[QUOTE=headshotter;44768221][img]http://www.nofrag.com/images/006f66.jpg[/img][/QUOTE]
The goggles look really weird on him in this one.
I kinda hope they don't go overboard with the steampunk stuff again.
[QUOTE=deckief;44767349]I hope they make the specimen sounds/voices more disturbing than KF1 retail's.
[video=youtube;6kTnIid1uKM]http://www.youtube.com/watch?v=6kTnIid1uKM[/video][/QUOTE]
The KF 2.5 sounds may sound scary abut after you've done things like one-shot 7 or so Scrakes and blow 6 Fleshpounds into the air with the LAW in one wave they aren't at all.
[QUOTE=TheCombine;44761245]Payday 2 is what happens when a dev starts listening to these people.[/QUOTE]
This man gets it...
[QUOTE=Venrez;44761359]People dont seem to realize that the perk-levelling system in KF is designed in mind with the difficulty settings.
When you start off at level 0, you're supposed to play on Beginner / Normal. The monsters are scaled around the damage you deal and the cost / availability of the weapons, ~alongside~ the notion that some players might actually be new to FPS games.
Eventually being level 6 and going back to play Beginner is not a sign that you're a super hardcore badass who can mow down the boss with the starting pistol and stand infront of enemies that should normally kill you in one hit. People just dont understand this.
At the higher levels you're supposed to play on a higher difficulty. Hard, at least. Only Suicidal and Hell-on-Earth is really designed for people who want to go the extra mile for that 'hardcore' factor.
Levelling up is supposed to take such a long time because playing through Levels 1-6 of all perks, on all difficulties and throughout the maps is also supposed to give you time to learn how the weapons work, what is best in a specific situation and how to respond to the enemies as things in the game change. People on normal difficulty for example have absolutely no idea regarding the concept of 'Kiting' a Fleshpound as a Berzerker because they think they can just blast it with any gun and it'll be dead before it reaches you.
No, its a monstrous tank-like monster. You're supposed to avoid it. The easier difficulties gives you a bit more room for error, whilst still teaching you that the Fleshpound charges you if you deal too much damage in a short space of time. Better to space it out, take your time and be careful - especially on the higher difficulties which you are working towards - rather than be an idiot and blast it with everything you've got the second you see it.[/QUOTE]
...this man doesn't.
I'm not sure where this myth that "KF is hard and it takes dozens of hours to learn" comes from because my friends and I found it terribly easy all the way up to HOE, even before level 6 everything. And fighting Fleshpounds used to be interesting and tactical like that [B]until they added random berzerk[/B]. Wow way to go Tripwire, letting forum retards design your game for you. Now, if you want to survive HOE, you need: a sharpshooter. Another wow, one class is enough to negate every retarded change you made. What do you know?
Any learning difficulty in KF comes from the game's lack of communication and extreme retardation. Example: head hitboxes. Seriously, what the fuck is with the collision meshes being so far off the actual model? We had to use a modded server to train people on the location of the head hitbox because they are often so far off the actual model it is impossible to hit unless you know exactly where.
KF is an example of a game that seems extremely difficult until you learn how to see through the shoddy mechanics, and then suddenly it becomes piss easy and 100% predictable.
[QUOTE=FlakAttack;44769354]This man gets it...
...this man doesn't.
I'm not sure where this myth that "KF is hard and it takes dozens of hours to learn" comes from because my friends and I found it terribly easy all the way up to HOE, even before level 6 everything. And fighting Fleshpounds used to be interesting and tactical like that [B]until they added random berzerk[/B]. Wow way to go Tripwire, letting forum retards design your game for you. Now, if you want to survive HOE, you need: a sharpshooter. Another wow, one class is enough to negate every retarded change you made. What do you know?
Any learning difficulty in KF comes from the game's lack of communication and extreme retardation. Example: head hitboxes. Seriously, what the fuck is with the collision meshes being so far off the actual model? We had to use a modded server to train people on the location of the head hitbox because they are often so far off the actual model it is impossible to hit unless you know exactly where.
