Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
Man, you forget about KF2 so easily
Man, i wish i could play it more, but there's just no real reason until they bring out their new changes
It's a fun game for like, an hour or so for me and then I quit out and don't bother playing it again for a few days, there's just nothing really there to keep me coming back to it, the lack of content is the main problem with the game and has been for a long time, which makes me think they're never going to fix that problem.
I play whenever friends do but everyone I know says the same thing: "whens sharpshooter"
tbh I really miss the weapon variety from the first game, like weapon progression is so linear it just gets boring
Some time ago (sometime last year I think?) I decided to wait until KF2 is done before I play it again.
Though it would seem that by that time I have my own house with no loans remaining, a loving wife and three kids, two of which are married too. By then videogames aren't my thing anymore.
Right now I'm single and live in small apartment and pay rent.
Starbound is like this too, good thing I have a few games to look forward to in my retirement days!
[QUOTE=Chaos Creator;50396403][media]https://twitter.com/TripwireInt/status/735880503035854848[/media][/QUOTE]
Oh boy, more xp I don't need and more crates I don't want. Dunno what their population is at right now but without any signs of an update until AFTER fucking E3, I can't imagine people giving a shit.
[QUOTE=Chaos Creator;50396403][media]https://twitter.com/TripwireInt/status/735880503035854848[/media][/QUOTE]
So it's basically guaranteeing 5 items over 5 days, which mean nothing if those items are "crates"....cool I guess
It's funny how they use the version of Foster that costs money in the promotional piece instead of his regular outfit, like even they know his default suit is weird.
Pfft, double is 1 per 24 hours lol
Are you limited to 1 item per 24 hours? I really wish it were more, that'd at least make it somewhat worth it
[editline]26th May 2016[/editline]
Oh and another thing, it's kinda hard to enjoy the double xp and drop rate weekend [I]when the game keeps crashing for no good reason[/I]
What an absolute shitshow. Whoever is in charge at TWI needs to start kicking people's asses.
so did that ammo buff do anything to bring support use up?
[QUOTE=A B.A. Survivor;50364818]Trashman:
Goes around between waves and after the boss fight to mop up.
Level 15 skill either restructures your IRA for more attractive interest options or lets you go non-union.[/QUOTE]
Visceral Cleanup 3
Has anyone had a drop since the event started?
I am getting the double XP but after 3 games I have not had a single item drop.
[URL="https://www.glassdoor.com/Reviews/TRIPWIRE-INTERACTIVE-Reviews-E433439.htm"]Some insight into TWI from former employees[/URL]
Summed up
[QUOTE]
Everyone wants to make a good product They are trying to make the next steps in studio growth out of PC-only indie One of the few game developers in Georgia if you wish to be located here
You won't be included in the decision making or planning process even if you are a primary developer. After discussing this with an owner, my concerns were brushed off. Get ready to play guessing games with your roadmap, and be blind sided by marketing requests such as public demos while still in preproduction. This was odd given the small company size.
They won't hire an IT guy. Get ready to fix your machine, other people's machines, and maintain several servers should you need them.
Tripwire Interactive is an absolutely fantastic place to work. Their passion for games and day to day detail makes their company culture great. A previous review mentioned crunch time, better management practices (scrum) have definitely fixed that.
There was a lot of 'do as you should have, not as you were told' from senior management. Fewer people in offices would increase productivity
It looks good on your resume, as they are a small studio with a larger profile. The pay is decent and you get full benefits.
[B]Your extra efforts don't amount to much during performance reviews. Crunch time is said to be a "failure of management" but those failures keep happening. Some people ignored crunch time by just walking out at their regular time and nothing was done about it.[/B][/QUOTE]
Seems like they're still indie at heart but haven't adapted to the scale of their company.
New WWAUT:
[url]http://steamcommunity.com/games/232090/announcements/detail/939377785240818217[/url]
[QUOTE=Yoshiro]Hello everyone!
First I want to cover some of the new perk passive the Demo has that I forgot to mention in the main post last week. Grenade Supplier, On Contact and Door Traps are now all passive skills for the Demolitions Perk. So those of you who enjoyed those skills can continue to use them now more than ever. We have also modified the spread on the HX-25 to make it more reliable at hitting the center of what you aim at as well.
