• Killing Floor v8 - Come Out, Come Out Little Pigs!
    4,998 replies, posted
[QUOTE=DrCactus;50505167]Husk resistance and FP vulnerability were there, yeah. But scrake blast resistance was a myth made around when the game was new because people didn't know that FP's were weak to grenades at the time, so people just assumed that scrakes had blast resistance.[/QUOTE] Really now? I always though Scrakes in 1 had explosive resistance The more you know, I guess
TWI said something about being at the PC gaming show this E3, right?
Probably just Rising Storm 2.
[QUOTE=ashxu;50507221]you played too much normal. You needed to know how the wonky head hitbox worked so you could kill the SC before it was enraged.[/QUOTE] I mostly played hard and sometimes suicidal (but not a lot) and I don't remember either of them giving me any problems as a sharpshooter. Even with the wonky hitboxes it wasn't hard to get headshots. But then again I mostly played with the ebr and not the xbow so I unno
After playing a few rounds of commando I've come around to the skill changes. I didn't realise there were two different bigger mag skills, so it's still completely possible to have tactical reload as well as a larger mag. The removal of the passive health increase kind of sucks but you can mostly get it back with the extra health and armour skill. I actually like the effect resistances has on the commando. It's easy as hell to kill clots, crawlers and stalkers, pretty easy to kill gorefasts and sirens, and fucking impossible to kill bloats and husks. I think this patch helps make the different perks more distinct instead of all of them just being "aim for the head, kill everything." It gives different players more of a role and focus in a team scenario rather than just having everyone kill everyone. The fact that Commandos can't share stalker-vision kinda complements this too, since you've got more of a responsibility to defend everyone from the bullet sponge stalkers.
[QUOTE=Falkok15;50508922]Probably just Rising Storm 2.[/QUOTE] One of the developers tweeted about it with the hashtag #Killingfloor2 [media]https://twitter.com/BillMunkII/status/742159380167041024[/media]
I finally got around to playing the beta on hard as a medic with a bunch of randoms. Can I just say the new resistance system actually feels good? It DOES need tweaking, the sirens and stalkers are just bullshit, but none of the other stuff felt like a chore. we also had to keep moving to not get swarmed, which is a good change. I'd say it's even easier if you have a well rounded team and not 20 of the same crap. The new hans fight is also really good, but it still drags on a bit too much, we all had no ammo when he was almost dead and had to 9mm the fucker. I'd say lower resistances a bit all around, specially on crawlers, sirens and stalkers, lower han's hp a bit maybe? nerf sharp a bit, and its a solid update. oh and some demo aoe buffs too.
Wish me luck, gonna try to get into the pcgamer panel today, hopefully i can see someboys from tripwire. Anyone else going? [t]http://i.imgur.com/kRdY4fm.jpg[/t]
[t]http://i.imgur.com/kRdY4fm.jpg[/t] use the direct link
Trash zeds shouldn't have such strong resistances. For how common they are, their resistance lists should be limited and they shouldn't be more than 30% resistant to anything.
Played sharpshooter last night and I had a blast. I love the m14 feel, the lever rifle feel, just the straight up damage felt good during the match. Hanz is so much more fun to fight, it's less flowchart-y and more "just fuck this shitter up". The update may just get me and my friends to play again since now it feels more complete with sharp. Still haven't tried the new maps since the last update so that will be fun.
It's so bizarre how TWI can release such a great update, then sabotage themselves by adding in that retarded resistance gayness. Why do they fear success?
the resistance system isn't that bad and I don't know why people are making such a big fuss about it. I genuinely believe the game can benefit from this thing if they start tweaking it, and that's what early access is for, releasing unfinished and new stuff and move on from there.
I think the game needed it to properly define the perk roles, it just needs to be adjusted until they strike a good balance with it. People complained about the whole game just being "hit enemies in the head with *gun*" and this makes it a lot more varied and deep while making the perks more meaningful.
from E3, "we plan to have the game come out of early access this fall" :quotes:
the update just released, also revealed an oculus/VR game for killing floor
[QUOTE=LolzMan1325;50512683]from E3, "we plan to have the game come out of early access this fall" :quotes:[/QUOTE] aha ha ha ha, at this rate it will probably come out Fall of 2022
[QUOTE=Cuel;50512689]the update just released, also revealed an oculus/VR game for killing floor[/QUOTE] [media]https://www.youtube.com/watch?v=cLLVFm4QzdY[/media] Well... at least we know what they've been spending their time on.
