Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
Reminds me of that map where someone remade the original bioticslab and i once had every single light go off because of sirens
Pitch black maps are not fun places
Especially when you have the worst flashlight in any game ever.
Was Wyre really in the daytime? It seemed to me like the sun was just barely shining, as though it were just before sundown.
I'd really appreciate it if they tried to incorporate more story into the game too. Be interesting to know more about the history of Hans and Kevin.
Still waiting for West London and Hospital Horrors.
2 community maps they added are pure garbage. Both has fucked up lighting and awful layout.
[QUOTE=Nickolas;50544066]Reminds me of that map where someone remade the original bioticslab and i once had every single light go off because of sirens
Pitch black maps are not fun places[/QUOTE]
I wouldnt mind pitch black maps so long as your flashlight is unlimited. It would allow for some maps to be dark maps where you need your flashlight and would slightly change up your gameplay. I loved offices because it was this horribly dark creepy place that you had to use your flashlight to see crawlers and such.
[QUOTE=jimbobjoe1234;50544331]I'd really appreciate it if they tried to incorporate more story into the game too. Be interesting to know more about the history of Hans and Kevin.[/QUOTE]
This is why I miss map descriptions from KF1, even the ones of the community maps had that right touch into "the plot".
[QUOTE=Cpn Crunch21;50544371]I wouldnt mind pitch black maps so long as your flashlight is unlimited. It would allow for some maps to be dark maps where you need your flashlight and would slightly change up your gameplay. I loved offices because it was this horribly dark creepy place that you had to use your flashlight to see crawlers and such.[/QUOTE]
It's probably the single dumbest thing about this game that they refuse to let go for whatever reason. Dark maps and the limited battery are conflicting ideas for a shooty game. No one will get the spooks because their lights keep going off, they'll play outpost instead.
One thing that i really hated about KF1 is that if you were in let's say that dark town map you'd always have to have your flashlight out and the only way to have it out is if you draw out your pistol and press F. Though i'm glad KF2 fixed that problem by allowing you to have a flashlight out on any weapon.
Catacombs is my favourite map because of the lighting, though. :cry:
[QUOTE=Jetamo;50545675]Catacombs is my favourite map because of the lighting, though. :cry:[/QUOTE]
Its my fav and least fav because of that sole reason alone
[QUOTE=Jetamo;50545675]Catacombs is my favourite map because of the lighting, though. :cry:[/QUOTE]
dark as fuck maps aren't bad on their own, they are bad when it's the only thing avaliable. I just want variety.
It'd be cool if lighting changed with time. Like maybe have a map at dusk, so you have lots of natural lighting but as the wave progresses it gets darker and you become more reliant on artificial lighting and flashlights.
Or maybe have a map start during the night, then in the final waves, the sun comes up, so you have some light early, then a tense few waves right before the final two where the sun is completely up and all you have to worry about are the zeds. It'd reward players for surviving late into the game, while still keeping the challenge of all the late wave mobs.
This probably isn't at all possible technically. Making lighting a part of the game while also reducing the amount of bullshit that sirens are would be good IMO.
You could even have a map in a completely boarded up tower, with slithers of sunlight pouring in between the boards, then players have the choice between shooting/removing the boards (maybe having them interactable would make this more of a choice since splash damage is so large for most weapons), creating more entry points for zeds, but also increasing the lighting of the rooms. Of course that way you could also have the classic destructible light vs indestructible sunlight situation too.
[QUOTE=Dr.Scrake;50543755]I understand wanting to use it for "oh we were in this super dark place and a siren fucked the lights we gotta move!!!11"[/QUOTE]
Except it ends up being more like "time to continue to hold the objectively easiest spot but in the dark"
[QUOTE=Menien Goneld;50546925]It'd be cool if lighting changed with time. Like maybe have a map at dusk, so you have lots of natural lighting but as the wave progresses it gets darker and you become more reliant on artificial lighting and flashlights.
Or maybe have a map start during the night, then in the final waves, the sun comes up, so you have some light early, then a tense few waves right before the final two where the sun is completely up and all you have to worry about are the zeds. It'd reward players for surviving late into the game, while still keeping the challenge of all the late wave mobs.
This probably isn't at all possible technically. Making lighting a part of the game while also reducing the amount of bullshit that sirens are would be good IMO.
[/QUOTE]
You can have that. It's how black forest currently works, it gets darker as the game progresses.
