look at some weapons and ask themselves a few questions.
1. What was this going to be useful for?
2. Why was it going to be more useful than a different weapon?
3. How can the player effectively use this weapon when being compared to its lower or higher tier equivalent?
[QUOTE=A B.A. Survivor;50342760]They need to take a look at some weapons and ask themselves a few questions.
1. What was this going to be useful for?
2. Why was it going to be more useful than a different weapon?
3. How can the player effectively use this weapon when being compared to its lower or higher tier equivalent?[/QUOTE]
4. Is this weapon worth purchasing/should the price be adjusted? Because with some weapons like the flamethrower in particular, I almost always skip over it because by the time I get enough money to get the flamethrower I could just get the microwave gun.
[editline]18th May 2016[/editline]
Same goes for the M4 vs. AA12, by the time I can afford the M4 I could just get the AA12 instead
and the commando T2 weapon. the bullpup. I forgot the name because I literally haven't touched it since the game launched basically, and thats when I was bad and didn't know shit about how to play the game. they made high tier weapons such a necessity to get at wave 3-5 that you have to rush for them every time if you really want to stand a chance.
[QUOTE=A B.A. Survivor;50342760]They need to take a look at some weapons and ask themselves a few questions.
1. What was this going to be useful for?
2. Why was it going to be more useful than a different weapon?
3. How can the player effectively use this weapon when being compared to its lower or higher tier equivalent?[/QUOTE]
I always went by the who-what-when-why-how system when I'd be scripting weapons ages ago.
Who would use this? Which class?
What makes this weapon different?
When is it most effective in combat?
Why would a player choose this over something else?
How does it make itself useful other than throwing bullets downrange?
So Zane has been working off the clock on these weapons it seems, because he's gonna be throwing [url=https://www.reddit.com/r/killingfloor/comments/4k8mp6/next_weapon_to_be_added_in_via_workshop_unofficial/]the M32 on the workshop[/url]
[QUOTE=solid_jake;50357686]So Zane has been working off the clock on these weapons it seems, because he's gonna be throwing [url=https://www.reddit.com/r/killingfloor/comments/4k8mp6/next_weapon_to_be_added_in_via_workshop_unofficial/]the M32 on the workshop[/url][/QUOTE]
[T]https://facepunch.com/fp/emotes_std/excited.gif[/T]
So does.. does this mean they're getting rid of the shitty tier system?
I want the fucking situational weapons back. Where certain weapons were ace during certain situations. I shouldn't be stuck with the AA12 at the end of the game just because it's worth the most.
New WWAUT:
[url]http://steamcommunity.com/games/232090/announcements/detail/939377138561870913[/url]
[QUOTE=Yoshiro]Hello everyone, and welcome back to the latest edition of What We Are Up To.
Today I want to talk about some changes we discussed a while ago for the Demolitions perk in more concrete detail (but still subject to change prior to release!). We’ve been taking a pass at several of the existing perks, but today I want to go over the upcoming Demolitions changes to both perks and weapons (as they go hand in hand) as we feel we have found a good balance for the perk.
Perk Tree Changes:
The Demolitions perk tree is now split between the left side of the tree which overall is focused on doing more direct damage and aiming for critical hits (think taking out the larger threats) and the right side of the tree which is more about Area of Effect, incapacitation and clearing out the lesser threats to allow others to focus on the larger ones while you act in a more supporting role. Numbers used here are subject to change prior to release as we continue to tweak things and specifics items may move around the tree.
Level 5:
Damage - Explosives do 10% more damage
Tactical reload - Reload demo weapons extra fast
Level 10:
Direct hit - Explosives do 10% more impact damage to the target they hit
Ammo - Get 3 extra rounds for all demo weapons
Level 15:
Siren Resistance - Explosives avoid the siren scream destruction
Area of Effect - AOE Size of explosions increased by 50% but do 50% less damage
Level 20:
Critical Hit - 25% chance that your direct hit to a critical zone will do 2X damage
Concussive Force - Increase all reaction, stun, stumble and knockdown power by 50% for demo weapons
Level 25:
Nuke - Explosives dish out massive radiation damage in zed time and poison zeds
Professional - Shoot and reload in near real time
Now onto the weapon changes. To support this new tree, several of the demo weapons have had their AOE range adjusted down slightly (with the RPG’s brought down the most). This helps the two trees stay distinct and lets the demo better fit one of the two roles. A massive change that we’ve also done is to bring the m79 down to a Tier 2 weapon (we are going to replace the Tier 3 with something new at a later date - we are looking at an old favorite, no NOT that one). To sum it all up:
HX25 - Slightly faster reload
M79 - Now a Tier 2 weapon
RPG - Lower AOE blast, stronger impact damage
I do not have the railgun render I hoped to show today as our weapons artist is out sick today. I should have it for the next post![/QUOTE]
A whopping 3 extra rounds.
Siren Resistance at level 15 still...
Also Critical Hit is hot garbage
Area of Effect is still useless when compared to Siren Resistance.
Also, why is Reactive Armor gone? I actually liked that perk :(
[QUOTE][TW]Yoshiro 3 minutes ago
On contact and Supplier are now perk passives[/QUOTE]
[quote=Tripwire] we are going to replace the Tier 3 with something new at a later date - we are looking at an old favorite, no NOT that one [/quote]
What could they have in mind?
is there a reason to choose ANYTHING other than the left side of the tree minus critical hit???
like there's a pretty clear and definitive choice on what to pick for skills.
[editline]20th May 2016[/editline]
[QUOTE=DrCactus;50359656]What could they have in mind?[/QUOTE]
probably the m4 with m203
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