Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
I very much prefer having starter weapons than having everyone be Berserkers/Gunslingers at the start to actually use the 9mm or Knife efficiently
they said they added starter weapons so they could start off wave 1 without remorse but tbh it feels the same, like you can still make it through the first wave with just pistols, in-fact i see a lot of people do that to conserve ammo
yep, they really need to make the other zeds more of a challenge, and make the early waves more threatening. the only reason you die, at least 90% of the time, is from a scrake, fleshpound, or the boss. or getting caught between like 3 sirens.they need to lessen the strength gap between them, because honestly the only thing that matters perkwise is how fast and efficiently they can kill the two minibosses.
What I'm hoping they do is add more difficult trash-type zeds beyond clot variants
Been playing a lot more recently.
The new ammo buffs make the game a lot more fun, I've been enjoying levelling up demo and support.
Admittedly I'm not playing hard, but also none of my friends will play with me since they're all fed up with tripwire. Kinda upsets me because the new perk trees are looking good and the new ammo buffs have made the game a lot more pleasant. Also gunslinger is a really fun class.
I'm still pissed, but we're moving forward.
[QUOTE=Nickolas;50468605]I very much prefer having starter weapons than having everyone be Berserkers/Gunslingers at the start to actually use the 9mm or Knife efficiently[/QUOTE]
I thought your 9mm and knife counted as perk weapons for whatever your perk is
[QUOTE=slashsnemesis;50471462]I thought your 9mm and knife counted as perk weapons for whatever your perk is[/QUOTE]
You only get more damage on them as GS or zerker, so might as well pick those if you wish to spend less time and ammo on the start.
[QUOTE=slashsnemesis;50471462]I thought your 9mm and knife counted as perk weapons for whatever your perk is[/QUOTE]
I am using KF2 class terms for what it was like in KF1
First round you were forced to go Sharpshooter or Berserker to have any benefits from just having the 9mm and Knife
In Kf2 the only perks that can have a bonus with the 9mm would be Gunslinger or one of the reload speed increase skills
One of the things I like about the Bosses is that if you keep moving, they're not overly difficult, it's more so about dealing with their large amount of health instead, just you staying alive.
[QUOTE=Naught;50468730]yep, they really need to make the other zeds more of a challenge, and make the early waves more threatening. the only reason you die, at least 90% of the time, is from a scrake, fleshpound, or the boss. or getting caught between like 3 sirens.they need to lessen the strength gap between them, because honestly the only thing that matters perkwise is how fast and efficiently they can kill the two minibosses.[/QUOTE]
Scrakes are fucking nothing. Anyone with a modicum of awareness can just steer clear of them when their health is full and wait until they're the last one to focus all effort on killing them. Husks are the real fucking miniboss. You get within half the fucking map of them and they sprint up to you and start flame throwing you. This has killed me more than anything else on suicidal.
[QUOTE=Flyingman356;50478345]Scrakes are fucking nothing. Anyone with a modicum of awareness can just steer clear of them when their health is full and wait until they're the last one to focus all effort on killing them. Husks are the real fucking miniboss. You get within half the fucking map of them and they sprint up to you and start flame throwing you. This has killed me more than anything else on suicidal.[/QUOTE]
scrakes certainly arent nothing on hoe where they enrage at 90% health.
The Husk flamethrower cannot be avoided.
It cannot be escaped.
It will be your doom.
Have they talked about tweaking xp values at all? They said that leveling wouldn't be as bad as KF1, and ya you'll level up more often, but getting to max level in KF2 takes just as long as it did in KF1.
[QUOTE=PotatoArmada;50480869]Have they talked about tweaking xp values at all? They said that leveling wouldn't be as bad as KF1, and ya you'll level up more often, but getting to max level in KF2 takes just as long as it did in KF1.[/QUOTE]
I guess thats why they run the double xp weekends.
