Killing Floor Monster Masquerade Opt-In Beta - v1069 - Bug Report Megathread


Monster Masquerade Opt-In Beta - v1069 - Bug Report Megathread

Posted: 06 Sep 2018 01:51 PM PDT

We're creating a new bug report thread for the current v1069, Monster Masquerade Opt-In Beta.

--Please use this format when reporting your bugs--

• Knowing the steps to recreate these bugs is very important

You can also check out our last few bug report threads:


Some update FAQs:

Q - How do I opt into the Halloween beta?
A - Simply right-click your game inside your Steam Library, go to properties, betas, and click -preview within the drop-down.

Q - When can I purchase the Halloween ticket and cosmetic sets?
A - Should become available upon the official release of the update on October 2nd

Q - When does the update come out for consoles?
A - The Halloween update should arrive alongside the PC release on October 2nd

Q - For some reason, I can't use the Mkb, what gives?
A - The Mkb is currently the Halloween seasonal reward. Completing the objective will allow you to use it during the game. Also, just like the zweihander, you can use the weapon if someone on the server already has unlocked it. The Mkb will be available to all players who didn't previously unlock it for the Christmas update.

submitted by /u/HazardousMonkey
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The HMTech-501 has an interesting Red Sight...

Posted: 06 Sep 2018 09:23 PM PDT

Every single event.

Posted: 06 Sep 2018 10:33 AM PDT

RIP M32

Posted: 07 Sep 2018 12:13 AM PDT

Inventory UI proposition

Posted: 06 Sep 2018 04:51 PM PDT

Which upgrades are worth it?

Posted: 07 Sep 2018 05:24 AM PDT

Is there a list of which weapon upgrades are actually worth it and which ones are noob traps?

submitted by /u/terryt3o3
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The True Tragedy of this Beta

Posted: 06 Sep 2018 12:59 PM PDT

Thought this kill looked badass so I wanted to share

Posted: 07 Sep 2018 08:09 AM PDT

So damn close

Posted: 06 Sep 2018 11:54 PM PDT

Thank you for the Grain Filter.

Posted: 06 Sep 2018 11:47 PM PDT

Some of us has been asking about this for years. It's so beautiful, especially halfway on the slider. It makes Zed time look great, especially on firebug. It really feels nostalgic and it feels great on the new map, There is just one con however. It makes cloaked Stalkers/Pat really really really hard to see in the new map, like downright invisible, you can't see the shimmer, at least in the new map, i haven't tested the other maps due to work.

But seriously thank you so much for making the Grain Filter be a thing. It really gives a new vibe to the feel of the game.

submitted by /u/Ewari_Central
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Easter Egg in Monster Ball map

Posted: 06 Sep 2018 09:05 PM PDT

https://imgur.com/a/2MxeD3f

There is something inside this box. You can reveal it by finding 3 hidden levers on the map. Levers are masked. Only one available at the beginning, it unlocks the access to the second one, second gives you access to the third (last) one.

And when you find and activate the last one, the box will become transparent and you'll see what's inside.

I'm not gonna spoil the fun and tell you where they are, sorry.

But if i were you i would start looking for a brick in the wall somewhere nearby the bell trap.

And don't put your expectations too high. The hunt itself worth more than treasure.

submitted by /u/cat_is_fine_too
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A legit review for the beta

Posted: 07 Sep 2018 07:03 AM PDT

After playing the beta for a whole day, i rate it 8/10.

It may contains spoiler, so i think i gonna tag it.

Things i like:

Characters' models: we have werewolves, we have shrek fat green looking bois, Hans with floating guns, and, fishpounds.... it's Lit for me also the halloween theme itself tho.

OST/audio: My ears are satisfied. Nice rock and metal soundtracks through out the map. And the special guess; dj Hans, involves some electronic-styled soundtracks, giving me goosebumps.

You can listen to 2 kinds of ost in the map. Just base on the position you are standing to.

Gameplay: gud old kf2 classic zeds genocide simulator.