KF is an example of a game that seems extremely difficult until you learn how to see through the shoddy mechanics, and then suddenly it becomes piss easy and 100% predictable.[/QUOTE]
Well of course the game is going to be easy for you if you're playing with friends. If you're in a skype call, or in a LAN setting, everyone can communicate and relay information. This isn't the case in pull-up group games (the only games I've ever played) where everyone has to put in their 100% otherwise everything falls apart and somehow one medic stays alive and spends an hour running around the map kiting specimens and picking them off one by one.
From all of the games that I've played it is inevitable that at some point things may break down and the loss of one or two players is an absolute tragedy. The game's difficulty comes from overcoming these situations and playing smart.
[editline]9th May 2014[/editline]
[QUOTE=mchapra;44766352]I dunno if all of these have been posted but there's been a mass surge of screens at GAF:
[t]http://image.noelshack.com/fichiers/2014/19/1399657631-13.jpg[/t]
[/QUOTE]
The SCAR is my favorite gun in the game besides all of the shotguns (Shotgun, Hunting Shotgun, AA12).
Ehhhh
Does anybody else agrees that they kinda "ruined" the aesthetic of the game by adding so many new guns (totally out of place) and skin characters?
I mean, I'm totally fine with having the Claymore, or the Fn-Fal or Winchester. I recall Alex and his team (the guys who created the mod) saying that they only wanted to stick to equipment that could be realistically found in UK.
I find those strange community weapons odd or "offsetting". They don't fit into the game.
When in 2.5 mod you had all those basic weapons, it really felt like there was a huge tradeoff when it came to choosing weapons. Obviously Support was waaaay too OP as their D.Barrelled shotguns could blast away a FP with a R.click shot.
[QUOTE=Cutthecrap;44769545]Ehhhh
Does anybody else agrees that they kinda "ruined" the aesthetic of the game by adding so many new guns (totally out of place) and skin characters?
I mean, I'm totally fine with having the Claymore, or the Fn-Fal or Winchester. I recall Alex and his team (the guys who created the mod) saying that they only wanted to stick to equipment that could be realistically found in UK.
I find those strange community weapons odd or "offsetting". They don't fit into the game.
When in 2.5 mod you had all those basic weapons, it really felt like there was a huge tradeoff when it came to choosing weapons. Obviously Support was waaaay too OP as their D.Barrelled shotguns could blast away a FP with a R.click shot.[/QUOTE]
I would rather see out of place guns and skins as the game gets older and not at release. I can understand your point as in the beginning it was a bunch of trained men fighting the specimen onslaught with contemporary weapons, and it eventually ended up as a bunch of men in chicken outfits killing specimens with high tech energy weapons.
[QUOTE=FlakAttack;44769354]
I'm not sure where this myth that "KF is hard and it takes dozens of hours to learn" comes from because my friends and I found it terribly easy all the way up to HOE, even before level 6 everything. And fighting Fleshpounds used to be interesting and tactical like that [B]until they added random berzerk[/B]. Wow way to go Tripwire, letting forum retards design your game for you. Now, if you want to survive HOE, you need: a sharpshooter. Another wow, one class is enough to negate every retarded change you made. What do you know?
[/QUOTE]
You yourself don't get it at all, do you? Fleshpounds don't randomly rage. They rage if they've had direct line of sight to any single player for more than 11 seconds or have taken 360 damage in the past 5 seconds.
They gotta add this guy [IMG]http://files.gamebanana.com/img/ss/skins/thm_72351a.jpg[/IMG]
[t]http://cdn.akamai.steamstatic.com/steam/apps/35429/ss_ff7e4dc48bcc23786805afde4fb090e62392680f.1920x1080.jpg?t=1359641340[/t] Steampunk DJ Scully for the win.