465.3 MB... M4 M302 doesn't seem to be present.
Resistances are an absolutely pathetic way to 'balance' the game
Since the update hit I have yet to die in any way other than being pinned against a wall by suddenly spongy stalkers.
[quote]damage radius increased to 400 was 250 weight reduced to 9 was 10. We increased the damage radius so that it's got better splash damage and decreased the weight by 1 so that you can carry a M79 and RPG7 together.[/quote]
[QUOTE=lilguy;50512710][media]https://www.youtube.com/watch?v=cLLVFm4QzdY[/media] Well... at least we know what they've been spending their time on.[/QUOTE] Is this shit why the updates are taking forever to be made? A fucking VR spinoff that nobody asked for?
probably not since it's the same shit as the serious sam VR game, a side project made with 100% reused assets. I can't imagine that thing taking long at all.
Seriously (heh) at first I though VR would be a cool thing, but now I see it as the new gimmicky fad that will fade away for being shit. All these "stand still and shoot shit" VR games I see make me want to puke. We have this thing with awesome potential and all we make with it are shooting ranges.....
[QUOTE=DEMONSKUL;50513017]Seriously (heh) at first I though VR would be a cool thing, but now I see it as the new gimmicky fad that will fade away for being shit. All these "stand still and shoot shit" VR games I see make me want to puke. We have this thing with awesome potential and all we make with it are shooting ranges.....[/QUOTE] There is a potential for VR games, but there is nothing that stands out about remaking KF2 in VR nor am I pleased that Oculus/Facebook got their grubby fingers on KF and had TWI spend time and effort developing it instead of KF2.
[QUOTE=DEMONSKUL;50513017]Seriously (heh) at first I though VR would be a cool thing, but now I see it as the new gimmicky fad that will fade away for being shit. All these "stand still and shoot shit" VR games I see make me want to puke. We have this thing with awesome potential and all we make with it are shooting ranges.....[/QUOTE] Seriously, who the hell asked for this? Even Serious Sam VR got announced today and it looks just as crappy. It's like everyone and their mum is trying to jump into VR just to be there as if it's some kind of a goldmine just waiting to be exploited. Can't wait to see these games sell next to no copies.
[QUOTE=Flyingman356;50511340]I think the game needed it to properly define the perk roles, it just needs to be adjusted until they strike a good balance with it. People complained about the whole game just being "hit enemies in the head with *gun*" and this makes it a lot more varied and deep while making the perks more meaningful.[/QUOTE] It really didn't, there were other ways to do it than resistances. And frankly, I don't know anyone who plays Killing Floor/2 for a "varied and deep" experience. People play it to slaughter shit by the truckload. Not metagame.
[QUOTE=DEMONSKUL;50513017]Seriously (heh) at first I though VR would be a cool thing, but now I see it as the new gimmicky fad that will fade away for being shit. All these "stand still and shoot shit" VR games I see make me want to puke. We have this thing with awesome potential and all we make with it are shooting ranges.....[/QUOTE] Agreed, it just makes the whole thing look so...lame to the general public. Like wow it's basically a glorified arcade game, why would anyone spend money on that? You've got stuff like FO4 in it's entirety being VR playable, but then like, you've got rail shooter, and another rail shooter. and another rail shooter. It just makes the whole thing look so boring.
[QUOTE=Doctor Zedacon;50514279]It really didn't, there were other ways to do it than resistances. And frankly, I don't know anyone who plays Killing Floor/2 for a "varied and deep" experience. People play it to slaughter shit by the truckload. Not metagame.[/QUOTE] but then a lot of people are crying that the game is too easy and that it should be balanced around HOE because I'm really pro and I must show the world, and if you don't make it "deep" and have a meta and shit people also get angry. at this point I'm 100% sure no matter what tripwire do people are never going to be happy. Honestly from my own experience the game is in a pretty decent state right now, and I don't entirely dislike the resistances because, again, from my own experience, it forces you to move around the map instead of camp a single place, which is awesome and what they wanted since the start.
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