Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
New WWAUT:
[QUOTE=Yoshiro]Last week we talked about the upcoming Demo and Commando perk changes. Today I want to cover another revised perk before we talk about the Sharpshooter. Enter the Berserker:
The refined Berserker tree has players choose between higher survivability with less damage output or trading that for faster, more damaging attacks and movement speed. This gives the player a chance to focus on their Berserker on being a Tank or high DPS role. The perk passives are now increased melee damage, night vision and the ability to resist clot grabs. As per usual, these values are not final and are subject to change before release.
Level 5:
Dreadnaught - Increased health by 50%
Skirmisher - Move faster, sprint faster, regenerate health every second
Level 10:
Vampire - Heal yourself 4 points of health for every zed you kill with a Berserker weapon, also attack 15% faster with Berserker weapons
Butcher - Attack 20% faster and do 25% more damage with Berserker weapons
Level 15:
Resistance - Gain 20% resistance to all damage, gan an extra 20% resistance to poison and sonic damage
Parry - Parrying an attack will increase melee attack speed by 5% and damage by 35% for 10 seconds
Level 20:
Smash - Hard attacks do 50% more damage, plus an extra 25% more damage on headshots, which have 200% more stumble power
Massacre - Light attacks do 20% more damage and are 5% faster
Level 25:
Spartan - Attack in near real time and gain 25% of your total health
Rage - Move and attack in real time
Joining the game soon is the much anticipated Sharpshooter perk. Herald of headshots, the sharpshooter will focus on single shot, scoped, high damage weapons (not necessarily all three at once!). The sharpshooter tree will give players the choice between supporting their team by stunning/disabling the medium to big zeds or by focusing on well placed, high damage shots to vulnerable zones. The perk passives are Headshot damage increase, recoil reduction and weapon switch speed. And as always this may be revised before the final release.
Level 5:
Sniper - Inflict 25% more damage while stationary with sharpshooter weapons
Marksman - Shoot 25% faster and move 10% faster with sharpshooter weapons
Level 10:
Stability - Inflict 30% more damage while crouched
Ballistic Shock - Stun power increased by 100%
Level 15:
Rack ‘em Up - Each consecutive headshot increases your damage by 5% up to 75%
Combat Ready - Reload your weapons faster
Level 20:
Deadeye - Reduce recoil by 10% and increase headshot damage by 10% when aiming
Always Prepared - Get 25% more ammo for sharpshooter weapons and grenades
Level 25:
Assassin - Headshot will knock down any Zed
Ranger - Headshots will stun any zed
But wait, there’s more! We’ve been reworking the Hans fight and you may want to get the message out that his engagement strategy will need to change (Don’t stop firing when the shield comes up!).
When Hans goes into his healing phase, he brings up his shield and will now start being more evasive before coming in to make his grab. During this phase, his shield can now be broken, which can interrupt his heal or prevent him from healing altogether. So stick together and stay focused!
We plan to have more on specifics of the incapacitation and resistance changes next week along with another surprise (if all goes well!) but we did want to get the general knowledge out there. With the upcoming changes certain weapon types do better or worse against different Zeds. The goal here is that all perks can still fight all zeds they run against, but some they are more efficient against. The general outline is as follows:
Fire Weapons: Great against bloats. Good against Clot variants, Stalkers and Crawlers. Bad against Gorefasts, Husks, Sirens, Scrakes and Fleshpounds. Higher ability to panic more zeds more often
SMG’s: Great against Clot variants, and Stalkers. Good against Crawlers. Worse against Gorefasts, Husks, Sirens, Scrakes and Fleshpounds, bad against Bloats. High Flinch/hit effect chance to keep enemies from moving in
Assault Rifles: Great against cysts, crawlers and stalkers. Good against Alphas, Slashers and Gorefasts. Worse against Sirens, Husks, Scrakes, and Fleshpounds. Bad against bloats. Higher Stumble power to keep Zeds from charging.
Shotguns: Great against Gorefast. Good against Clot variants, Crawlers, Sirens, Husks, Scrakes and Fleshpounds. Bad against Stalkers and Bloats. Higher Stumble power to keep Zeds from charging.
Handguns: Good against Clot variants, Gorefasts, Crawlers, Scrakes and Fleshpounds. Bad against Bloats, SIrens and Husks. High Stumble and Knockdown power.
