Killing Floor Full transparency, and the future of my moderation position. |
- Full transparency, and the future of my moderation position.
- Classic
- >>> The Ultimate Suicide Difficulty Guide <<<
- 7 suicidal rounds of fleshpounds for some facepaints...
- Some stupid questions about SWAT.
- Do people think kf2 is easy?
- Your favorite zed time perk ability?
- I'm lost.
- Killing Floor weapon packs?
- Does the inclusion of zed teleportation help the game?
- I was playing Batman Arkham Knight and there are robot enemies that are actually fun to fight and it made me think of how the EDARS in KF2 could be more fun to shoot
- KF2 new custom maps on the POWERBITS servers
- Help putting my buddies in a team together.
- What are some good hold out spots?
- Just got the game
- Endless "stand your ground" maps?
- Quarter Pounded - where did the 2nd last QP come from?
- How to survive on suicidal as berserker?
- Still some zerker parry problems??
Full transparency, and the future of my moderation position. Posted: 17 Aug 2018 07:19 PM PDT Hey everyone! As some of you may know, I was asked to join the moderation team almost two years ago. 2016, the year of some interesting updates and some pretty enthusiastic threads. To say the least, I was a little nervous, surely never expecting to be leading a thirty thousand strong community with seventy thousand uniques a month. Having this opportunity to watch over, engage in, and ultimately help see the KF2 community thrive has been a wild ride - one that's just reached a waterfall. Just like the unexpected opportunity of overseeing this subreddit and the growth of its adjacent Discord came my way many years ago, another great opportunity has sprung up in my path. Long story short, a few weeks ago I was contacted and eventually brought on board by Tripwire Interactive to officially oversee customer support internally, as well as some community-wide issue tracking. Being able to solve, direct, and provide insight on the numerous issues that come through the many forum channels has been a passion of mine. Being able to work for the community in an official capacity will help streamline much of the previously tedious nature of telling you to git gud. I assume y'all have questions, so feel free to drop them down below and I'll answer as many as I can throughout the weekend. [link] [comments] | ||
Posted: 17 Aug 2018 12:31 PM PDT
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>>> The Ultimate Suicide Difficulty Guide <<< Posted: 18 Aug 2018 08:31 AM PDT Guys! I have finally made the step up to Suicide difficulty and I found out this is the only true way to play:
If your team survives: - Ask for Dosh again - "gg guys but you really have to learn how to play in a team." - Leave right after the next wave starts, with all the undeserved Dosh in the pocket. If your team dies: - Leave immediately and go to step 1 again but it's crucially important that it will be the same server. I hope it provides sufficient information for these hard to make choices, have fun! [link] [comments] | ||
7 suicidal rounds of fleshpounds for some facepaints... Posted: 17 Aug 2018 11:47 PM PDT
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Some stupid questions about SWAT. Posted: 18 Aug 2018 05:26 AM PDT Hello, I'm a level 22 SWAT. I want to ask that is SWAT viable against bosses or should I switch to other perks? If so what gun should I use to dump dmg to boss? I know that the meta is lvl 5 MP5 + Kriss but I don't like the sight of MP5 so I substitute it with UMP, so far I have only fought bosses in Suicidal mode. [link] [comments] | ||
Posted: 17 Aug 2018 11:33 AM PDT I just dont get how people can say this game is easy. I've got plenty of time logged, most perks at 25, and I'm no stranger to shooters. This game is still proving to be a challenge. I think that the people who boast about the game being too easy have probably got a lot of playtime, good mechanical knowledge of maps and enemies, and a fair bit of skill with the gunplay to be sure. These people also likely play under perfect conditions, with a well versed team, and try to exploit every advantage given. In that context they are doing their best to "rig the odds" and it makes sense that they'd get bored. The metric is best set at the pub game level. People are only semi-cooperative, dosh is usually hoarded, and communication isn't commonplace. This, while not being the absolute majority, makes up a huge chunk of the player base. While a nerf may have a mild impact at the top, it is truly felt in full force down here. Some weapons have been a tad bit too overpowered, but it's nice to have big zed and trash zed options on all the classes, so we can try to alleviate the pain of having a bad team or going it solo. If we keep changing things because the crazy-good teams say their too easy, then the people at the top will have a nice challenge and the pubs will be literally unplayable. That, and tripwire has a tendency to way over-nerf, so some guns frequently flip flop between god tier and hot garbage. I guess the arguement is between giving the hardcore players the challenge they need or making the game more accessible to the average player. [link] [comments] | ||