We’ve also made some revisions to last week's new Demo skill tree as we’ve been playtesting and gathered community feedback which I would like to outline below:
Demo Skills
Level 5:
Bombardier - Explosive demo weapons now do 25% more damage
Grenadier- Demo weapons fire 20% faster
Level 10:
High Impact Rounds - Do 25% more damage on a direct hit with demo weapons, but lose 3 ammo from the max ammo count per weapon
Extra Rounds - Increase max ammo by 5 for every demo weapon
Level 15:
Sonic Resistant Grenades - Demolition weapons have a 100% chance of avoiding siren scream destruction
Fragmentation Rounds - AoE of your explosions increase by 50% but AoE damage is reduced by 30%
Level 20:
Armor Piercing Rounds - Direct hits to a critical zone will do an extra 50% more damage
Concussive Rounds - The hit reaction, stun, stumble and knockdown of all demo weapons is increased by 50%
Level 25:
Destroyer of Worlds - Previously nuke, this has been tweaked slightly
Mad Bomber - Shoot and reload in near real time
Commando Skills
Calling out cloaked Zeds has been made a passive perk joining Night vision, reload speed, zed time extension, health bar detection, clocked enemy damage and weapon damage. The skill tree has also been updated to support those who enjoy playing the role more tactically and those who want to use more bullets to deal with the problem.
Level 5:
Tactical Reload - Reload 20% faster with commando weapons
Large Mags - Commando Weapons have 50% increased mag size
Level 10:
Backup - Pistol and knife do 60% extra damage
Impact - Commando weapons have 150% increased stumble power
Level 15:
Health Increase - Increased health and Armor by 25%
Ammo Vest - Carry 2 extra mags per commando weapon
Level 20:
Hollow Point Rounds - Commando Weapons do 25% more damage and have 50% less recoil
Eat Lead - Get another 50% increase in mag size for Commando Weapons
Level 25:
Professional - Reload weapons at full speed and switch weapons twice as fast
Rapid Fire - Do 3% more damage with commando weapons and shoot 3x faster with all weapons
Another Mercenary is joining the crew with the next update as well! While I can’t speak about our new favorite Australian Rae Higgens just yet, you can be sure in the knowledge that she is on her way.
Next week I hope to have more on our new incap system as well as our new vulnerability/weakness system as well as the Sharpshooter Skill tree. But before I go, I do have that Railgun that many of you have been clamoring to see! [/QUOTE]
[t]http://media.tripwirecdn.com/052616/railgun.jpg[/t]
The new Commando skill set looks great, in my opinion.
Commando skills seem to be interesting, and demo skills seem to have improved as well - despite siren scream resist still being at rank 15
ggravity
it looks like demo is actually better now...I think?
Grenadier- Demo weapons fire 20% faster
what is this supposed to do for single shot weapons? faster projectiles?
[QUOTE=Dr.Scrake;50402446]Grenadier- Demo weapons fire 20% faster
what is this supposed to do for single shot weapons? faster projectiles?[/QUOTE]
Faster reload speed, as there is no use for increased fire rate on single shot guns.
In TF2, if you give a single shot weapon (like the flare gun) a faster fire speed in MVM , the weapon is able to be fired earlier, so it technically makes the reload shorter. So I assume that's how it will work in KF.
[QUOTE=Dr.Scrake;50402446]Grenadier- Demo weapons fire 20% faster
what is this supposed to do for single shot weapons? faster projectiles?[/QUOTE]
my guess is it means overall shots per second meaning reload speeds would be increased for single shot weaponry
[QUOTE=DrCactus;50402468]In TF2, if you give a single shot weapon (like the flare gun) a faster fire speed in MVM , the weapon is able to be fired earlier, so it technically makes the reload shorter. So I assume that's how it will work in KF.[/QUOTE]
I don't think that same thing applies to KF2, but then again there has been no test on that effect so it would be nice to find out.
These changes look pretty good, commando and demo are probably my least played classes. I haven't played KF2 in quite a while, but I'll definitely pick it up again when this update arrives. It's also great to see that they're adding more passive abilities to the perks. For some of these abilities it makes way more sense than having them be a skill because they're so situational that you'd never want to pick them.
I still wonder why Siren Scream Resistance isn't a passive yet
[QUOTE=RenegadeCop;50402497]Imagine taking a demo perk that gives you even less ammo[/QUOTE]
Yeah, how the hell does that work? Do you only have normal ammo counts when you're below level 10, then once you hit 10 you have to choose either +5 or -3?
[quote]Large Mags - Commando Weapons have 50% increased mag size
Ammo Vest - Carry 2 extra mags per commando weapon
Eat Lead - Get another 50% increase in mag size for Commando Weapons[/quote]
[I]sweet christ all this ammo[/I]
i'm legitimately fantasizing about all 3 of those skills + rapid fire, if you're getting overwhelmed or you're cornered by a fleshpound and zed time strikes, hoo boy
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