[QUOTE={TFS} Rock Su;44770259][t]http://cdn.akamai.steamstatic.com/steam/apps/35429/ss_ff7e4dc48bcc23786805afde4fb090e62392680f.1920x1080.jpg?t=1359641340[/t] Steampunk DJ Scully for the win.[/QUOTE]
almost thought that was from KF2, don't spook me like that
hopefully my fucking arm won't turn into the camo guy's arm every time i throw a grenade
[QUOTE=Mellowbloom;44766498][t]https://mlpchan.net/oat/src/1399669548062.jpg[/t]
FEAR INCARNATE[/QUOTE]
Would you look at those cute puppy eyes
[QUOTE=FlakAttack;44769354] Idiocy [/QUOTE]
The predictability is the reason you play through the difficulties to learn the tips and tricks, if you actually bothered to read my post. As with any game, you learn as you play through experience and get the hang of things. Some FPS skills are transferable across games. Some are not. Weapons and enemies handle and act differently, to put just one example.
If you've got some vendetta against Berzerkers like most of the 'hardcore' KF community seems to have, go complain about it elsewhere. This isnt about a singular class of the game. It will likely be reworked in KF2 or removed completely. You never know.
The collision boxes being so far off the actual model are a combination of things. KF was originally designed as a mod for UT. When porting stuff over to make the 'KF' we know today, some things didnt transfer well, alongside animation issues and net-server-client transmissions ontop of all that.
If you're going to be an idiot and run up to a Fleshpound and try to knife him as a Sharpshooter, then he'll smash your face. If you're going to unload every weapon you have at the Fleshpound the moment you see it, he'll charge over and smash your face. A Berzerker has the survivability to tank damage for the team and excels at kiting Fleshpounds provided he has the space to do so. The only place a Berzerker fails in this versus-Fleshpound matchup is when you're boxed into a corner and have nowhere to go. Then a Sharpshooter or Support is more likely to make it out alive.
Just please, dont bring your elitist pretentionism to KF2. Some people argue Berzerkers are insanely overpowered in regular KF. Some people think they're useless and never touch the class or votekick anyone who plays as one.
Its just like Team Fortress. You have to remember there are people of all skill levels of all classes and no one plays exactly like you do. Whilst certain monsters have deliberate tips and tricks in regards to how they fight, function and how you are supposed to act upon them - everybody does so slightly differently.
[QUOTE=Skyward;44768538]I kinda hope they don't go overboard with the steampunk stuff again.[/QUOTE]
They should swap to cyberpunk this time.
Just don't make it too Sci-Fi. Stuff like Moonbase and the ZED Gun and anything in that theme are fine IMO.
[QUOTE=Venrez;44761359]People dont seem to realize that the perk-levelling system in KF is designed in mind with the difficulty settings.
When you start off at level 0, you're supposed to play on Beginner / Normal. The monsters are scaled around the damage you deal and the cost / availability of the weapons, ~alongside~ the notion that some players might actually be new to FPS games.
Eventually being level 6 and going back to play Beginner is not a sign that you're a super hardcore badass who can mow down the boss with the starting pistol and stand infront of enemies that should normally kill you in one hit. People just dont understand this.
At the higher levels you're supposed to play on a higher difficulty. Hard, at least. Only Suicidal and Hell-on-Earth is really designed for people who want to go the extra mile for that 'hardcore' factor.
Levelling up is supposed to take such a long time because playing through Levels 1-6 of all perks, on all difficulties and throughout the maps is also supposed to give you time to learn how the weapons work, what is best in a specific situation and how to respond to the enemies as things in the game change. People on normal difficulty for example have absolutely no idea regarding the concept of 'Kiting' a Fleshpound as a Berzerker because they think they can just blast it with any gun and it'll be dead before it reaches you.
No, its a monstrous tank-like monster. You're supposed to avoid it. The easier difficulties gives you a bit more room for error, whilst still teaching you that the Fleshpound charges you if you deal too much damage in a short space of time. Better to space it out, take your time and be careful - especially on the higher difficulties which you are working towards - rather than be an idiot and blast it with everything you've got the second you see it.[/QUOTE]I'm already good at the game and competent at playing it, but I'm tossing it aside simply because I can't play with friends who have leveled perks to lv6 without playing vastly inferior to them.
