Killing Floor v8 - Come Out, Come Out Little Pigs!
4,998 replies, posted
What in the world happened to the 9mm firing sound
[QUOTE=benzinxrm;49412209]I'm so sorry.[/QUOTE]
They don't look that bad, much darker than in the preview picture thankfully.
Buying skins? What a plonker!
[QUOTE=Vodkavia;49412037]You shouldn't be able to finish the Boss before he gets through all of his phases is the line of thinking that made Hans possible, I beg you and TripWire to never explore it :v:[/QUOTE]
That being said being able to cheese a boss in no seconds flat by having everyone line up with the biggest gun you can get and holding down the button till the giblets stop moving isn't exactly FUN either.
Still if a boss is going to have stages, let them use a genuine "fuck off for free card" so you can spend a moment reloading and healing up while you dispose of some trash mobs before they come back.
You could also have each stage be a little more "distinctive" a friend and I talked about how it would be cool if Hans first turned up in a much more complete suit of power armour and shooting him down blows parts off, meaning he is more vulnerable but can move faster. In the early stages he slowly potters around taking potshots with HIS TWIN FANGS and jabbing at you with the bayonets should you get too close. As time goes on he gets faster, his arm guards blow off exposing his slashing claws and he begins to lob grenades, perhaps on his LAST legs he would run in to grab someone and heal, although he does not gain any DR till he grabs someone, the idea being this is his last ditch attempt to keep fighting so now is the time to kill him as fast as possible.
[QUOTE=Gabriel_Gore;49409874]Is it me, or does Skully have no eyes?
[t]http://puu.sh/mc7Zt/abe60e4666.jpg[/t][/QUOTE]
Before the Return of the Patriarch update he actually did have actual eyes behind his goggles
ironically though they add cosmetics that replace his goggles thus making his eyes visible but they also blacked them out for some reason so... yeah...
[QUOTE=Tomo Takino;49411649]Just demolished the Patriarch before he even had a chance to heal.
It's really unsatisfying when that happens. While I feel it should be possible to kill him that way if you do enough damage, it should be more difficult. Maybe a buff to his health or something and/or have him use some kind of charge while he's in the fleeing mode. That way you can still kill him but he can't get all trapped up and steamrolled.[/QUOTE]
God no, I don't want Hans 2.0. Bosses should go down fast if you have a competent team, none of that "drag it out for 15 minutes with tons of HP" crap.
Leveling the medic perk on this game is so painful. Is no sense that I got more exp by killing zeds than healing.
[QUOTE=Maestro Fenix;49413924]Leveling the medic perk on this game is so painful. Is no sense that I got more exp by killing zeds than healing.[/QUOTE]
Lots of little things like this just sap my motivation to play the game. The huge HP buffs on the higher difficulties, the slow leveling even though we have 5x the levels now to go through. Tons of little design decisions that, by themselves, are no big deal, but start to add up over time.
[QUOTE=thisguy123;49412912]That being said being able to cheese a boss in no seconds flat by having everyone line up with the biggest gun you can get and holding down the button till the giblets stop moving isn't exactly FUN either.
Still if a boss is going to have stages, let them use a genuine "fuck off for free card" so you can spend a moment reloading and healing up while you dispose of some trash mobs before they come back.
You could also have each stage be a little more "distinctive" a friend and I talked about how it would be cool if Hans first turned up in a much more complete suit of power armour and shooting him down blows parts off, meaning he is more vulnerable but can move faster. In the early stages he slowly potters around taking potshots with HIS TWIN FANGS and jabbing at you with the bayonets should you get too close. As time goes on he gets faster, his arm guards blow off exposing his slashing claws and he begins to lob grenades, perhaps on his LAST legs he would run in to grab someone and heal, although he does not gain any DR till he grabs someone, the idea being this is his last ditch attempt to keep fighting so now is the time to kill him as fast as possible.[/QUOTE]
My idea was that he would start off as he is, confident and slow, using his guns, claws, and grenades. When he drops to yellow phase, rather than healing he will begin moving faster add his gas grenades to the mix. At the end of his yellow phase he will target the healthiest player for his heal, if he cannot catch them within a few seconds, he will target the next nearest person. He emerges from the heal in Orange phase with his health replenished, and attacks more erratically, also throwing his bayonet slashes into the mix. At the end of orange phase he cowers on the ground in the relative safety his shield* while his personal vanguard** comes to his aid. After a time, whether or not all his help has been defeated, he will emerge in his red phase. Desperate and enraged, he chases people with his claws and throws grenades at groups.