The map: Halloween ball: Medieval-styled castle with some balloons and lightsticks. Has a lot of damage traps. Include an electric trap, a trap door, a grill system and a classic cage trap (I don't remember it's that all or not but im sure there are 4 traps)

And with those traps, you can juke around the map, kiting, running like you have never ran in this narrow castle.

Also, we do have Cod zombies style. You need to spend 10k dosh to open a door to a room which is leads to nowhere, i suppose.

Guns: I dont care such things about nerf and buff. However, in this update, mando mains gonna go full madlads with 3 decent guns.

-The FN Fal: Made in belguim, as is reputation, high dmg, equipped with a legit acog, not-so-slow-nor-fast rate of fire. This thing can put down a fishpound within a mag on hoe (mando lv25)

-The 501 medic rifle: Acts the same as the M16, same animations, different purposes. Has a built-in red dot-liked optic ,medic healing darts grenades launcher (10 nades) and decent dmg output, it's easy to ads, spray and keep your team literally being immortal.

-The mkb42: Germans at its finest. The Reich engineering never disappoints us. A nice thin, shiny gun with a very cheep price, med dmg output, comparing to the famous, modern russian ak12.

-The Doomstick: it gets a little buff. nothing to say much but has a big impact while alt-firing.

Things i hate: i gonna list them out

-Audio bug: When i was trying to turn off the in-game volume and play some spooky spooky skeletons, there was no ost sound as i wanted. However, Hans' music seemed not to stop. Maybe those songs are listed in SFX category, which has a different volume bar. Hope TW fix.

-The 501 rifle: It has a larger optic than usual, like a 2x magnifying scope but with red dot design. Plus, it takes a larger space on the screen.

I encountered no optic bugs, but others have suffered from it, pls fix TW.

-The inventory not showing your items: a recent bug, always happens to me.

Whenever i start kf2 for the 1st time after opening my pc, no items are displayed yet the steam connection still stable.

It can be fixed if i restart the game. But i still think that TW should improve the inven system.

P.s: i want to skip crafting and destroying items (into dust) animations.

Overrall: TW is doing great, showing their will to keep the game alive. Lit soundtracks and model designs, even the map has bonfire lit.

AND I WANT THE CLOT BACKPACK IT IS HILARIOUS.

submitted by /u/4xgk3
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Man I didnt know they made an invisible SG-500 skin, it even makes my arms invisible too!

Posted: 07 Sep 2018 07:45 AM PDT

Weapon balance issues in the new beta, and why "it's a beta!" is no longer a valid excuse for these issues

Posted: 06 Sep 2018 09:55 PM PDT

First of all, I know: KF2 beta wrecks game balance, in other news, water is wet. That being said, I think we've reached a point where we need to start asking why these issues are continuing to occur in betas in the first place in spite of their prediction months in advance as well as the balance feedback offered by experienced players that apparently still isn't being factored into account. While that's something I'll go into a little more later, I'll focus first on the more immediately pressing issues at hand: the new weapons and balance changes introduced in this beta, and how they need a serious balance face-lift before they're close to ready for the full release.

  • T5 Deagles, AKs, and 1858 Revolvers ostensibly received a nerf in this update. This was a long way coming, as these weapons seriously dumbed down the shots-to-kill for scrakes and FPs to the point of making things far too easy for their respective perks. While T5 AK has been brought back to earth a little bit since it can no longer decap FPs in a single High Cap Magazine, the damage of T5 Deagles and T5 1858s was impacted so little that the shots-to-kill for these weapons are basically the same as in 1068, meaning that the nerfs were effectively meaningless. The damage increase they get at T5 needs to get hit harder.

