Killing Floor So the Boomstick got nerfed..


So the Boomstick got nerfed..

Posted: 05 Jul 2018 12:29 PM PDT

PSA: Gorefast/fiend swordface still blocks headshots

Posted: 05 Jul 2018 09:44 PM PDT

Anyone wanna play on ps4 and wants to play some games or something

Posted: 06 Jul 2018 03:14 AM PDT

The Running Man-Don't do it

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.

submitted by /u/Monkey-Tamer
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Thank GOD

Posted: 05 Jul 2018 08:19 AM PDT

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?

submitted by /u/Legit_Myth
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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

Anyone got information about this ?

submitted by /u/foxipixi
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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

submitted by /u/amathyx
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KF2 shitpost meme

Posted: 06 Jul 2018 04:58 AM PDT

a beautifull spawn

Posted: 05 Jul 2018 07:13 PM PDT

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?

submitted by /u/JRMC
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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!

submitted by /u/Legit_Myth
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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)

 

Reload canceling was never an intended feature. It was something we were mostly fine with it existing over time, barring the right to reserve to revist it which we obviously have done apparently. It just, what it had become it grew up becoming pretty much a clutch among many players due to how it exploited the reload mechanic and allowed players to bypass alot of things.

Just watching alot of player videos more recently it was completely negating balance mechanics that are in the weapons to make them balanced and to make some perks balanced and there was really no way to balance that around that anymore. Because there were even some mechanics and exploits we were not fully aware of because we only started to see it recently in some of these these videos.

We know there were are players that liked it. We know pretty much why you liked it. It allowed you if you pulled it off right to feel skilled like you had an impact, but at the same time it wasn't too too skillful to pull off. We would like to revisit that in the future and add a more legit mechanic to allow something like that. That isn't a promise that one will appear but that is the reason it was addressed and that was the reasoning behind it. It's something we are keepign an eye on, as I said we do have thoughts about what we can do to have something else to fullfill that role without being so exploitative.

 

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.

submitted by /u/Ralathar44
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A Showcase of the Later Stages of the Zedternal Mod

Posted: 05 Jul 2018 01:15 PM PDT

New perk proposal: Zapper

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.

  1. Yes, I know TW said they're gonna fix survivalist first. Well, first of all, I'm having a really hard time imagining how they'll add style to a perk whose one and only specialty is that it doesn't have specialties. But anyway, knowing this doesn't mean we can't consider the next step, right? Or... It's not impossible they'll change their minds, right?

  2. I know all the weapons and abilities explained below are sort of sci-fi, but if you think about it, a lot of the KF2 lore already is sci-fi. E.g. medic as a whole, rail gun, freezethrower, microwave gun. You get the idea. For this reason, I think this perk definitely could have its place in this game.

  3. When I showed the draft to my friend, his very first reaction was that this perk is an anti-EDAR one. I'm perfectly aware I've been consistently vocal about my hatred of the EDARs, and I stand by that, but while those "anti-EDAR" abilities might stand out for you, my disapproval of the EDARs definitely was not the motivation. Think about it: if anything, this perk and these skills are what would cement the EDARs in this game. It's just that when it comes to electricity, you naturally think of how it would affect machines. All our life revolves around that crap, because we deal with a lot of gadgets, and they're all oh-so-fragile when they're affected by unwanted electricity. Let me tell you, when I first played as bug in the beta, I couldn't help but think the microwave gun should have crazy bonuses against them. How would microwave not demolish EDARs? It should short and fry their circuits or something, right? I simply tried my best to integrate this perk with anything related in the game, so that's why EDARs are affected in 2 passive skills and 1 of the level skill choices. That's like 30% of your skills, so I wouldn't say this perk is centered around EDARs at all.

  4. Finally, don't nitpick please. This is just a proposal, a draft, a bunch of ideas thrown together, TW will most likely NEVER implement this, or if they do, it'll most likely change a lot. So please don't drive the discussion into things like "oh that 5% is crazy, it should be 7%" or something, please just look at the big picture. Leave balancing to TW - if it ever gets taken into consideration. We're only at the drawing board for now. Don't take it too seriously.

So, without further ado, let me introduce the:


Zapper

Weapons

  • Tier 1 - Gauss Pistol: a semi-automatic pistol with decent damage, which you should be familiar with from games like Fallout 2. Also known as coil gun.
  • T2 - Tesla Gun: this gun deals splash damage, it's inspired by the tesla coil, let me give you a hint. You might be familiar with it from Red Alert 2's Tesla Troopers.
  • T3 - Plasma Rifle: everyone knows this, it's featured in a lot of shooters, including legends like Quake 3 Arena. I imagine this rifle as one that deals DoT, kinda like the ground fires of the bug.
  • T4 - Gatling Laser: this one deals burst damage from laser beams, and is the big motherf*cker weapon of the perk. Again, a Fallout reference, although the newer installments make this weapon look lame (too slow, too silent, too chill), I still prefer the Fallout 2 version both look-wise and mechanics/sound-wise.
  • T4 - Microwave Gun (cross-perk): this one's a no-brainer :)
  • Grenade - Fission Grenade: yes, no matter how much thought I put into it, I can't help but think the zerk NEEDS the EMP grenade, so how about a nuclear one for the Zapper, be it scientifically incorrect or not. As you might have guessed, it has a nuclear fallout, with a decay time, like the elite crawler's poison.

Passive stat bonuses

  • Slow down zeds when shooting with perk weapons, 3% per 5 levels, 15% max.
    • Pretty much for the same reason the EMP grenade stops zeds for a little while. You pump electrically charged stuff into these peeps, so they better be shocked (literally).
  • Chance every 5 seconds to overcharge an EDAR when shot with a perk weapon, causing them to lose sight and attack randomly, 1% per level, 25% max.
    • Like I mentioned, these beasts have electric circuits, which are supposed to be sensitive to electricity.
  • Immunity to fission grenade fallout, starting at 15%, 3% per level, 90% max.
    • Becase you learn to put better and better protective boots. For instance.
  • Decrease trapper and blaster attack effectiveness, 1% per level, 25% max.
    • Imagine this like a personal shield that somewhat protects you from these electric attacks.
  • Quickly recharge teammates' flashlights.
    • Much like the support giving you ammo and the demo giving you grenades, why not take batteries from the zapper?

Perk skills

Level 5

  • Increase damage with perk weapons 20%
  • Increase clip capacity 50%

Level 10

  • Jumps can recharge up to 10% of your ammo pool per wave, 1% per jump (thanks to some kind of dynamo you equipped)
  • Increase reload speed with perk weapons

Level 15

  • Clots grabbing you have 20% chance to receive an electric shock causing them to stumble back
  • Buttstock bashes also shock zeds, increasing damage by 40%

Level 20

  • Trappers cannot grab you
  • Blaster damage 100% absorbed by armor first

Level 25

  • During zed time, headshots have 5% chance to fry (instantly kill) zeds with perk weapon, if head health is below 30%
  • During zed time, headshots have 25% chance to stun zeds with perk weapon

So, what do you guys think?

submitted by /u/thenoobient
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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

Loadout for Sharp shooter?

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?

submitted by /u/47sams
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I forgot how fast Fleshpounds are.

Posted: 05 Jul 2018 08:11 PM PDT

About the Abomination bug

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

submitted by /u/Halozdown
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