Killing Floor WWAUT Scaring Up Some New Guns! |
- WWAUT Scaring Up Some New Guns!
- When i see the Mkb 42
- KF really wants me to use a knife.
- [Killing Floor 2] Demolitionist - Perk Guide #2
- *Add Dialogue here* (Hotline Miami Strasser)
- Crossperk Pistols
- So what's with the clone machine and making Zeds out of play-doh nowadays?
- Sharpshooter Tweak
- Why can't I hear the Patriarch anymore?
- Burst pistol for Gunslinger?
- What's up with the head gibs?
- If HMTech501 is a tier 5 it might as well have plasma bullets and be powerful as well as upgraded grenades
- My playthrough of Killing Floor: Incursion (Oculus Home version)
- When in zed time, you should see in “parry vision”
- Reload sounds are way too loud now.
- Now that we got MkB 42...
- I am relatively new to this game and have a few questions
- Please let us turn down weapon swing
- FAL and M14
| WWAUT Scaring Up Some New Guns! Posted: 20 Jul 2018 11:05 AM PDT
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| Posted: 20 Jul 2018 04:51 PM PDT
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| KF really wants me to use a knife. Posted: 21 Jul 2018 04:44 AM PDT
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| [Killing Floor 2] Demolitionist - Perk Guide #2 Posted: 20 Jul 2018 07:06 PM PDT
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| *Add Dialogue here* (Hotline Miami Strasser) Posted: 21 Jul 2018 12:37 AM PDT
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| Posted: 20 Jul 2018 05:15 PM PDT Personally, I absolutely love using pistols as sidearms in Killing Floor 2, it's extremely fun; and it's also nice sometimes to just go for a traditional, simple loadout for the sake of something new and refreshing. Though, I find them quite limiting if you're not using them as a Gunslinger or Sharpshooter, as they are not liable for perk effects on all other classes, so I'd love to see some at least one pistol for each class. I know most of these ideas have been circulating the sub quite a lot so I'll try to show off some new ideas.
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| So what's with the clone machine and making Zeds out of play-doh nowadays? Posted: 20 Jul 2018 07:24 PM PDT
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| Posted: 21 Jul 2018 12:43 AM PDT Given that there is an increase in the number of enemies that discourage you from shooting them in the head, perhaps the "Headshot Damage" could just be replaced with "Sharpshooter Weapon Damage". [link] [comments] | ||
| Why can't I hear the Patriarch anymore? Posted: 21 Jul 2018 06:23 AM PDT Since the Patriarch was added to the game up until the SWAT update, had his announcements, like the "Healing" ones or the "Player killed" one, were set on Global. So they could have been heard from anywhere on the map: https://youtu.be/siLYZ-I-eVo?t=3m55s https://youtu.be/Hk9d76QcVlk?t=2m58s https://youtu.be/l0K-ZB8_6Kk?t=2m34s That was a nice effect, but in the SWAT update (where they added localization for other languages) they where set to "Positional", and now you can barely hear him, because he is always to far (or outside of the map) when he heals. Is this a bug or is it intentional? Because I know it's been reported a bunch of times but It wasn't fixed. (PS: Sorry for my English, I'm Spaghetti) [link] [comments] | ||
| Posted: 20 Jul 2018 04:21 PM PDT How would a Burst pistol work for Gunslinger? I think it would be a new interesting weapon for the perk, but it would have to be balanced with lower damage and no dual wield option. It could be a compromise for people who want an automatic pistol for gunslinger, but at the same time have it not be incredibly broken like a fully automatic pistol would be. [link] [comments] | ||
| Posted: 20 Jul 2018 07:08 PM PDT I've got Nvidia FleX Gibs turned on (with a GTX 1050) and for the most part it works fine, but for some reason the head gibs go flying off in a seemingly random direction super fast, to the point where I can't even see them outside of Zed time. They were working fine during the Sideshow. Anyone know of a fix, or are we just stuck with this bug until Tripwire does something about it? [link] [comments] | ||
| Posted: 20 Jul 2018 06:58 PM PDT I'm kinda disappointed it's HMTech401.2 so I would hope it's genuinely game changing since medic is such a strong perk and especially with a potential 2500 dosh price tag [link] [comments] | ||
| My playthrough of Killing Floor: Incursion (Oculus Home version) Posted: 20 Jul 2018 09:46 PM PDT
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| When in zed time, you should see in “parry vision” Posted: 21 Jul 2018 01:30 AM PDT When you parry something with the parry skill for the beserker, the screen turns brighter colors and looks really cool. I'd prefer this visual effect also when you go into zed time. This would be awesome. [link] [comments] | ||
| Reload sounds are way too loud now. Posted: 20 Jul 2018 10:28 PM PDT Ever since the summer update, the reload sounds have been extremely loud, much louder than the gunshots. This is extremely annoying. [link] [comments] | ||
| Posted: 20 Jul 2018 12:20 PM PDT We need to be able to dual-wield them "one-in-each-hand"-style! MKB 42 FOR GUNSLINGER!!! [link] [comments] | ||
| I am relatively new to this game and have a few questions Posted: 20 Jul 2018 01:24 PM PDT first off the only time i played this game was a free weekend on xbox live so i really haven't played a whole lot 1. how often do they add dlc maps weapons etc and do they still regularly update this game ? 2. can this game last a while if i mostly only play solo with random groups and sometimes with friends 3. does this game have a good player base on xbox and will i be able to get into lobby's easily ? Those are the only questions i have thanks in advance . [link] [comments] | ||
| Please let us turn down weapon swing Posted: 20 Jul 2018 02:48 PM PDT The biggest problem in this game, in my opinion, is the movement of weapons when players walk. Spend thousands on designing, modeling, texturing, animating, and audio engineering weapons to sound and feel powerful, only for the whole effort to fall on its head when the player presses the w key. The evicerator looks like it weighs 60 pounds. Many of the actual weapons weigh over 45 pounds. And yet, the characters, even the thin women, sway them back and forth with each step. You might say killing floor is already an unrealistic game-- after all, even the thin women can sprint with these heavy weapons-- but that's part of gameplay. Weapon swing is almost certainly an animation asset, and should not have any effect on gameplay. Look at doom'16. The weapon sway is very slight, and almost entirely directional, which gives the weapons a sense of weight and enertia, and makes them more fun to wield. [link] [comments] | ||
| Posted: 20 Jul 2018 03:02 PM PDT I can't explain how much I want the m14 to be on commando but now I have a reason to complain. The FAL is a battle rifle so is the SCAR H and so is the M14. Now the scar has a low power scope so that makes more sense to only be commando. But the M14 has 20 round mag has an acog and is chambered in 7.62x51 and can go both full auto and semi auto (in real life) just like the FAL. I really fail to see any reason for the M14 to not be crossperk if the FAL gets it. [link] [comments] |
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