  • The M99, while still extremely OP because of its ability to one-shot scrakes and two-shot FPs, was at least somewhat balanced compared to (and made obsolete by, hilariously enough) T5 Rail in one aspect: it couldn't stumble an FP with the first headshot, so you had to land the second headshot during the more erratic ground-pounding animation or wait for the FP to raise its head again at the end of the animation. With the addition of stumble power, this small improvement in balancing has been thrown out the window, meaning that the M99 now has an even easier time landing followup shots on FPs and punishes missed headshots less since a bodyshot stumble will at least buy you more time to reload. I guess this means that the M99 is more on par with Rail now, but these are two weapons that need to get dragged down, not raised up to urrent standards and made more comparable to each other.

  • The Doomstick also got a completely unwarranted buff. While it undoubtedly underperformed compared to the T5 Boomstick, at least the Boomstick required more skill in the form of increased shots to kill on large Zeds and the need to reload more often during takedowns. 1068 Doomstick was babby's first Boomstick and basically a crutch; it weighed more and became obsolete if you got good enough with the Boomstick, but it allowed for a dumb amount of killing power with much less skill required. You could take off most of a scrake's head health with a single altfire and then finish it off with an M4 headshot or regular fire, it two-shot altfired FPs, and it stumbled raging FPs pretty easily. With the buffs, the Doomstick has crossed back over into broken OPness from the beta. Forget the scrakes one-shots at T5 (even though that still shouldn't be a thing and is just absurd). At T4, the Doomstick is one altfire + one AA-12 headshot for scrakes, continues to two-shot FPs, and can stumble FPs from an absolutely absurd range. And now, you can carry it with a goddamn AA-12. This is the essential equivalent of letting Sharp carry Rail + FAL together at the same time. And on that note...

  • The FN FAL is all kinds of broken, like you've never seen before. It performs pretty differently on Sharp vs. Commando, but each has their own respective issues. For Sharp: shots to kill on scrakes and FPs using RLLRR is pretty similar to an M14 (~11 for scrakes, 16 for FPs from 0 stacks). The fire speed boost from Marksman puts this thing at second only to, like, AK-12 burst and Stoner in terms of max ROF. And while it does kick quite a bit if you lean on the trigger, you can actually still tapfire it on full auto faster than on semi, and still have largely controllable recoil. Takedowns are comparable to the M14, if not somewhat more challenging and less effective at longer ranges. The main concerns come from other issues. This thing reliably stuns scrakes even without Ballistic Shock, triggers Zed time like no one's business thanks to how much lead you're outputting, and for whatever reason shoots like twice as fast as the M14 with much more easily controllable recoil during Zed time, to the point that a Sharp using this thing would honestly be one of your best trash clearers during Zed time. Overall, it's pretty broken, though not obscenely so.

  • What is absolutely obscene, however, is how the FAL plays on Commando. With HPR rounds, the recoil on this thing at max ROF in full auto is a joke. With High Cap Mags, you have enough bullets in a mag to solo two scrakes, which take ~12 shots each. It can still stun scrakes, so you don't even need to take Impact Rounds for effective incaps. But the most absurd thing of all: this thing decaps an FP with 17 headshots. We lost one Commando FP decap only to have it replaced by another, even easier one. I mean... look at this mess.. Its only real limiting factor is its relatively low ammo count, but you still have room for upgraded SCAR, upgraded AK, or a Med AR with this thing. The FAL needs to either lose rifle damage or not crossperk to Commando, because no amount of recoil short of making the thing also useless on Sharp is going to account for the HPR recoil reduction, the 55% damage increase Commando gets, and the potential to get an even larger mag size via High Cap Mags.

I'd be less frustrated by these issues if not for the sense of deja-vu I'm getting back from the Summer Sideshow. I and other players predicted the possible issues of having a Sharp-Commando crossperk pretty much to the letter a good month ago. Meanwhile, we also called out the M99 and Doomstick for being obscenely OP back in the Summer Sideshow betas; while the full release of the SS did result in these weapons getting toned down somewhat, I'm really not sure why we're backsliding into making them even more broken again even as they remained unnecessarily powerful back in 1068. And lastly, the T5 Deagle and 1858 nerfs are incredibly weaksauce and do nothing to address the core balancing issues that were being raised with these weapons. It seems once again that the beta introduced a balancing nightmare that could have been avoided in the first place by actually looking at some of the feedback posts and suggestions from players who know a thing or two about balancing in this game.

