• Killing Floor v8 - Come Out, Come Out Little Pigs!
    4,998 replies, posted
[QUOTE=9millmeeter;48918335]i know kf1 had them, i was hoping tripwire learned it was stupid. the SW500 makes sense because the class needs something to hit the big zeds with, though i'd prefer something more practical like a thompson center arms contender the 1858 is a dumb choice, but it shows an appreciation of classics at least. the m1911 (should be called M1911A1, tripwire) is one of the most practical choices of handgun is the world so no complaints there the desert eagle is just retarded they understand that its not to be used in a serious situation, unlike tripwire here. the dual pistol crap got mythbusted years ago so even joe average can tell you its a load of bullshit. hollywood actually started wising up and moving away from that shit, we don't need it coming back and convincing dumbasses its cool again. protip to game devs: if you portray real firearms, consider it your fucking duty to get them right from the mechanics and at least basic safe proper handling thereof. take this stuff seriously and respectfully instead of teaching bad and harmful shit to people.[/QUOTE] Goddamn how did I miss this piece of art?
[QUOTE=Ziron;48932010]Goddamn how did I miss this piece of art?[/QUOTE] Kinda funny on how far people want to push realism in this game One of them even wants Red Orchestra-like shooting mechanics because of the accurate hipfiring we have right now lol
Does anybody want to play this with me? I used to play a lot with a bunch of friends as a medic, I am like level 5 or 6 as a medic.
if someone wants someone to play with send me an invite and let me know if you wanna play
[QUOTE=Joseph Smith;48929854]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] Actually, they should give limited armor repairing skills to another perk (support maybe) and give medic something like an overheal skill instead.
It seems TWI is almost ready to release the mod, sub based workshop for KF2, btw. They just uploaded a test map and added the mod n maps section to the workshop.
[QUOTE=Dr.Scrake;48936138]It seems TWI is almost ready to release the mod, sub based workshop for KF2, btw. They just uploaded a test map and added the mod n maps section to the workshop.[/QUOTE] Lets hope this isn't a crushing disappointment
I'm trying to optimize berserker ability choices towards eviscerator usage, so I'm hoping someone has some answers and elaborations. 1: Will block augment the damage of shooting a saw? 2: Does furious defender affect the chainsaw? 3: Does parry affect the chainsaw? 4: Does smash do absolutely nothing on the eviscerator?
[QUOTE=9millmeeter;48918335]NO FUN ALLOWED[/QUOTE] FTFY
Just picked this up for the first time after a new PC build, turns out KF2 (like most games) is a hell of a lot more fun at 60 FPS. I expected that. What I [I]didn't[/I] expect/remember is how loud the sodding Trader is. It's just weird as hell to go through a round at an acceptable volume-- gunshots, explosions, dying, the whole 9 yards --only to be deafened by a relaxed, feminine "[I][B][U]DON "T BLEED ON ANYTHING . . .[/U][/B][/I] maybe I'll just turn on loudness equalization and be done with it.
[QUOTE=wat_am_i_doin;48941842]Just picked this up for the first time after a new PC build, turns out KF2 (like most games) is a hell of a lot more fun at 60 FPS. I expected that. What I [I]didn't[/I] expect/remember is how loud the sodding Trader is. It's just weird as hell to go through a round at an acceptable volume-- gunshots, explosions, dying, the whole 9 yards --only to be deafened by a relaxed, feminine "[I][B][U]DON "T BLEED ON ANYTHING . . .[/U][/B][/I] maybe I'll just turn on loudness equalization and be done with it.[/QUOTE] [URL="http://forums.tripwireinteractive.com/showthread.php?t=109654"]Here's a mod that mutes the trader completely[/URL]. Works online, too, if this might be something you're looking for.
[QUOTE=NoOneKnowsMe;48935812]Actually, they should give limited armor repairing skills to another perk (support maybe) and give medic something like an overheal skill instead.[/QUOTE] Honestly the medic tree is one of the worst and some perks inside it are way superior to others making choosing purely trivial.
[QUOTE=Joseph Smith;48942799]Honestly the medic tree is one of the worst and some perks inside it are way superior to others making choosing purely trivial.[/QUOTE] medic was always great just the other perks got kicked in the dick
[QUOTE=ashxu;48943043]medic was always great just the other perks got kicked in the dick[/QUOTE] I think what he's trying to say is that the skill tree for the medic is awful - as some of the choices in it are just flat out better than the others Also, Vaccination [B]does[/B] repair armor if you do not have Armament
[QUOTE=LolzMan1325;48942253][URL="http://forums.tripwireinteractive.com/showthread.php?t=109654"]Here's a mod that mutes the trader completely[/URL]. Works online, too, if this might be something you're looking for.[/QUOTE] Thank you so very much.
[QUOTE=Derp123213;48932122]Kinda funny on how far people want to push realism in this game One of them even wants Red Orchestra-like shooting mechanics because of the accurate hipfiring we have right now lol[/QUOTE] I'd like the weapons to sound like the same quality from Ro2. And I really REALLY don't want this game to turn into TF2/CS:GO. KF1 was great up til the influx of dumb DLC weapons and steampunk pish. I don't mind kooky characters and some creative and funny weapons, like the Microwave gun.