Your favorite zed time perk ability? Posted: 18 Aug 2018 01:02 AM PDT I feel like a god using zerks spartan everyone's stuck in slow mo and I can do ANYTHING 😏 [link] [comments] | ||
Posted: 18 Aug 2018 02:36 AM PDT So i took a 2 month break from video games and when i jumped back into KF2 I find the changes are disorienting, especially the weapon damage rework. Here's some: 1) The usual dual magnums, deags and 1911s build doesn't feel like they're as great as they're used to be. 2) I used to get Medic AR + DBS + Katana as a medic but now it seems i can't so now what? 3) I keep getting wrecked in Airship in the late waves when the team's kiting due to the cramped spaces (or because I'm rusty af now) Tips for camp spots/kite routes? 4) FP and SC Takedowns. Is there a place where I can see the updated takedowns for all perks? I probably could just figure everything out on my own in TestMap but if someone else has figured it out that saves time for me. There's a lot more questions but what I'm asking for basically is if the meta's different now (especially in terms of weapon builds and takedowns) and if so, please do enlighten this poor man :( [link] [comments] | ||
Posted: 17 Aug 2018 05:52 PM PDT They're so expensive for only a few weapons. Worth it or not? [link] [comments] | ||
Does the inclusion of zed teleportation help the game? Posted: 17 Aug 2018 11:28 PM PDT I've seen alot of people complain about zed teleporting behind and or around the next corner and I too have been killed countless time in solo by this mechanic. So my question is does this help fasten the pace of the game or cause 70% of team wipes. [link] [comments] | ||
Posted: 17 Aug 2018 09:57 AM PDT When you destroy a robot in Arkham Knight, it has a very snappy responsive breaking sound that is much more satisfying and impactful feeling than the lame metallic noise in KF2, and as a user posted a month ago, the problem with EDARS is just that they're not nearly as fun to shoot as zeds. Trappers are fucking cancer though. [link] [comments] | ||
KF2 new custom maps on the POWERBITS servers Posted: 17 Aug 2018 09:47 PM PDT KF2: New custom maps play it on: POWERBITS SLAUGHTERHOUSE : 145.239.149.56:58301 POWERBITS SLAUGHTERHOUSE : 145.239.149.56:58401 [link] [comments] | ||
Help putting my buddies in a team together. Posted: 17 Aug 2018 09:32 PM PDT My friends and I play together. I have a lot of 25s and one friend is starting to finish off a few. Put that with another guy who mains medic and has a few 15s, but is newer so he only pulls 70% of his weight atm. However, the game feels like it's either solo or full party, cause our combinations always leave a gap in coverage. I want to put the three of us into a team comp that we can start doing suicidal, but without having to carry both of them too hard. What would be a solid three man team to run? [link] [comments] | ||
What are some good hold out spots? Posted: 17 Aug 2018 11:51 AM PDT Theres plenty of pseudo hold spots with only two or three entrances, but I'm looking for some one entrance areas. I know of prison and black forest, but are there any other meat-funnel holdouts? I loved holding one-way-in hallways in KF1 and I'm very disappointed that kf2 is too mobile. They had their hearts in the right place adding objective holdouts, but those are usually death traps with 8 entry points. Also, in case a dev sees, you ruined welding with the doors auto breaking after a certain point. [link] [comments] | ||
Posted: 17 Aug 2018 10:43 AM PDT I had KF1 for a while but didn't play much but after playing last night for ~2 hours, it seems fun! What should someone pretty new to the game know? So far, I like SWAT's guns as they let me run fast and they deal good damage with fast fire [link] [comments] | ||
Endless "stand your ground" maps? Posted: 17 Aug 2018 06:11 PM PDT Wouldn't it be cool to get some good hold out maps for endless mode? For instance: A wide hallway with spawns littered on either side that just drop zeds in at varying distances to a main holdout corridor. Itd be nice to get some more shooty hallways, you know. Cause I miss them from kf1. [link] [comments] | ||
Quarter Pounded - where did the 2nd last QP come from? Posted: 17 Aug 2018 01:17 PM PDT
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How to survive on suicidal as berserker? Posted: 17 Aug 2018 09:15 AM PDT I'm level 23 and it's my highest perk because it's been ridiculously op but on sucidal it's not like that at all. I feel bad last game I forgot to switch to resistance when I had the nailgun and also I swear husks love comeing out of nowhere and blow up every time. I get bad teammates and lousy medics but should I even be playing this perk? The AI is ridiculous on this mode. Is Armor even worth buying? I like playing as level 24 medic to but for some reason everyone gets as far away from me as possible and wonders why they die :( -_- [link] [comments] | ||
Still some zerker parry problems?? Posted: 17 Aug 2018 08:16 AM PDT I'm missing a lot of parrys lately and I'm not sure if its some kind of change in the game or if my parry mouse button is failing? I know some changes were made to parrying but I thought they were reversed? [link] [comments] |
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