Melee Weapons (slashing and blunt): Good against Stalkers. Worse against Clot variants, Gorefasts, Crawlers, Sirens, Husks, and Scrakes. Bad against Bloats. High flinch/hit effect power.
Microwave: Great Gorefasts, Bloats, Sirens, Husks, Scrakes and Fleshpounds. Bad against Clot variants, Crawlers, and Stalkers.
Explosive Weapons: Great against Clot variants, Gorefasts, Crawlers, Husks and Fleshpounds. Bad against Stalkers, Bloats and Sirens. Higher Knockdown and Knockback power.
Piercing: Great against Clot variants, Crawlers, Stalkers and Scrakes. Worse against Sirens, Husks, and Fleshpounds. Bad against Bloats. Higher Knockdown and Stun power.
Toxic: Great against Stalkers, Good against Cysts, Alphas, Gorefasts, Crawler, Sirens and Scrakes. Worse against Fleshpounds. Bad against Bloats and Husks. High Panic power.
Til next week![/QUOTE]
I'm liking those damage type and resistance changes.
I don't understand why would Stalkers be resistant to shotguns, though. Would make more sense to me if it were the opposite.
[QUOTE=Ripper Roo;50450962]I don't understand why would Stalkers be resistant to shotguns, though. Would make more sense to me if it were the opposite.[/QUOTE]
I'm going to be very cross if that means that Stalkers can soak up entire shotgun blasts intended for other zeds you were aiming at.
[QUOTE=Ripper Roo;50450962]I don't understand why would Stalkers be resistant to shotguns, though. Would make more sense to me if it were the opposite.[/QUOTE]
for the same reason as bloats: shock absorbers
why are piercing weapons bad against bloats i'm pretty sure they'd pop pretty easily
Assuming bloats on the inside aren't made of a lot of hard materials, high velocity rounds(Such as armor piercing rounds) move right through the target like nothing happened, as armor piercing relies on being slowed down by armor, so that they move slow enough to damage the target(And for the chance for the round instead of going straight through, veer off in whatever direction).
[editline]3rd June 2016[/editline]
[sp]Ok that's not technically how armor piercing works but this explains it pretty well for those who don't know a lot about guns.[/sp]
At least they seem to have an actual plan of what they want all of the perk tree choices and perk roles to be, rather than before where many of the choices just felt random and one sided.
[QUOTE=SirWubbles;50454022]At least they seem to have an actual plan of what they want all of the perk tree choices and perk roles to be, rather than before where many of the choices just felt random and one sided.[/QUOTE]
Some of the changes are weird, like the zerker rework. Now you have either speed or tanky serker, when zerker was supposed to be tanky and weeaboo dragon perk was supposed to be fast.
I think the perk to do this stuff right seems to be sharp, but at this point with the 2 trees being 2 obvious different playstyles, they should just remove the choices and make every perk have 2 sub perks, or something similar. As it is now it's just weird because you are always gonna go with either all left or all right perks, unless something is just superior all the time, like the sharp's 25 skill.
(Are you seriously giving me the choice to either make a zed jiggle all over the place, or make them stand still in place for easy 250% dmg headshots?)
[QUOTE]Level 10:
Vampire - Heal yourself [B]4 points of health for every zed[/B] you kill with a Berserker weapon, also [B]attack 15% faster[/B] with Berserker weapons
Butcher - [B]Attack 20% faster[/B] and [B]do 25% more damage[/B] with Berserker weapons[/QUOTE]
Looks like we've got a choice to handicap ourselves by taking Vampire.
[URL]https://www.reddit.com/r/killingfloor/comments/4meoec/ciydro_uploaded_new_video_on_zed_teleport/[/URL]
My god, that's such a terrible decision. Why they just don't make it like in KF1, only teleport if is stuck/are the last zeds?
What the fuck are Tripwire even doing with this game.
[QUOTE=Zeos;50455192]What the fuck are Tripwire even doing with this game.[/QUOTE]
Updating it more frequently (even if this is all balance stuff and maybe isn't even implemented yet because fuck me if I even have the thing installed), which for as much as I can bitch about their past and Tripwire in general, at least they're doing [I]something[/I] now.
