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CuddleCryptid
Jan 11, 2013

Things could be going better

Kris xK posted:

I even love how it beeps when you're not in ADS. When I'm being a bad medic it reminds me to be a good medic.

I am a bit worried about damage scaling for the medic weapons tho. They seem like they'll be super weak on higher difficulties.

The guns certainly seem to suffer from damage issues compared to the other classes, but at the same time Medic is a support class at its core so having it out DPS Commando or Support would be silly

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Akumos
Sep 10, 2006
http://steamcommunity.com/groups/goonfloor2

I made a steam group for my server, Skoll is also admin on the server now/officer on the group so we have some active presence to watch for griefing/idlers/map changing etc. It's public for today so please join up if you plan on playing here on a regular basis, once we move into higher difficulties we'll start doing announcements to fill up for Suicidal & Hell on Earth attempts etc. I'll be trying Hard difficulty on the server tomorrow, get your exp boys.

Kris xK
Apr 23, 2010

DreamShipWrecked posted:

The guns certainly seem to suffer from damage issues compared to the other classes, but at the same time Medic is a support class at its core so having it out DPS Commando or Support would be silly

Yeah I'm not looking for comparable dps, but I am a bit concerned that the damage for the shotgun (for example) caps at 20 damage per pellet, which seems extremely low. That said, yeah, this is definetly a support class.

Another QoL improvement I noticed is that it seems you get some value from your guns when you die. It KF1 if you died without an already giant bankroll you were hosed or had to rely on the kindness of strangers. I died several times as a medic and each time I got a fa chunk of change back which enabled me to rebuy my weapons and still contribute. I imagine the amount you get back scales with the diffuliculty. Another great change.

RoadCrewWorker
Nov 19, 2007

camels aren't so great

Weirdoman posted:

I'd be interested in seeing the day 1 sales numbers and how much you guys over/underestimated those numbers.
Not sure about the sale numbers but http://steamgraph.net/index.php?action=graph&appid=232090q1250&from=0 is interesting to compare the long tail of KF1 (spikes were sales) with KF2s first few days (visible by clcking "Past Week") in player count. Unfortunately the data doesn't include KF1s launch numbers.

emTme3
Nov 7, 2012

by Hand Knit
.

emTme3 fucked around with this message at 01:27 on Mar 31, 2022

Lemon-Lime
Aug 6, 2009

splifyphus posted:

The eviscerator seems cool until you run out of ammo for it a quarter of the way through a round.

Remember you can pick up your sawblades.

DreamShipWrecked posted:

The guns certainly seem to suffer from damage issues compared to the other classes, but at the same time Medic is a support class at its core so having it out DPS Commando or Support would be silly

I think you could still comfortably give them 1% damage with Medic guns. They wouldn't outdamage other classes, but would be able to at least keep up their damage output and not be dead weight DPS-wise on higher difficulties. Since it's limited to Medic guns, they wouldn't be able to just grab a crossbow or whatever and kill fleshpounds, either.

CuddleCryptid
Jan 11, 2013

Things could be going better

splifyphus posted:

Your server is working great! Would love a bump up to hard though, normal seems pretty tame even for low levels.

Good to hear. I was planning on leaving it on normal for a day or so for people that didn't get the beta to get their feet wet, but I can bump it up to hard tonight.

E. Do not have plans to go higher for the moment, so we can have Goon Floor 2 at suicidal and GS at Hard for distribution

CuddleCryptid fucked around with this message at 17:49 on Apr 22, 2015

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

just a lil reminder that if people are having problems getting into game still, my server is at

68.232.179.114:7787

Best Friend City

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Lemon Curdistan posted:

I think you could still comfortably give them 1% damage with Medic guns. They wouldn't outdamage other classes, but would be able to at least keep up their damage output and not be dead weight DPS-wise on higher difficulties. Since it's limited to Medic guns, they wouldn't be able to just grab a crossbow or whatever and kill fleshpounds, either.

Enemy health supposedly doesn't scale with difficulty so the Medic will always be great at killing everything weaker than a Scrake (incredibly important too - you can't kite Scrakes for poo poo if there's clots and Gorefasts all over). And the healing is incredible.

1% per level isn't low by the way - it's literally what specialist perks get for their weapon type (and what Commando gets on everything).

