• Killing Floor v8 - Come Out, Come Out Little Pigs!
    4,998 replies, posted
What might those grenades be? Look like some kind of bottle
Could be a messed up flashbang.
Nope, I'm silly
[QUOTE=Blackapple;48860003]What might those grenades be? Look like some kind of bottle[/QUOTE] Plot twist: you drink some horzine stuff from these bottles to give yourself a buff. Or a hangover. Or both.
[QUOTE=Blackapple;48860003]What might those grenades be? Look like some kind of bottle[/QUOTE] [img]http://i.imgur.com/CpquqDB.png[/img]
I want the gunslinger to have a different typical pistol ammo and a more powerful pistol sound which would make him more distinct :v:
i miss the thermonuclear warhead powered 9mms from KF1 and magnums and two bloody great handfulls
I wonder what the gunslinger has going for him in terms of his perk gimmick(s). Commando and firebug both are mainly trash killers, but the commando can see stalkers and extend zed time, while the firebug can make zeds panic. There should be a way for him to stand out and not be some redundant copy of the commando.
[QUOTE=HGrunt;48861183]I wonder what the gunslinger has going for him in terms of his perk gimmick(s). Commando and firebug both are mainly trash killers, but the commando can see stalkers and extend zed time, while the firebug can make zeds panic. There should be a way for him to stand out and not be some redundant copy of the commando.[/QUOTE] I wonder how on earth they are going to make martial artist work with zerker being around.
[QUOTE=Cpn Crunch21;48861195]I wonder how on earth they are going to make martial artist work with zerker being around.[/QUOTE] It'd be cool if MA got more perks for blocking and properly handling big zeds rather than M2-2-head. Maybe early-level stumble abilities too. We have plenty of trash-killing-capable classes as is.
[QUOTE=Doom14;48861227]It'd be cool if MA got more perks for blocking and properly handling big zeds rather than M2-2-head. Maybe early-level stumble abilities too. We have plenty of trash-killing-capable classes as is.[/QUOTE] I'd imagine MA would be for fast-striking rather than heavy hitting. The early level stumbling abilities would work out really well for that
I said this before but this game is in a serious need for a character movement overhaul. Not only most run animations feels sluggish and over exaggerated but bumping all the time on teammates and zeds is really fucking annoying. I really wish tripwire just made us be able to no clip trough teammates and made us bump only into zeds. Because in a game where enemies just pop out of gods knows where is really a inconvenience when I'm bumping into something that's right behind me and I don't know if it's a teammate or a enemy zed. Like damn I have to excuse people most of the times so they pass right by me so we don't end up sandwiching each other in a tight corridor.
I hope dual mm9's arent the gunslingers tier 1
[QUOTE=washy;48862570]I hope dual mm9's arent the gunslingers tier 1[/QUOTE] I hope it's something like gunslinger has a few pistols in his available arsenal, and then he has the option of dual-wielding all of them.
[QUOTE=SoftHearted;48861781]I said this before but this game is in a serious need for a character movement overhaul. Not only most run animations feels sluggish and over exaggerated but bumping all the time on teammates and zeds is really fucking annoying. I really wish tripwire just made us be able to no clip trough teammates and made us bump only into zeds. Because in a game where enemies just pop out of gods knows where is really a inconvenience when I'm bumping into something that's right behind me and I don't know if it's a teammate or a enemy zed. Like damn I have to excuse people most of the times so they pass right by me so we don't end up sandwiching each other in a tight corridor.[/QUOTE] The reason why players clip with other players is (I assume) for that "oh shit" factor and to encourage teamwork. If you're in a hallway and a Scrake rages towards you but your buddies are covering your back there's that element of panic that sets in when you're backing up and can't get through. Now if you used the mic and warned your team of the Scrake and to move out of the way you'd be able to run out of there. There's servers out there that disable player clipping either during trading or during gameplay, and I find it makes thing too easy as you can all huddle inside each other and spam firepower easier, as well as escape easier. Remember that Killing Floor is partly a horror game so if you could just kill everything easily it wouldn't be scary, which is why Resident Evil's tank-like controls add to the scariness of the game.
[QUOTE=Cpn Crunch21;48861195]I wonder how on earth they are going to make martial artist work with zerker being around.[/QUOTE] Maybe poison attacks, crossbows and surikens, probably faster than the zerker. And of course katana's and stuff. I'd imagine the "glorious nippon steel folded 10,000 times" jokes will rise by 200%. The gunslinger will probably get unique tier 1 starting weapons, probably duel usp's or maybe something more traditional, like a Wild West 12 shooter.