It's a shit way of doing progression in a coop game.
I'm hoping they reveal a new zed or two. This is deff going to be a day one purchase.
I liked the perk system, I didn't like how long it took to do specific things. Maybe if it was less specific on what you had to do to level up the perk, it would make it better. But I don't know I don't want there to not be progression.
[QUOTE=Cutthecrap;44769545]Ehhhh
Does anybody else agrees that they kinda "ruined" the aesthetic of the game by adding so many new guns (totally out of place) and skin characters?
I mean, I'm totally fine with having the Claymore, or the Fn-Fal or Winchester. I recall Alex and his team (the guys who created the mod) saying that they only wanted to stick to equipment that could be realistically found in UK.
I find those strange community weapons odd or "offsetting". They don't fit into the game.
When in 2.5 mod you had all those basic weapons, it really felt like there was a huge tradeoff when it came to choosing weapons. Obviously Support was waaaay too OP as their D.Barrelled shotguns could blast away a FP with a R.click shot.[/QUOTE]
I dont know, i really liked the idea that the only survivors left after the zeds rolled through England were split into two groups- either as part of the military/police/emergency services personal, or as part of a bunch of violent thugs, mad scientists, misfits and weirdos who didn't really fit in to the world before, but excel in the carnage they face now.
That kind of explains the weird and wonderful weapons too, with fighting the specimens as the only real concern, combined with the twisted personality of those fighting them- is it any wonder some of the weapons produced after the outbreak were incredibly odd?
TAKE MY DOSH.
[QUOTE=Rents;44772234]They should swap to cyberpunk this time.[/QUOTE]
or robots with lasers
This is turning into Super smash bros with all these character requests, in that case i want Ridley.
but what about
LIEUTENANT MASTERSON
[QUOTE=Ricenchicken;44773991]I'm hoping they reveal a new zed or two. This is deff going to be a day one purchase.
I liked the perk system, I didn't like how long it took to do specific things. Maybe if it was less specific on what you had to do to level up the perk, it would make it better. But I don't know I don't want there to not be progression.[/QUOTE]
Didn't they reveal the Cysts or whatever they are called?
[QUOTE=Rents;44772234]They should swap to cyberpunk this time.[/QUOTE]
Killing Floor is already kinda cyberpunky in some areas, i mean some of the guns are pretty futuristic, you got the powerful megacorp doing horrible experiments and trying to subvert the government, and you got the disturbing prosthetics and genetic engineering. the plot is basically the aftermath of a cyberpunk story where the protagonists fucked up horribly and everyone died
[QUOTE=Ax3l;44774666]Didn't they reveal the Cysts or whatever they are called?[/QUOTE]
Cysts.
and I have no idea. I've already set aside money for this for a day-one-greenlight-availability purchase.
Can't w8 m8
[QUOTE=Cone;44774700]Killing Floor is already kinda cyberpunky in some areas, i mean some of the guns are pretty futuristic, you got the powerful megacorp doing horrible experiments and trying to subvert the government, and you got the disturbing prosthetics and genetic engineering. the plot is basically the aftermath of a cyberpunk story where the protagonists fucked up horribly and everyone died[/QUOTE]
Exactly, but the player models never got very cybperpunky
I'm excited for this game but I hope the leveling system isn't as bad as in the first game. Playing as a level 0 with level 6 friends was no fun, and never being able to afford the cooler weapons until you can grind your way up a perk to get the price reduction was boring too. The mod became successful without a perk or leveling system, and it's not necessary to keep people coming back for more.
[QUOTE=Rents;44774741]Exactly, but the player models never got very cybperpunky[/QUOTE]
eh, i think that's mostly cos most of the characters were just cops or generic military goons. i think if more of the dudes were Horzine guys like Wilkes or Security Officer Thorne the designs would probably be more futuristic and weird
Awesome soundtrack of the trailer is awesome [video=youtube;L9h2U8XLAOg]https://www.youtube.com/watch?v=L9h2U8XLAOg[/video]
PS. So hyped!
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