I still think it's a case of too little, too late though. We're gonna enter Year 2 soon enough, and I've already found other shooters to eat my time. And when the fuck are we going to be able to add our own music without this .wem nightmare? Because that sure as hell kept me interested in the first one way longer.
[QUOTE=Zeos;50455192]What the fuck are Tripwire even doing with this game.[/QUOTE]
they're still being shitty at their general balance of the game. its more hit and miss because I do like some of the recent changes, but then again I really dislike others.
[QUOTE=Zeos;50455192]What the fuck are Tripwire even doing with this game.[/QUOTE]
I feel like they're trying to make it a different game but pretty much everyone just wants it to be kf1 with better graphics and more zeds and weapons
the problem is that the different game they're trying to make is balanced like shit.
[QUOTE=LolzMan1325;50455928]I feel like they're trying to make it a different game but pretty much everyone just wants it to be kf1 with better graphics and more zeds and weapons[/QUOTE]
I can understand the sentiment, KF1's formula was pretty good and somewhat addicting
The sound design for nearly everything was crisper, too. Zeds and guns in KF2 are but a mere whisper to how metallic and audible they were in KF1. The soundtracks in 1 were nice and direct, too.
Also... they talked
All joking aside, I seriously wonder, no doubt years from now, what this game is going to be like when it's finished. Like if the final product is going to be as good or better than KF1, even if it isn't now and we all have our doubts.
im sure it'll eventually be better than kf1. they just need to get all the damn perks in the game and start making more weapons for each class.
oh FUCK (as far as I know this is just a side project and not official) (probably)
[url]https://www.reddit.com/r/killingfloor/comments/4mkrv3/got_some_time_to_start_these_today/[/url]
[IMG]https://media.giphy.com/media/32yV612IGqx8Y/giphy.gif[/IMG]
[url]https://www.reddit.com/r/killingfloor/comments/4mkt7s/oh_yeah_this_is_also_in_the_works_hehe/[/url]
[video=youtube;CyEU4kmo_iY]https://www.youtube.com/watch?feature=player_detailpage&v=CyEU4kmo_iY[/video]
how would the m32 work with zed-time nukes. 6 of them?
[QUOTE=Cuel;50458526]how would the m32 work with zed-time nukes. 6 of them?[/QUOTE]
It was mentioned in the new demo skill tree that the nuke will be "tweaked" in a currently unknown way. Maybe that means only 1 nuke per zed time.
Firebug had by God better get the fire axe as a perk weapon or I'm going to bust a nut
I would think it'd go to the zerker like every other melee weapon tho
unless TWI does some sorta "dual perk weapon" thing
[QUOTE=LolzMan1325;50460922]I would think it'd go to the zerker like every other melee weapon tho
unless TWI does some sorta "dual perk weapon" thing[/QUOTE]
I do think it'd be cool if players could pick different base perk weapons for each class just to add a little uniqueness for each player. Of course just adding one alternate for each class would take eight months.
The inclusion of starting weapons (other than the basic pistol, knife, and grenades) was intended to "speed up" games, since they viewed the pistol round as a warm-up. Really, all it did was make games feel much longer, since now you don't need to spend any money on weapons other than ammo for several waves and easily get your power-hitters before Scrakes ever show their face.
[QUOTE=Doctor Zedacon;50465512]I do think it'd be cool if players could pick different base perk weapons for each class just to add a little uniqueness for each player. Of course just adding one alternate for each class would take eight months.[/QUOTE]
I'm optimistic that was their intent given the way the perk menu is structured to include your starting guns.
[QUOTE=A B.A. Survivor;50466263]The inclusion of starting weapons (other than the basic pistol, knife, and grenades) was intended to "speed up" games, since they viewed the pistol round as a warm-up. Really, all it did was make games feel much longer, since now you don't need to spend any money on weapons other than ammo for several waves and easily get your power-hitters before Scrakes ever show their face.[/QUOTE]
Totally agree. After playing the game for a couple of months since the launch of early access I really wished they'd remove starting weapons. As a result there'd be a better weapon progression and an actually exciting wave 1, instead of the zeds being a non-threat as of now. It's even more convenient that both the knife and the pistol will earn your perk's xp points. The starting weapons could possibly also be a lv 25 reward.
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