[QUOTE=SoftHearted;48861781]I said this before but this game is in a serious need for a character movement overhaul. Not only most run animations feels sluggish and over exaggerated but bumping all the time on teammates and zeds is really fucking annoying. I really wish tripwire just made us be able to no clip trough teammates and made us bump only into zeds. Because in a game where enemies just pop out of gods knows where is really a inconvenience when I'm bumping into something that's right behind me and I don't know if it's a teammate or a enemy zed. Like damn I have to excuse people most of the times so they pass right by me so we don't end up sandwiching each other in a tight corridor.[/QUOTE] Team collision can be disabled, but it's per server, and it's on by default. /ServerAdmin/settings/general (or bDisableTeamCollision=True in KFGame.ini) [IMG]http://i.imgur.com/KRSYCN9.png[/IMG] I find it much less frustrating with collision off. Also, this setting doesn't interfere with achievements and such.
[QUOTE=A B.A. Survivor;48859782]Is it just me, or do those 9mm pistols sound different? Or... are they not 9mm pistols?[/QUOTE] most likely a placeholder for a different pistol
I swear teleporting zeds is the dumbest mechanic ever thought of What am I supposed to do in a scenario where I HAVE to run from an FP to survive while slowly killing it, but I can't really do that either because all the other remaining zeds will just appear around the corner and fuck me up? Oh, can't kill those either because apparently it's also a good mechanic to make FPs be able to be perma red. Really just seems like it's down to luck at that point tbh
[QUOTE=.apex;48871318]I swear teleporting zeds is the dumbest mechanic ever thought of What am I supposed to do in a scenario where I HAVE to run from an FP to survive while slowly killing it, but I can't really do that either because all the other remaining zeds will just appear around the corner and fuck me up? Oh, can't kill those either because apparently it's also a good mechanic to make FPs be able to be perma red. Really just seems like it's down to luck at that point tbh[/QUOTE] I couldn't help but notice ZEDs only backspawn/teleport behind you when you're trying to run and shoot from a fleshpound
Ffffffffffffffffff lost another game because of permanently enraged fleshpound I really want to know how you're supposed to stop those. Spawned near the end of the round.. starting shooting it and.. yep. Kited for a while until I ran out of heal grenades and got slowed due to hp loss. I usually just deal with them mid-round but when it spawns as one of the last ones what the hell do I do? [editline]10th October 2015[/editline] catacombs seems to be that one map I have issues beating. Too many tight spaces and too little open space to run around in :(
I miss the old FP mechanics, needing to hide from their line of sight to avoid enraging them and all that. Now they're just running right into your team, flinging some poor guy around for like 5 hits until they die. They're not really scary anymore, just annoying.
The sound design of this game is a bit of an issue. In 1 you could hear a single clot moaning in agony nice and crisp. But in 2 you'd only hear a faint "rawr" from a clot that's 5 feet away. The Fleshpound sounds like an air conditioner more than an a adrenaline overloaded avatar of rage. And I think we all know about how the guns sound compared to 1.
[QUOTE=Chiv;48872271]The sound design of this game is a bit of an issue. In 1 you could hear a single clot moaning in agony nice and crisp. But in 2 you'd only hear a faint "rawr" from a clot that's 5 feet away. The Fleshpound sounds like an air conditioner more than an a adrenaline overloaded avatar of rage. And I think we all know about how the guns sound compared to 1.[/QUOTE] tbh I'd rather have the gun sounds be more realistic than have the 9mm sounding like a fucking cannon.
I'd rather the weapons sounds were erection inducingly powerful sounding than piss weak.
[QUOTE=QuickShot;48872562]tbh I'd rather have the gun sounds be more realistic than have the 9mm sounding like a fucking cannon.[/QUOTE] I own a 92FS, the sound is pretty similar in game to what it is IRL.
[QUOTE=Holt!;48872693]I'd rather the weapons sounds were erection inducingly powerful sounding than piss weak.[/QUOTE] even Tripwire themselves said that KF2 is about cool-ism
When a powerful weapon sounds incredibly weak I always end up wasting bullets and underestimating the power of it. I'd rather have big, boomy weapons than weapons that sound like squirt guns.
The boomstick was especially disappointing IMO, characters talk louder than when it fires.
[QUOTE=LolzMan1325;48874361]The boomstick was especially disappointing IMO, characters talk louder than when it fires.[/QUOTE] I assumed that was because your player character was wearing ear plugs
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