If there is only one player left, he will forgo grenades for shooting in order to counter the [I]"kite hans around the map for 20 minutes"[/I] tactic. Also, if he is repeatedly parried at any stage, he will either use his defensive gas attack, or use his guns point-blank until the target moves a sufficient distance from him. This is a better solution than having him completely ignore melee counters.
* If he cannot find anyone to heal before his health reaches critical levels, he will skip his Orange phase and go into his shield, emerging in red. This allows people to shorten the fight, or even end it by breaking his shield if they wish.
** Red Husks, they have no weak point on their head or gas tank, they are faster and more aggressive, can fire up to 3 shots in a row (still needs to charge each one), and will use their flamethrower in close range. On the other hand, they never suicide bomb, and their health is effectively the same as a Husk, without weak points.
I know this is before the update, but it is still very possible to take out Hans with ease and a good team.
[media]https://www.youtube.com/watch?v=x3zB8niTUyY&feature=youtu.be&t=7m10s[/media]
Skip to 7:10 in to see the Hans fight (with color casting from my friend).
I honestly prefer Hans to Patty for the sole reason that if you know what to do (i.e; not run away from him and shoot him when he goes into his shield phase), the fight doesn't have to last for 15+ minutes.
I am genuinely confused with everyone's hate for the Hans boss fight. Phased fights are part of many, many bosses in other games. Why is this so different?
[QUOTE=Tomo Takino;49411649]Just demolished the Patriarch before he even had a chance to heal.
It's really unsatisfying when that happens. While I feel it should be possible to kill him that way if you do enough damage, it should be more difficult. Maybe a buff to his health or something and/or have him use some kind of charge while he's in the fleeing mode. That way you can still kill him but he can't get all trapped up and steamrolled.[/QUOTE]
I don't think it's necessarily too easy, but the fight would probably benefit from giving him something like the old patty's radial melee attack of doom.
[QUOTE=Stoffy;49414479]I know this is before the update, but it is still very possible to take out Hans with ease and a good team.
[media]https://www.youtube.com/watch?v=x3zB8niTUyY&feature=youtu.be&t=7m10s[/media]
Skip to 7:10 in to see the Hans fight (with color casting from my friend).
I honestly prefer Hans to Patty for the sole reason that if you know what to do (i.e; not run away from him and shoot him when he goes into his shield phase), the fight doesn't have to last for 15+ minutes.
I am genuinely confused with everyone's hate for the Hans boss fight. Phased fights are part of many, many bosses in other games. Why is this so different?[/QUOTE]
It's the same phase three times in a row, except for slightly different blinky lights & voice lines in the last one.
Most of the fight boils down to a sustained MMO-style DPS vs healing scenario.
You [I]absolutely must[/I] stand and fight, there's not a lot of choice between staying still and moving about. (That applies to more than just Hans in KF2, though.)
You can kill the Patriarch even quicker.
He only uses a tiny portion of his recorded lines. [I]Let's try GAS![/I]
my gear keeps changing back to default every time i load up the game, anyone know how to fix this?
[QUOTE=bradleigh;49414737]my gear keeps changing back to default every time i load up the game, anyone know how to fix this?[/QUOTE]
just switch back the character
your gear should load back to what you had
[editline]29th December 2015[/editline]
not bad
[t]http://i.imgur.com/T5fqF8M.jpg[/t][t]http://i.imgur.com/vTDGn7b.jpg[/t]
[QUOTE=VietRooster2;49414789]just switch back the character
your gear should load back to what you had[/QUOTE]doesnt work. i have to re-equip everything all over again
for example, if i use tanaka, any gear i have on him goes back to default when i load up the game again
switched to another character like you said, switched back, still default
I know mint condition guns are technically worth more, but I've always prefered the battlescarred and field tested conditions because they look like they've been through hell and back, and generally you can get away with the vibrant colors because they still kinda fit the game's art style.