Ravenfood
Nov 4, 2011

DatonKallandor posted:

Enemy health supposedly doesn't scale with difficulty so the Medic will always be great at killing everything weaker than a Scrake. And the healing is incredible.
Oh, not-scaling health changes a lot. Cool. Two questions for pro medics: is the perk that lets you heal some armor worthwhile at all? And what sources of healing stack and how?

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
You can only repair armor if the patient is actually missing some HP, so it's of questionable use.

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy


The mad doctor got a little frisky down there, trying to drain my life essence or something like that.


I think he caught me on some stairs.

dogstile
May 1, 2012

fucking clocks
how do they work?
Questioner, here's a question i'm not sure you get a lot.

How does anyone do any form of automated testing on video games? Do you guys just playtest in between writing test cases or is there way more to it and i'm being dumb?

closeted republican
Sep 9, 2005

Alkydere posted:

There's a medic shotgun too! :v: To quote the pastor: "Deals out judgement AND healing!", also "Looks like a toy, kicks like a mule!"

So far it seems like the first 1-2 levels are the worst, but once you get them the classes start opening up (or at least not becoming a slog). Support sucked until I got the first level (it didn't help I kept getting separated from the rest of the pubby team and getting a total of 15 clots and other trash a round) but that shotgun penetration started to make it shine. Medic sucked at first as well and then I started moving faster and getting the armor bonus. Having +15 armor and +20 health at level five seriously makes up for lack of increased damage with the medic.

That's my experience as well. Once I hit level 2 with Support, it got much more powerful.

I wish they'd actually give you some improvements when you pick a class off the bat instead of forcing you to level up your perk so you get something as basic as being able to see cloaked Stalkers or have a noticeable penetration bonus with the shotguns. It's pretty stupid.

Questioner86
Feb 8, 2006
Gaming Freak Of Nature
Yes, I'm reading all the posts in the thread but it's close to impossible for us to be busier than we currently are at the moment so expect my posting rate to drop through the floor. You're still all magical internet goon friends in my eyes, rest assured I haven't abandoned you.


dogstile posted:

Questioner, here's a question i'm not sure you get a lot.

How does anyone do any form of automated testing on video games? Do you guys just playtest in between writing test cases or is there way more to it and i'm being dumb?

I get that question approximately every 6 hours via Linkedin. I AM VERY HAPPY WITH OUR CURRENT AUTOMATION SUITES AND TESTING METHODOLOGY, THANK YOU FOR YOUR INTEREST! :downsgun:

TacticalHoodie
May 7, 2007

I am hoping that people move away from KF1's "Let's fight in one location" mentality and go with "Fighting with the changing situation". The games I played last night were filled with people who were looking for the one location to hole up in on every map. We always got pushed away when the dynamic lighting was damaged from the fighting and the spawning locations of the Zeds forced us to abandon position after position. While the people I was playing with were swearing all the time, I was enjoying it as the matches where we fought as a team were more successful than the ones where we held a static position.

CuddleCryptid
Jan 11, 2013

Things could be going better

Whiskey A Go Go! posted:

I am hoping that people move away from KF1's "Let's fight in one location" mentality and go with "Fighting with the changing situation". The games I played last night were filled with people who were looking for the one location to hole up in on every map. We always got pushed away when the dynamic lighting was damaged from the fighting and the spawning locations of the Zeds forced us to abandon position after position. While the people I was playing with were swearing all the time, I was enjoying it as the matches where we fought as a team were more successful than the ones where we held a static position.

There are certainly favorite spots, but they tend to move around. In Burning Paris basically any open street area and the back alley next to the cafe are all legit spots

Akumos
Sep 10, 2006

Akumos posted:

http://steamcommunity.com/groups/goonfloor2

I made a steam group for my server, Skoll is also admin on the server now/officer on the group so we have some active presence to watch for griefing/idlers/map changing etc. It's public for today so please join up if you plan on playing here on a regular basis, once we move into higher difficulties we'll start doing announcements to fill up for Suicidal & Hell on Earth attempts etc. I'll be trying Hard difficulty on the server tomorrow, get your exp boys.

After talking to Skoll apparently most goons are already approaching perk 10 and are stomping my Wave 10 server, so I will be bumping it to Wave 7 Hard at 6PM EST. Good luck poo poo goons~

RoadCrewWorker
Nov 19, 2007

camels aren't so great

Whiskey A Go Go! posted:

I was enjoying it as the matches where we fought as a team were more successful than the ones where we held a static position.
That's interesting, because unless you have extensive voice chat coordination the former is basically impossible to manage coherently and people get split up or lost, compared to the latter which tends to be more foolproof.