[QUOTE=PotatoArmada;50480869]Have they talked about tweaking xp values at all? They said that leveling wouldn't be as bad as KF1, and ya you'll level up more often, but getting to max level in KF2 takes just as long as it did in KF1.[/QUOTE]
I just hate how there is no incentive to play on harder difficulties for more reward. If you complete normal at a decent pace, you will almost always earn more xp per time spent than struggling to complete a hard or suicidal. Think about it like this; sure I could grind normals, get my stats up so I can do hards as fast as I used to do normals and match the xp over time, but that means I grinded to get my stats up to do the same level of challenge. The hard level becomes the equivilent of the normal, thus I'm not really growing as a player, I just simply grinded out time for stats to make a harder difficulty easier. I want that "good shit player for completing hard or suicidal, here's your xp reward for pushing yourself", if I wanted to mindlessly grind I'd play the division.
Eh that's not a real fix, since it'll still take a long time unless people dedicate their entire weekend to KF2. I guess what I want is an all round boost to xp, and then widen the gap between trash zeds and mini boss zeds. It's really weird that a handful of clots is the same amount of xp as a fleshpound or scrake.
[QUOTE=A B.A. Survivor;50480854]The Husk flamethrower cannot be avoided.
It cannot be escaped.
It will be your doom.[/QUOTE]
I notice it's a little like boomer bile in Left 4 Dead--the particle effects lie about its distance, it doesn't go as far as it looks
[QUOTE=PotatoArmada;50480912]Eh that's not a real fix, since it'll still take a long time unless people dedicate their entire weekend to KF2. I guess what I want is an all round boost to xp, and then widen the gap between trash zeds and mini boss zeds. It's really weird that a handful of clots is the same amount of xp as a fleshpound or scrake.[/QUOTE]
I've been playing on double xp servers and it's pretty good.
I rank up once or twice a night, and all my perks are above level 18 so that's a decent thwack.
Pre much just doubling xp rate would fix it, especially since theres meant to be 40% more classes.
On the other hand can I please stop getting usbs, I'm not buying keys for a game I already spent like 30 dollars on.
HOLY FUCK!
[url]http://steamcommunity.com/games/232090/announcements/detail/932623424518170504[/url]
[quote]We are pushing an opt in preview build of our upcoming Bullseye Update live now! To opt in go to the game properties, beta tap and choose to opt into the Bullseye Preview branch.
WIP Changelog (More details will be added to this changelog over time):
Highlights:
Sharpshooter Perk
M14
Railgun
Liquid Nitrogen Grenade
2 Community Maps
Containment Station
Hostile Ground
Added Basic Training - Tutorial (cosmetic items rewarded for completion)
Resistance/Weakness System
Incapacitation Changes
Updated Perks
Demo
Commando
Berserker
VS Survival update
Updated Hans Fight
New Character - Rae
32 New Achievements
Menu/UI Design Updates
2 crates 2 USBs (new precious items)
Several battlescarred weapons updated to look better
Steam market item view inside Trading Floor
Support for Double Byte Character sets
Chinese Localization added
Japanese Localization added
Wider range of special characters
Performance Optimizations
General:
All incapacitations (knockdown, stumble, etc. ) will now build up and fall off over time unless they reach the triggering threshold
Resistance and Weakness system added per weapon type - See wiki charts for more information
Menu/UI
Weight added to the HUD
New kill alert added when human teammates die
Interaction widget updated, will now resize itself to fit the text inside it.