[QUOTE=bradleigh;49414897]doesnt work. i have to re-equip everything all over again
for example, if i use tanaka, any gear i have on him goes back to default when i load up the game again
switched to another character like you said, switched back, still default[/QUOTE]
odd. have you been exiting the game normally?
[QUOTE=Ghost101;49413747]God no, I don't want Hans 2.0. Bosses should go down fast if you have a competent team, none of that "drag it out for 15 minutes with tons of HP" crap.[/QUOTE]
My team managed to get him stuck behind a pole and he was dead 2 minutes into the final round.
That really isn't fun at all. It's pathetic.
[editline]30th December 2015[/editline]
[QUOTE=lilguy;49411894]Solo or custom map? That's usually when that occurs for me, but I don't think that warrants a buff for him.[/QUOTE]
Full 6 person hard match on Biotics Lab.
2 of the people were Gunslingers under level 10.
[QUOTE=Tomo Takino;49414906]My team managed to get him stuck behind a pole and he was dead 2 minutes into the final round.
That really isn't fun at all. It's pathetic.[/QUOTE]
This doesn't mean he should have mechanics to artificially delay the game like Hans, it just means the AI is shit and they need to rework it. The boss AI is especially garbage in custom maps, I played one where there are almost no obstacles at all and yet after his 1st or 2nd heal Patty just decided to run back and forth inside a zed spawn area while everyone was popping caps in his ass until he died.
[QUOTE=Gamaz;49414952]This doesn't mean he should have mechanics to artificially delay the game like Hans, it just means the AI is shit and they need to rework it. The boss AI is especially garbage in custom maps, I played one where there are almost no obstacles at all and yet after his 1st or 2nd heal Patty just decided to run back and forth inside a zed spawn area while everyone was popping caps in his ass until he died.[/QUOTE]
A 'buff to health' doesn't mean make him match Hans, dunno why people are assuming that's what I meant. If he's getting killed mere minutes into the final round there's kinda a problem with how much health he has.
[QUOTE=Tomo Takino;49414971]A 'buff to health' doesn't mean make him match Hans, dunno why people are assuming that's what I meant. If he's getting killed mere minutes into the final round there's kinda a problem with how much health he has.[/QUOTE]
Oh no, that's fine. I know I quoted you but it was more of a general reply for people who might think that mechanics similar to Hans' would be ok on Patty.
Personally I'd be ok with a relatively slow charge that pushes people out of the way when he runs off to heal, but that you can interrupt with anything that can stun or knock down, and possibly having the charge be faster the more heals he has left which gives you the choice to either kill him on the spot with good teamwork or wear him off if the first choice fails. Right now killing any boss is a very linear experience and it would be nice for some values to be tweaked or effects/abilities added/used depending on the current stage to give you that choice of killing a boss in 3 mins or playing it more relaxed and safe and just going through heal stages until the boss is weak enough to finish off.
[QUOTE=VietRooster2;49414905]odd. have you been exiting the game normally?[/QUOTE]yeah. usually exiting to title screen before just exiting to desktop
[QUOTE=Wormy;49415027]From what I have seen, you only have a good chance of taking out the Patriarch quickly if he gets stuck. Giving him more health doesn't sound like a good solution to the problem, instead Tripwire should try to make it so he gets stuck less, maybe by changing his hide rate so he wanders off more often.[/QUOTE]
I only remember killing him twice before he managed to heal, both times were because he went to flee, but came up against a 100% welded door. Apparently it takes him longer to break through a welded door, than it takes a full team laying it on him to kill him during his retreat.
[QUOTE=Stoffy;49414479]I am genuinely confused with everyone's hate for the Hans boss fight. Phased fights are part of many, many bosses in other games. Why is this so different?[/QUOTE]
Because his Orange phase is basically [I]"I'm going to claw you all to death now, and there's nothing you can do about it."[/I] and his Red phase is basically [I]"No seriously I'm coming for you with these claws!"[/I] For most classes, two 60-80 damage swipes (that you cannot outrun) is enough for a kill. If you aren't an expert Berserker or a fleeing Medic, you're as good as dead, and that's that. A boss fight where you have to resort to off-perk weapons to win is not a well designed boss fight in a class based game; his melee should not mean instant death to Commandos, or his explosive resistance should not mean Demolitions are dead weight.