Black Forest would be cooler if the direction of light changed as it got darker, but the "sun" stays put forever.
Stalker's shotgun and explosive resistances are still at a noticeable 30% and 40% respectively. If they're so hellbent on making them strong versus those perks, they should change their spawning so that instead of spawning in groups, you spawn them as singletons all over the place. Suddenly, their strength against Support and Demo becomes much more organic as opposed to just flat out resisting their weapons.
How's the stalker after the balance update yesterday?
[QUOTE=LolzMan1325;50549950]How's the stalker after the balance update yesterday?[/QUOTE]
Still feel tanky to my level 15 Support. Couldn't ever one shot them with the T1 unless I had nothing else to do but line up a perfect shot on one that was approaching from 10 meters away.
I'm pretty upset they got rid of the Gunslinger's .500's stumbling big zeds like the Fleshpound and Scrake. I tried shooting them in the head with it, and they didn't stumble, and they didn't trip either when I shot them in the legs with that one perk that trips sprinting zeds.
Seems kind of unfair, since Sharpshooters get stunning, and Gunslingers used to have stumbling, but no longer.
[QUOTE=Notanything;50550232]I'm pretty upset they got rid of the Gunslinger's .500's stumbling big zeds like the Fleshpound and Scrake. I tried shooting them in the head with it, and they didn't stumble, and they didn't trip either when I shot them in the legs with that one perk that trips sprinting zeds.
Seems kind of unfair, since Sharpshooters get stunning, and Gunslingers used to have stumbling, but no longer.[/QUOTE]
I'd be mad but gunslingers are already so ridiculously powerful compared to other classes. They probably don't need to be able to destroy trash and large zeds.
Still pissed off that Crawlers don't actually crawl on walls. Hell, I'm kinda disappointed that enemies don't have more variety in their mobility. I wanna see them do some crazy parkour shit while trying to rip your face off. Make me fear them.
The sprinting animation does look pretty weird in first person. It feels like you you're running on rollerskates.
[QUOTE=jimbobjoe1234;50550728]Still pissed off that Crawlers don't actually crawl on walls. Hell, I'm kinda disappointed that enemies don't have more variety in their mobility. I wanna see them do some crazy parkour shit while trying to rip your face off. Make me fear them.[/QUOTE]
Tripwire keeps saying they're trying but the mechanics are difficult. It's probably going to be cut tbh.
I see no feasible way crawlers could walk on walls and not negatively impact everything.
[QUOTE=LolzMan1325;50551316]Tripwire keeps saying they're trying but the mechanics are difficult. It's probably going to be cut tbh.[/QUOTE]
im pretty sure they canned it a bit ago because it would be too difficult to implement on all their maps
they're frustrating enough with that stupid zed knockback anyways
it is a bit lame how zeds on hoe dont really do anything but run right at you though, especially stalkers
you'd imagine that they'd duck and weave even when coming at you but no, they just jog at you in a straight line making them extremely easy to kill
The main thing I complain about with Killing Floor 2 is the running animation is fucking garbage, like seriously, I don't want to look like a fucking goon when I'm running.
[QUOTE=GHOST!!!!;50551449]The main thing I complain about with Killing Floor 2 is the running animation is fucking garbage, like seriously, I don't want to look like a fucking goon when I'm running.[/QUOTE]
My friend likened it to an old woman running to catch a leaving bus, now I love it.
[QUOTE=jimbobjoe1234;50550728]Still pissed off that Crawlers don't actually crawl on walls. Hell, I'm kinda disappointed that enemies don't have more variety in their mobility. I wanna see them do some crazy parkour shit while trying to rip your face off. Make me fear them.[/QUOTE]
Go back and play KF1 for a bit, the AI movement is leagues better. For once you don't get 'hyper speed spazatron fence bloat' any more.
I do want wall crawlers though.
[QUOTE=GHOST!!!!;50551449]The main thing I complain about with Killing Floor 2 is the running animation is fucking garbage, like seriously, I don't want to look like a fucking goon when I'm running.[/QUOTE]
First or third person ? The third person animations always looked off to me, the spine kinda bends and the ass sticks out.
[QUOTE=Empty_Shadow;50553576]Go back and play KF1 for a bit, the AI movement is leagues better. For once you don't get 'hyper speed spazatron fence bloat' any more.
I do want wall crawlers though.[/QUOTE]
What year do wall climbing crawlers get implemented?
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