I mean, the whole "reach the moving trader" mechanic exists to pull you out of your favorable spots in the first place.

Skoll
Jul 26, 2013

Oh You'll Love My Toxic Love
Grimey Drawer

closeted republican posted:

That's my experience as well. Once I hit level 2 with Support, it got much more powerful.

I wish they'd actually give you some improvements when you pick a class off the bat instead of forcing you to level up your perk so you get something as basic as being able to see cloaked Stalkers or have a noticeable penetration bonus with the shotguns. It's pretty stupid.

I don't mind the levelling. Max perk in KF 1, you could only see Stalkers and health up to 16m. I'm almost Level 8 and I can already see up to 25m. I have a feeling classes are going to be WAAAY more powerful as they level and its meant to shift players onto the harder difficulties so the game is ultimately more rewarding.

CuddleCryptid
Jan 11, 2013

Things could be going better

It definitely was a good move to include perks for that reason. Before you worked up the levels to increases in damage and free weapons, but here you are picking up utility all the way through.

Ravenfood
Nov 4, 2011
Shifting everyone to level 1 instead of 0 for minor perk benefits at the beginning isn't a bad idea though.

closeted republican
Sep 9, 2005

Skoll posted:

I don't mind the levelling. Max perk in KF 1, you could only see Stalkers and health up to 16m. I'm almost Level 8 and I can already see up to 25m. I have a feeling classes are going to be WAAAY more powerful as they level and its meant to shift players onto the harder difficulties so the game is ultimately more rewarding.

I just wish the perks had some sort of power right off the bat though. It's pretty silly picking a perk and being just slightly more powerful than not having a perk at all (except for Zerk).

Knifegrab
Jul 30, 2014

Gadzooks! I'm terrified of this little child who is going to stab me with a knife. I must wrest the knife away from his control and therefore gain the upperhand.
Friendly reminder several of us in reticulated splines will be playing this game for a bit.

Lemon-Lime
Aug 6, 2009

DatonKallandor posted:

1% per level isn't low by the way - it's literally what specialist perks get for their weapon type (and what Commando gets on everything).

Yes, I know. The point is it matches what the others are getting as a class passive, but not any of the extra damage they would get via perk slot abilities, and only applies to Medic weapons.

e; while we're at it - the AR15 is kind of horrible as a first weapon, and the upgrade to the L85 is huge. Might be an idea to give it a 30 round mag.

Lemon-Lime fucked around with this message at 19:00 on Apr 22, 2015

Kris xK
Apr 23, 2010
I wonder how many resets we're gonna have with this EA.

Skoll
Jul 26, 2013

Oh You'll Love My Toxic Love
Grimey Drawer

Kris xK posted:

I wonder how many resets we're gonna have with this EA.

Shhhh!

closeted republican
Sep 9, 2005
Getting used to the new leveling system takes a little bit of time. At first, I just popped what was getting close to me, but it seems like the system is built around you shooting as much as you can. Once I started hitting every enemy I could as Commando, it leveled up much faster.

LuciferMorningstar
Aug 12, 2012

VIDEO GAME MODIFICATION IS TOTALLY THE SAME THING AS A FEMALE'S BODY AND CLONING SAID MODIFICATION IS EXACTLY THE SAME AS RAPE, GUYS!!!!!!!

Bruc posted:

Berserker is really fun but man do their perk choices look lame, tons of 10% chance to trigger poo poo and nothing good for durability makes me really hope that aspect of the class gets some love.

Yeah, looking over perk choices, some things seem a little off. Of course, at this point, most of this is going to be theorycrafting and is subject to change in the face of future balance patches, hard data about the game, and more engagement with higher difficulties, but as it stands, Commando and Berserker have me scratching my head a little.

As far as Commando is concerned, the selling point seems to be "lots of damage from a safe distance." Makes sense, and it's fairly evident with the emphasis on assault rifles, an increasing damage bonus, and abilities that center on policing enemy spawns. Where, then, does a per-level health bonus fit with this? If the class is supposed to be doing lots of damage while keeping a safe distance, the health bonus is either wasted or encourages more extended close-range combat. Given that durability isn't a selling point for Commando, this seems a little strange.