[QUOTE=NitronikALT;48943916]I think what he's trying to say is that the skill tree for the medic is awful - as some of the choices in it are just flat out better than the others Also, Vaccination [B]does[/B] repair armor if you do not have Armament[/QUOTE] While Medic's is bad, a lot of the skill trees are really, [I]really[/I] awful and I wish Tripwire would have opt-in patches to more quickly test better ones. Durrr 200HP as Zerker, or 3HP back per kill? ?? Second one is only useful in early trash waves without a medic. You can't argue single player because of the 50HP heal instead of 20HP. Hurr 20% more damage while full-auto firing, or 20% more damage while single firing when a single bullet decaps almost any trash anyways. Buhhh Give teammates 6 Armor each heal and a big resistance buff to bile/gas, or do a little tiny bit of damage with darts. Pllrrr Regenerate health passively as medic, or make each shot do a tiny, minuscule amount of damage that is utterly ineffective even on trash. (Insert dumb Zerker ones that require you to ~~block/parry~~ for a time-limited buff versus stuff like a permanant 50% damage buff to heavy attacks.) Like, did they even internally playtest any of these? Almost every tree has 4/5 skills that are utterly straight up better than the other ones.
My favorite is the demolitionist's choice: do I get a permanent resistance to the often encountered zed's explosive-disarming effects, or make a closed door explode once per game. Hmm...
I think the firebug perk tree has some pretty hard choices to make. That being said, I can't decide what perks to choose for firebug. What are your guys firebug perk setup? Is longer range flames worth it? hhnngg choices. I don't know how far the range extender really extends and the other perk which is splash dmg, all that does is just increase the dmg fire on the floor does, correct? EDIT: okay wow, nevermind just tested the range perk. All it did was make the tier 1 flamer extend the range by like 2 steps back while the tier 3 flamer was extended about 5-6 steps. bah, I think I rather have the sick blue flames perk over that I guess.
[QUOTE=WaffleCopter;48944593]I think the firebug perk tree has some pretty hard choices to make. That being said, I can't decide what perks to choose for firebug. What are your guys firebug perk setup? Is longer range flames worth it? hhnngg choices. I don't know how far the range extender really extends and the other perk which is splash dmg, all that does is just increase the dmg fire on the floor does, correct? EDIT: okay wow, nevermind just tested the range perk. All it did was make the tier 1 flamer extend the range by like 2 steps back while the tier 3 flamer was extended about 5-6 steps. bah, I think I rather have the sick blue flames perk over that I guess.[/QUOTE] Splash Damage is waaaay better. It basically doubles the dps of the microwave gun.
Only if you have the MW gun... Just use Range for basically the first 4 waves until you can get the MW gun, then you change the skill. Also, use that ammo skill too for your first Flamer/MW gun buy as well if you want to save some dosh. It's kinda silly having to juggle perk skills to get the most out of your perk, like switching between Poison and Sonic Resistance on Berserker at waves 3 (Sirens come in) and for Hans (gas).
[QUOTE=lilguy;48944819]It's kinda silly having to juggle perk skills to get the most out of your perk, like switching between Poison and Sonic Resistance on Berserker at waves 3 (Sirens come in) and for Hans (gas).[/QUOTE] I disagree, I think it's a lot better to have skills that are situationally useful and might only benefit you in certain rounds (for example firebug's free ammo when you buy a weapon, medic's free armor on spawn) than skills that are flat out useless compared to the alternate choice. After all, the game does allow you to switch skills once every round, so the skill juggling meta comes naturally with that.
I hope they'll bring back the Husk Fireball Launcher and the Dual Flareguns, those were loads of fun.
On an unrelated note, I really wish the MWG alt-fire worked less like a crappy backblast and more like the HL2 Combine Rifle's alt mode . . . it just [I]looks[/I] too damned similar to not work that way. :(
[QUOTE=pebkac;48945420]I disagree, I think it's a lot better to have skills that are situationally useful and might only benefit you in certain rounds (for example firebug's free ammo when you buy a weapon, medic's free armor on spawn) than skills that are flat out useless compared to the alternate choice. After all, the game does allow you to switch skills once every round, so the skill juggling meta comes naturally with that.[/QUOTE] I mostly took the perk skills for "customize the perk to your play-style". However, the problem is that almost all the skill choices are so off-balanced from each other or just so situational that it would be better to either stick with the better one or skill juggle.
I really wonder why people sell weapons someone just bought for the boss fight. It just happened again with someone selling my second microwave gun while this guy had 2k Dosh before selling it.
[QUOTE=diwako;48947157]I really wonder why people sell weapons someone just bought for the boss fight. It just happened again with someone selling my second microwave gun while this guy had 2k Dosh before selling it.[/QUOTE] When I'm buying extra guns I usually say that's what theyre for, even though it should be obvious. Speaking of boss fights, I just hard carried a game by 150 more kills than my entire team combined, and they let me die on the boss after I'd basically solo'd Hans to his last heal. Thanks guys. :suicide:
No news about sound mod that changes the zeds and guns sounds to their original?
Had a few times where someone joined with 15 seconds left of the trader going into wave 10 long. Kinda wish there was a way for people to know what they were ready-ing into. It just screws everyone over, it doesn't matter how good you are if you don't have a weapon for the wave.
[QUOTE=Cpn Crunch21;48949346]Had a few times where someone joined with 15 seconds left of the trader going into wave 10 long. Kinda wish there was a way for people to know what they were ready-ing into. It just screws everyone over, it doesn't matter how good you are if you don't have a weapon for the wave.[/QUOTE] At least there's an indicator of the current round going at the server browser, unlike in KF1 at first.
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