[editline]29th December 2015[/editline]
It's actually a sad bit of irony that Hans is by far the most hated creature in this game, yet seems to make up 3/4 of boss fights (supposedly it's meant to be 50/50, but from experience I can say this is [I]not[/I] the case). It's sad that whenever I get the Patriarch, we practically roll him over without much effort, but when we get Hans, he gets to Red phase and then claws everyone to death. Imo Hans is so bad he's driving people away from the game, who wants to fight a boss you can't win against unless you are an expert at one class, or abuse his bad AI once everyone else is dead (he always stops to throw grenades at the guy running away). It's just really bad design, he was way better when his lethality came from his [I]avoidable[/I] gunfire and grenades.
I don't think the problem is entirely with Hans himself. With team coordination and the right team composition (for the boss fight itself. Beforehand that anything is game) he isn't that challenging.
While I don't entirely agree with the disapproval of the boss mechanics, I do agree fully that any perk should be viable for the boss fight, but even that can be actively negated if team coordination is in place.
I think we can all agree that playing pubs is usually a tough challenge because you rarely encounter people who communicate, be it though chat or VC. Even if the individual players know how to play their perks to their full potential, they will be severely hindered by lack of communication, and it's really sad that that's the case for the vast majority of the games people enter.
Even if you don't have a mic or the opportunity to give messages through the chat, the voice commands, while severely lacking, should be taken into consideration, and unfortunately, most people ignore it because of its simplicity and lacking commands.
In short; in my opinion, what people lack in public games is communication and coordination. It's a team game, and anyone who plays it thinking they can pull off playing on their own will either frustrate themselves or be a burden to their team. That shouldn't be the case, and it's a shame that it happens.
[editline]30th December 2015[/editline]
That being said, I did go a bit off-topic.
I wont disagree. Hans needs tweaking.
[QUOTE=Stoffy;49416384]I don't think the problem is entirely with Hans himself. With team coordination and the right team composition (for the boss fight itself. Beforehand that anything is game) he isn't that challenging.
While I don't entirely agree with the disapproval of the boss mechanics, I do agree fully that any perk should be viable for the boss fight, but even that can be actively negated if team coordination is in place.
I think we can all agree that playing pubs is usually a tough challenge because you rarely encounter people who communicate, be it though chat or VC. Even if the individual players know how to play their perks to their full potential, they will be severely hindered by lack of communication, and it's really sad that that's the case for the vast majority of the games people enter.
Even if you don't have a mic or the opportunity to give messages through the chat, the voice commands, while severely lacking, should be taken into consideration, and unfortunately, most people ignore it because of its simplicity and lacking commands.
In short; in my opinion, what people lack in public games is communication and coordination. It's a team game, and anyone who plays it thinking they can pull off playing on their own will either frustrate themselves or be a burden to their team. That shouldn't be the case, and it's a shame that it happens.
[editline]30th December 2015[/editline]
That being said, I did go a bit off-topic.
I wont disagree. Hans needs tweaking.[/QUOTE]
None of this makes Hans not bullshit. Near-instant death claws, neigh-on invincible non-interruptable healing states, and explosive resistance that makes demo a deadweight are the real problem, regardless of if you communicate or not.
Worst part is given Tripwire's super slow update policy it'll probably never get fixed.
[QUOTE=Ghost101;49416608]Worst part is given Tripwire's super slow update policy it'll probably never get fixed.[/QUOTE]
It's not really a policy it's just the company is made up of like 5 people
Getting a knife skin in this game has the exact opposite effect as getting one in CS:GO.
The problem I have with Hans, apart from the obvious overpowered slashes, are how disappointing he makes the entire match.
Like we can have some close to death moments and barely scrape by and it feels great. There's tension and panic. Then you get Hans and it's a total party kill by the time you're anywhere near killing him.
As unfair as it is, I'm more annoyed by how it makes the whole match seem a big waste of time.
[QUOTE=LolzMan1325;49416613]It's not really a policy it's just the company is made up of like 5 people[/QUOTE]
you mean 30+
Just got to fight the Patriarch for the first time.
Holy hell, it's an actual fun and interactive boss.
Hans is just a big smelly poopyface.
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