Killing Floor So the Boomstick got nerfed.. |
- So the Boomstick got nerfed..
- PSA: Gorefast/fiend swordface still blocks headshots
- Anyone wanna play on ps4 and wants to play some games or something
- The Running Man-Don't do it
- Thank GOD
- Suggestions on who to play next?
- Please add the fiesta mod from Killing Floor 2 in to the main game.
- KF2 Xbox One Update 9.32 GB what is this ?
- can we rethink t5 ak12 damage a bit?
- KF2 shitpost meme
- a beautifull spawn
- Rework the reload cancelling exploit into an actual feature
- No more tanky gorefiends/gorefasts.
- Reload Canceling: Good chance it will be replaced in the future still.
- A Showcase of the Later Stages of the Zedternal Mod
- New perk proposal: Zapper
- Why doesn’t the game reward me with crates from the dosh vault when I fill up the bar fully ?
- Loadout for Sharp shooter?
- I forgot how fast Fleshpounds are.
- About the Abomination bug
Posted: 05 Jul 2018 12:29 PM PDT
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PSA: Gorefast/fiend swordface still blocks headshots Posted: 05 Jul 2018 09:44 PM PDT
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Anyone wanna play on ps4 and wants to play some games or something Posted: 06 Jul 2018 03:14 AM PDT
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Posted: 06 Jul 2018 08:29 AM PDT While I've seen plenty of players not stick with the group, there appears to be a new strategy I'm seeing more often in suicidal and HoE games. I call it "Running Man." A player decides to run constant laps around the map, completing a full circuit multiple times a wave. Often the intent to do so is not announced to the other players, leaving those that tend to camp in one spot alone to be overwhelmed. After the demise of the other players the zeds turn their attention to the Running Man or Men. Inevitably the zeds teleport, block them off, and they die. Also, this makes the medic's life a nightmare. He's left guessing which group to follow, and if he guesses wrong he often gets isolated and killed. I've seen gunslinger and zerk typically used for this strategy, which only worsens the problem as those that would follow simply can't keep up. Sometimes the Running Man dies early and the campers are able to win despite the increase in zeds. Regardless, this seems to be a detriment to the team. There's nothing wrong with moving from a spot, especially when all hell breaks loose and you need to regroup. I've even successfully proceeded around a map at a slow trot with a team several times. I'm curious behind the logic to this strategy. I'm assuming the Running Man is unaware of teleporting zeds, or is banking on the large zeds spawning after the remainder of the team dies, therefore making the wave easier for him to solo. [link] [comments] | ||
Posted: 05 Jul 2018 08:19 AM PDT
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Suggestions on who to play next? Posted: 06 Jul 2018 02:32 AM PDT I maxed out my berserker class first before getting anyone else to level 15 and now im kinda stuck trying to decide which class is a fun class to play next. Any suggestions on whos a fun class to get used to after binging zerker? [link] [comments] | ||
Please add the fiesta mod from Killing Floor 2 in to the main game. Posted: 06 Jul 2018 06:44 AM PDT | ||
KF2 Xbox One Update 9.32 GB what is this ? Posted: 06 Jul 2018 08:17 AM PDT | ||
can we rethink t5 ak12 damage a bit? Posted: 05 Jul 2018 03:19 PM PDT https://streamable.com/8e2ym (music warning - i don't think it's loud but ymmv) i'm not even good at ak12 bursting yet taking out 6p hoe larges is basically just another takedown as if i was playing any other large zed slaying perk this is ludicrously strong for a perk that has always been focused on trash clearing the downside to mando was that while they could take scrakes and qp's provided they had some room, they still weren't particularly great at larges and the t5 ak12 is negating that downside to a perk that is now ultimately good at everything while also providing the best utility in the game in the form of zed time extensions i don't want the ak12 thrown in the trash because it's fun to use and the high fire rate in burst mode adds to the possibility for good mandos to shine but i feel like it's simply too strong in its current state and is drastically outclassing all other options for the perk [link] [comments] | ||
Posted: 06 Jul 2018 04:58 AM PDT
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Posted: 05 Jul 2018 07:13 PM PDT
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Rework the reload cancelling exploit into an actual feature Posted: 05 Jul 2018 09:54 PM PDT The developer pre-release vlogs talked about tactical reloading animations which later came into play thanks to certain perk skills. These are quite useful, however not always necessary - especially now that they have re-implemented reload cancelling. Tripwire could definitely redesign the entire tactical reload system and introduce an "Active Reload" feature, much like the one that can be found in Gears of Wars, and a few other shooters. This could, obviously, still be coupled with reload skills. And even if it was an unsuccessful reload attempt, it shouldn't penalize the player but instead still execute a normal reload animation. What are your thoughts on this? [link] [comments] | ||
No more tanky gorefiends/gorefasts. Posted: 05 Jul 2018 11:41 AM PDT It looks like the hitbox for the sword in their mouths was taken out, so finally I can headshot them easily! [link] [comments] | ||
Reload Canceling: Good chance it will be replaced in the future still. Posted: 05 Jul 2018 03:20 PM PDT They are likely not done with reload canceling. They want to fix this and figure out a better solution that doesn't wreck their ability to balance and break the game, while still letting us get the good feeling of reload canceling. It is still considered an exploit and it is still wrecking their ability to balance. Their current fixes are just to do the best they can around the system with the intent to revisit it later if possible.
Direct link to that time stamp of the youtube video: https://youtu.be/0RyZgfRLFn0?t=2855
Direct Quote from the video: Responding to "Any comments on the removal of reload canceling." (for those who can't view a video)
They then went on to explain they got alot of reports from players asking it to be fixed and that's a large part of why they moved it up the list to fix and why they were surprised at the backlash. [link] [comments] | ||
A Showcase of the Later Stages of the Zedternal Mod Posted: 05 Jul 2018 01:15 PM PDT
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Posted: 05 Jul 2018 02:44 PM PDT Howdy, I've been willing to do this since ~forever, but last night I finally came up with a draft for a new perk. But first I want to address a few things.
So, without further ado, let me introduce the: ZapperWeapons
Passive stat bonuses
Perk skillsLevel 5
Level 10
Level 15
Level 20
Level 25
So, what do you guys think? [link] [comments] | ||
Why doesn’t the game reward me with crates from the dosh vault when I fill up the bar fully ? Posted: 05 Jul 2018 09:50 PM PDT | ||
Posted: 05 Jul 2018 03:43 PM PDT I've really been liking Sharp shooter recently. I've been playing with the rail gun and .500 magnum primarily. I've been experimenting with the crossbow and the M99 rifle as well. Is there any reason to use the crossbow over the rail gun? Or the rail gun over the M99? Are there any combos that are better than that? [link] [comments] | ||
I forgot how fast Fleshpounds are. Posted: 05 Jul 2018 08:11 PM PDT
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Posted: 05 Jul 2018 04:19 PM PDT As you know, there is a bug with the abomination boss where a second one can spawn randomly. this has killed me a few times now since the spawncutscene plays while in combat, however i like what the bug offers. i think it would be cool with a fix that makes a second one spawns at 50% or 25% hp of the original boss, to make it a little more challenging [link] [comments] |
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