Info text added to matchmaking and solo game menus
Loading Screen Tips
Perk menu layout changed to make reading passive bonuses and skills easier
Menu bar updated
Added boss health bar
Players can now choose to recycle all their duplicates of an item at once (leaving one behind)
Perks:
Added Sharpshooter
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
Demo Changes
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
Passive Changes
Commando Changes
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 and 50% faster weapon switch
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
Passive Changes
Berserker Changes
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, gain 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
Passive Changes
Zeds:
Reduced gorefast headless damage 50% and reduced the attack speed
Hans fight Update
Hans shield can now be broken
If broken before his heal, he won’t heal that phase
If broken during his heal it will be interrupted
Hans now has more overall health to compensate for how the fight plays out
Weapons:
LAR - Sped up bolt time
Crossbow - Reduced stun power
HX25 - Modified spread to more reliably hit the target that was aimed at
Versus:
New ZED awards
Scoreboard and match layout UI
Team Swap every match
Player Zed Spawning Decoupled from AI Waves
Updates to Player Zeds
Health, speed and damage changes
Some can now block: Scrake, Fleshpound, Bloat and Gorefast
Maps:
Added Containment Station
Added Hostile Ground
Updated Buring Paris art assets to bring it more in line with later produced maps
Weapon Skin Revisions:
Battlescarred Weapon Revisions on the following skins to look less battlescarred
SCAR | Spray Can
Katana | Cyberbone
Scar | Horzine Elite Red
Scar | Horzine Elite Blue
Scar | Horzine Elite Green
Scar | Horzine Elite White
9MM | Tactical
AR15 | Tactical
Bug Fixes:
General:
Fixed an issue where spawn prediction checks would fail allowing zeds to spawn within sight or potential sight of a character (behind their backs)
Fixed an issue where Zed would get confused about who to target (and constantly switching targets) leading to them not attacking
Fixed a case where a mis-sized Steam avatar would crash the game on launch
Fixed another case where players would enter a solo versus game
Fixed crate opening animations getting into an endless loop
Fixed ultra bright gore for Flex High settings
Fixed grenades not bouncing in Black Forest grass
Fixed an exploit that allowed players to keep trader menu open during a round
Fixed Crossbow bolts disappearing when hitting a destructible item
Fixed Gamepad - Voice chat receive volume slider breaks when pushed all the way to the right
Fixed an issue with the hammer staying up on the Winchester 1894
Fixed audio issues with the Winchester 1894’s running and melee sounds not triggering
Fixed audio issues with the Crossbow’s melee sound not triggering
Fixed an issue with blood not showing up on the Bowie Knife
Fixed an exploit that allows players to keep more than 15 weight when switching from Support perks using Strength
Fixed an issue when receiving grenades/ammo from other players prevents the player from receiving grenades for the rest of the game
Fixed an issue with the Lacerate skill not functioning with heavy and stab attacks
Fixed the trader menu not correctly updating with the Experience and Level of the player
Fixed an issue with the Trader giving too much armor to Medics when purchasing armor
Fixed an issue with players not being able to parry/block behind the spawn points
Versus:
Fixed Player Crawlers been able to be killed by others after they had triggered their suicide
Map Fixes:
Various Map Fixes
Outpost
Black Forest
Burning Paris
Biotics Lab
Prison
SDK:
Fixed landscape de-vised patches block grenades and paths, and don't allow player to stand up when crouched
Known issues
Bosses do not lose the freeze grenade frozen texture effect after thawing out
Players are able to parry unparryable attacks from player controlled ZEDs in VS mode
Some particle effects do not render when looking through scoped weapons
Fire induced panic causes Sirens to stop screaming in some cases
Doors on Containment Station map missing sounds
Some visual issues on dynamic objects after swapping teams in VS mode
Interaction messages on HUD (Opening doors, etc) will sometimes stay on screen until a new interaction message is prompted
Some cosmetic items do not fit correctly on Rae
Cosmetic item preview images are low resolution[/quote]
:hypeisreal:
..That can't be real.
Is that real you guys?
Guys?
I really like how the new girl looks, and the graduation hat is hilarious. New hud is great too
What...
Did they actually fucking try to fix hans?!
Sweet, this is the sort of update I was waiting for. Time to fire up KF2 again.
I just tried all sharp weapons and holy shit the railgun is cool, those reload and animations hnng
Got pics of the new character?
It's another goth kind of girl, so I see a lot of hate incoming, but I personally really like her.
pic
[img]http://puu.sh/pmH0i/f7ffe1d953.png[/img]
also, the railgun has 2 fire modes, one of them has auto lock on when you aim down sights, on bosses it also locks on to weak points and not only the head.
[t]http://images.akamai.steamusercontent.com/ugc/485641161504817134/B6E9A1F4A36DD99C74FF4ED5BE8EE42372A22124/[/t]
(sorry for the low res)
she also has alot of customization option's so thats nice
Eh, I don't think anyone's gonna replace Ana for me.
Foster is the best girl.
Rae can wear Strasser's stahlhelm. I think I found my second favorite character.
[t]http://fotos.fotoflexer.com/d83254ead55fe63b65fb7decdb1b74da.jpg[/t]
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