Killing Floor v10 - Let your team die, they're obviously holding you back
999 replies, posted
Well I'll be damned. I figured hitboxes for most of the seasonal zeds were the same and the hitboxes remained the same, but I guessed wrong.
Another more obvious difference in this seasons zeds is the scrakes' unique animations and I think sirens are missing the metal in their mouth. I think most other zeds remain the same though but I'm not sure.
Speaking of different hitzones, I noticed gorefasts' sword arms are much slimmer than before and match their blade now. Maybe it's to compensate for the added metal protection or TW updated all gorefasts at some point. If you look at old gorefast hitzones, their blade was much wider.
http://i.imgur.com/JBw84zS.jpg
Siren's still have their metal mouths afaik
The upgrade system is janky but I love being able to one shot body shot trash with the 1958 revolver as SS.
They need to make knife upgradeable.
commando's fully upgraded 9mm is a beast, too
I mostly play Support and I really dig the new upgrade system. Most of the time I'd just roll with the Boomstick on early waves and save for an AA12, but in the beta I saw myself buying the M4 way more often. I never realized how powerful it really was.
Also, the Doomstick is just plain silly, but I'd be lying if I said it isn't fun as hell to use. Whenever we would get a Scrake-only wave in Endless, everyone would just herd the wave towards me and I'd send the Scrakes to space.
All in all, the update is pretty good IMO, but the audio is extra weird. The new space map has really loud ambient noises that can't be turned down, and the Doomstick thirdperson sound has no 3D positioning on some maps (tested on Farmhouse so far). Those are bugs, TWI's probably gonna fix them by the time the update goes live. There's one thing that was done intentionally, though... and it absolutely pisses me off. Reloading/gun manipulation/foley noises have been made significantly louder for no apparent reason. They were fine before. Now my pump-action cycles louder than it fires, and the sound of new rounds being put in is roughly at the same volume level as the gunshot. Hopefully that will be addressed as well. All the clicks and clacks sound wonderful, but not when they drown out everything else that's happening, including gunfire.
tl;dr update review: gun good sound bad
I don't understand why they made the reloading sounds louder meanwhile leaving the firing sounds for some guns, like the Winchester, barely hearable and especially on third person
Ain't there still some weapons that are completely mute during thirdperson? Probably not intended considering you are only in thirdperson mode during lest few seconds after killing the boss.
the dragonsbreath sounds like the reloading is glitched
Winchester is one of them. I think one of the shotguns is too, i don't remember which one
I hope to god that this is a bug but the Abomination is completely immune to fire/afterburn, making almost everything in the Firebug's arsenal useless.
Oh so he is immune to explosions and fire, that's amazing. And again, when are we going to get the subtle hints for who's the boss?
Is it really the case? Just spawned him in sometestmap and tested that, he still receives damage from both, unless that bug is related to multiplayer.
Then i think is multiplayer related, even with 3 people only, on both Survival and Endless he didn't take any single damage of my grenades, C4 or RPG
Just had a multiplayer round with abomination as a boss and i'm sure he received damage from explosions, could it be somehow on the servers end? If not, then i'm not sure of the reason.
I really don't know then because i tried on different servers and same result, no damage. It's really something that doesn't make it any sense and if is just a few people that still weird freaking bug
didnt know field medic gets time stop, interesting perk choice
I'm having the opposite issue, the Winchester, 9MM, and a few other weapons are way too loud in 3rd person.
For is only the reloading sounds of them that is extremely loud, the firing sound is still like silenced shot
I was playing solo, the fire would break his head armour and get his others to about half health and then it stopped affecting him. Mac10 and Dragonsbreath both dealt normal damage but didn't deal afterburn.
I don't have a video but i just had a siren t-pose at me. Super uncomfortable.
Also I know this is a beta but the amount of glitches is pretty outstanding- I keep getting missing textures too.
So RS2 is getting a M1 Garand and M1D sniper variant, Browning Automatic Rifle, and Tommy Gun. Really want to see these weapons in KF2. We hardly have enough actual long range rifles aside from the EBR. Railgun is more of a big zed only weapon, and the M99 is a more of a novelty at best.
Yeah, the game is severely lacking in good old full-power cartridge battle rifles to plaster zeds with.
BAR can be a heavier, beefier SCAR, Garand being a higher power EBR and FAL as a SCAR reskin or something. Tommy would also be a great heavier variant of the UMP-45. There's not a whole lot they can do to differentiate the guns at this point, but a little extra is always nice especially wince they can just use RS2's models.
https://i.redd.it/9tgomchv6ez01.jpg
I like this idea someone thought up for the upgrade system. Each weapon would have an "Enhanced" counterpart which is more of an upgraded weapon overall. Only one upgrade.
That looks pretty good, so there's no way in hell Tripwire will take note.
give me two AF-2011's glued together for 4 M1911's
AND THEN DUAL WIELD
No shouldn't be, once the event hits then probably, also did any of them have special perk icons? Might be people with Prestige things.
That could be partially due to Prestiging perks. I prestiged some of mine, went into a Hard game (solo) and almost got stomped because I forgot how much perk levels affect your performance...
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