/u/squirrlz , you said in this post here that TWI uses some kind of balancing algorithm to determine how to adjust weapon stats? Because at this point between what we got from the Summer Sideshow and what's going on in this beta, I think it's clear that this balancing algorithm needs some serious attention, and that you all need to start listening to your best players a little more closely with regards to this stuff. There's a pretty serious issue going on when we're predicting months in advance the balancing issues with these new weapons and intended changes months in advance, only to see them implemented pretty much exactly as we feared time and time again.

submitted by /u/thatheavymetalgoat
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Should I open my Dosh crates?

Posted: 07 Sep 2018 03:24 AM PDT

Had a day off work today, so I got all the new achievements

Posted: 06 Sep 2018 01:27 PM PDT

FAL full auto sounds like L85A2

Posted: 06 Sep 2018 04:14 PM PDT

Is this just an audio bug? The semi auto sounds great, nice punch feels good. Full auto it just sounds like they reskinned the bullpup and gave is different stats

submitted by /u/Weebaccountrip
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What are your favorite community-made maps?

Posted: 07 Sep 2018 05:31 AM PDT

My favorites are DeathSentence, Shopping Spree, Slipgate Complex, Rig and Carillon Hamlet mostly because they're fun to play and look nice, they feel like they could be official maps. I also like small basic maps when they're well made like Zed's Diner, Homestead or Asgard. Novelty maps I only enjoy when played sparsely (Deeping Wall, Deadline, Bikini Atoll, Water on Mars and Edge of Reality).

I'm looking for recommendations, so what community maps do you like and why?

submitted by /u/Ancibyum
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commando takedowns w/ the new rifles

Posted: 06 Sep 2018 01:44 PM PDT

Rip Zedative. Zedative nerfed Nerfed from x100 poison damage to x10 damage.

Posted: 06 Sep 2018 03:54 PM PDT

I kinda saw this coming. We kept meming that 501 underbarrel Zedative nade on demand would be OP.

Now Zedative went from being OP, to useless and it's my own fault.

1069-Nerfed

pre-patch Glorious Op-ness

We memed to close to the sun.

F

submitted by /u/spookycrypto
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Mean while everyone complaining to TW about weapons balance and stuffs. Has anyone extracted this seasonal ost?

Posted: 07 Sep 2018 04:29 AM PDT

as title.

Im satisfied with those soundtracks.

submitted by /u/4xgk3
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TW ruined Zweihander.

Posted: 06 Sep 2018 10:44 AM PDT

I'm 10000% mad. Heads will roll. The best part of the Zweihander was its wide array of Incap combos.

This was due to it's unique combination of Incaps. This also made it feel unique mechanically. Now it feels like any other melee.

I don't understand the reasoning behind the nerf. Not only did it make it feel less unique mechanically, It didn't need the nerf.

It's damage was balanced by it's poor damage type (slashing < blugeon overall). And the Combos were fun and skillful.

I think the worst part is the lack of dev notes. I don't know if they were trying to appeal to more casual players but messed up big by actually nerfing the weapon and made it feel boring and less unique, or if they intentionally nerfed Zwei because they felt it too stronk, which is more understandable since it was top dog AND DLC.

submitted by /u/spookycrypto
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HM-Tech 501 Grenade Rifle broken texture bug (beta)

Posted: 06 Sep 2018 10:00 AM PDT

solo play button shows "play online now"

Posted: 06 Sep 2018 12:30 PM PDT

literally injurious

Posted: 06 Sep 2018 06:18 PM PDT

PLEASE let us turn off event zeds, or at least have them only on the event maps.

Posted: 07 Sep 2018 02:28 AM PDT

A lot of us like them, but a lot of really don't like them.

The fact that a cosmetic change that isn't universally liked, is mandatory is just dumb.

submitted by /u/BIG_RETARDED_COCK
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