Killing Floor v10 - Let your team die, they're obviously holding you back
999 replies, posted
I really don’t mind the idea of the rogue DAR enemies, they’re certainly a lot more interesting than resizing and slapping new parts on old enemies. It’d be especially cool if they were an entirely separate faction of enemies that went after both zeds and humans, since AI infighting is already in the game. But knowing TWI, they’ll just fight alongside every other enemy in the game, cause “the patriarch hacked them lol”
Actually, a rogue faction would spice things up a lot for the human players. If the rogue DARs end up going after the zeds, they would take the earnings of killing the zeds away from the human players. With that and the DARs taking the attention of the trash zeds away from the players, it would mean a lot of wasted dosh the players could've earned unless they had dealt with the DARs sooner. However, it would interesting for them to struggle against the large zeds like the Fleshpound by luring them into the fray and seeing them duke it out.
They could throw the rogue DARs into endless mode
I don't know much about the plot, but what about evil Horzine mercs loyal to the patriarch?
Would act similar to players and they drop their weapons when killed.
oh boy can't wait to have a HoE berserker merc tearing my crew apart
for what purpose?
I just want more story content. We need objective mode back.
It would be really weird for them to dump human enemies in a game focused on exterminating waves of clones. Instead, why not have Horzine create "perfect" super soldier clones that correlate with the number of players in the team and what kind of loadouts they had purchased as a new boss concept? To prevent cheesing it by having the players dump their weapons with just the knife and pistol, they check for the highest tier weapon the player had purchased, and if it's a new player they would have a default loadout to fill in the gaps. They are in every way equals to the players themselves, in both movement and firepower, and the only thing that differs between is the coordination between their team mates.
As soon as they spawn, they are each initially assigned a player to track down, which will change when they encounter 2 or more human enemies. How balance would be I wouldn't really know, but bosses in KF were meant to be challenging and fun (at least, the Patty in KF1 was pretty fun, dunno about 2's patty but the rest feel like more of the same without any real thrill). It would be a change in pace from the current boss roster where you focused down on one individual boss and mag dumped, now it's multiple bosses that matches your current party and perks.
Cool idea but imagine trying to deal with a beserker AI.
They just...Won't...DIE.
To solve this problem, use a gun. If that don't work, pray that you have an even bigger gun on your team.
I've been thinking that to counter some of the heavy hitting perks is having opposites attract. For example, melee ranged berserker and close range support is countered by sharpshooter because of the distance reducing their effectiveness (unless they have off perk weapons that allows them to get a range advantage, like an AR-15 or a GL), and it would work vice versa albeit with more caution and weaving between the boss clone's crosshair and putting off its aim.
Of course, we need more gas.
It'd be neat if they changed the railgun so that it did less damage but could lock onto multiple heads similar to how the seeker 6 does it.
But its just one bullet that homes to the closet locked in head, the the next locked in head.
Did I hear it right?
M99 is back?!
That's my biggest issue here.
I either go SPX/M14 or SPX/Railgun.
Having the M99 as a lighter, faster, less damaging railgun would mean you could use a M14/M99 loadout as a way to deal with lighter zeds and heavy zeds at range. M14 for trash and gorefasts/fiends and M99 for scrakes and FPs.
Although I just found out something sort of mindblowing for me. The SPX does twice as much damage as the M14 and can oneshot gorefiends with headshots while the M14 can not.
Anyways having it heavier than the railgun will mean we can't carry it with the M14, which would have been an interesting (and maybe effective) loadout.
Now? It MIGHT mean it can hit the same breakpoints as the railgun but without needing certain skill loadouts like the crouch or stand still to do extra damage skills, meaning more "Diversified" loadouts, but I still can't see it being very versatile.
Hell if anything it might take up all your weight capacity meaning you can only carry it and the 9mm.
If it was a semi automatic M107A1 or bolt action with magazine, it'd feel like it'd be worth a look as an inbetween for the m14 and railgun.
As a single shot weapon I just can't find a use for it. Anything it can do the railgun can also do at a cheaper cost and who picks the right sided sharpshooter skills anyway?
Found this on Reddit
https://i.redditmedia.com/II3ZUg6ca_88wLfGThJIdXWgQUwpQsLcLP9IJiwLfm8.png?w=762&s=4b945bac5847772397b6983502401277
As fun as the siamese 1911 is, it still sounds like a meme gun to me.
But then again, I really want the mk23 back, and that has nothing special to it other than being Solid Snake's pistol and a great club due to its large size.
I had thought about a way to keep the M99 relatively balanced before, but I kind of forget how it was.
Anyway, theres loads of ways they could make it powerful yet balanced, like maybe giving it a very long reload and bolt cycle time or something.
Anything but making each bullet cost more than a whole pistol.
My guess is that the M99 is going to be a combination of slower reload and very heavy weight, and get only heavier with tier upgrades.
One probably won't be able to carry around a LAR/Centerfire with an upgraded M99, but it should help that any remaining weight could go into go into upgrading your 9mm Tactical,. making it much more powerful and similar to KF1's 9mm pistol.
Concerning ammo costs for guns, do we think that ammo costs will go up as you upgrade weapons into higher tiers?
Good enough of a reason for me!
Going to be pissed if it lacks the boxy LAM. (A laser sighted pistol would be unique.)
Now we just need a FAMAS for commando.
Scrake and FP only waves were annoying af. A surprising amount of people actually argue that they like them which is really weird to me.
Most of the times I play a random endless lobby a X-only wave always was the end of the game. I would definitely like if they found more manageable and interesting waves to make later endless waves more difficult and satisfying to beat.
They liked them because "hurr gaem 2 ezy! gaem must b hurd!"
Some people like KF being "kite: the game".
"As the story unfolds, mercenaries will be tasked with several objectives as part of our first Objective style Survival map, featuring new objectives types: Weld & Repair and Operate & Control!"
Objective mode is finally coming back. I think I'm actually going to be looking forward to this update now.
do NOT fuck with the ammo costs
sooooo, when are they fixing the "you don't get vault crates ever again" bug.
I've missed like 10+ and I just hope I get them all when it's fixed.
Did you use that crate exploit back in the day? Because they made it so you have to earn the dosh from those crates first before you can continue as per normal.
Whenever it became an FP/Scrake only wave all I can think of was this:
https://ih0.redbubble.net/image.256775008.1869/flat,550x550,075,f.u6.jpg
I feel like the M1911s are strangely small. You need a BIG big boy gun like the MK23 with a big boy magazine capacity
If you didn't abuse of the crate exploit then that's weird. Since i abused to explore about the the whole Vault system is most likely i will never get the required amount of Vosh to get my drops back again
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