The first pair of perk choices also feels like something of a non-decision. I was initially frustrated with the fact that none of the Commando rifles, save for the Varmint, had a flashlight on them, so night vision seemed appealing. However, by the time I got to level 5, I was used to dealing with the dark, and toggling night vision back and forth as needed ended up feeling like more trouble than it was actually worth. If more rifles get flashlights, as the shop implies that they should, then this is even more of a non-decision. Call out has more utility, I think, and even then, the utility is pretty limited since Stalkers aren't particularly numerous, durable, or threatening, so an attentive Commando could probably sort them out even if his team can't see them like he can.

It also seems weird to me that damage bonuses to single fire and auto fire are on different tiers, such that one could take both. Taking both feels like it would be a bit of a waste to me, so while single fire vs. tactical reload is a toss-up, I think auto fire looks preferable to impact, so it ends up seeming "optimal" to go large mags -> tactical reload -> auto fire. I only see this playing out differently if tactical reload doesn't bestow a sufficiently meaningful boost to reload time, which is possible since the description (oddly) doesn't give any indication about how much it helps.

I've got less experience with Berserker, but as you point out, Berserker progression looks anemic. For a class that has a selling point of durability, there isn't much in there beyond what you get at the start for helping with durability. In fact, on a per-level basis, Commando seems to gain a lot more durability than Berserker, since Berserker gets no boosts to armor, health, or damage reduction per-level basis. Additionally, night vision seems like an odd option for Berserker, and even more unnecessary than it is for Commando.

What's more interesting to me about Berserker is the seemingly heavy emphasis on the option to trade health for other benefits. Judging by other games, the whole "health for other benefit" angle is hard to balance such that taking such a route isn't either obviously optimal or sub-optimal. Such a route also seems like it would probably be a trap, since anything that encourages someone maintaining low health increases the likelihood of that individual ending up dead. Given that there isn't any info provided on how beneficial Frenzy is, it's hard to theorize about its utility, but I'm guessing the damage increases aren't sufficiently useful to justify maintaining less than full health if that's an option. This is even more the case with Take Cover, since I think the goal in the first place would be to not end up in a position where your health is so low that you need a speed boost to get you to safety.

Skoll
Jul 26, 2013

Oh You'll Love My Toxic Love
Grimey Drawer

I don't quite think you understand the Commando class.

edit: Read this : http://kf-wiki.com/wiki/Commando It's for KF 1 but generally does apply here since all the principles are the same except for levelling.

closeted republican
Sep 9, 2005
Forcing you to pick between tactical reload and improved single-fire damage is BS, though. :argh:

Nfcknblvbl
Jul 15, 2002

The Beserker's durability isn't from health or armor but from added resistances to certain attacks and parrying.

LuciferMorningstar
Aug 12, 2012

VIDEO GAME MODIFICATION IS TOTALLY THE SAME THING AS A FEMALE'S BODY AND CLONING SAID MODIFICATION IS EXACTLY THE SAME AS RAPE, GUYS!!!!!!!

Skoll posted:

I don't quite think you understand the Commando class.

edit: Read this : http://kf-wiki.com/wiki/Commando It's for KF 1 but generally does apply here since all the principles are the same except for levelling.

I'm not really seeing any huge issues here, so feel free to point out the specifics that you think I'm missing. As the page points out, Commando benefits from large magazines and a fast reload, so those seem like the obvious and no-brainer perk choices. Nor does it answer the question of why Commando gets health buffs that, as far as I'm concerned, constitute a durability buff.

closeted republican posted:

Forcing you to pick between tactical reload and improved single-fire damage is BS, though. :argh:

I kind of agree, but at the same time, I suspect you can keep things on autofire and tap to effectively single fire. Need to try that more, though. If it is possible, though, the perk progression does indeed seem obvious.

dogstile
May 1, 2012

fucking clocks
how do they work?

Questioner86 posted:

I get that question approximately every 6 hours via Linkedin. I AM VERY HAPPY WITH OUR CURRENT AUTOMATION SUITES AND TESTING METHODOLOGY, THANK YOU FOR YOUR INTEREST! :downsgun:

Oh right, i'm sorry man. I'm new (well, ish, 8 months or so) to the world of testing and didn't think that many people would be into it :v:

dogstile fucked around with this message at 19:25 on Apr 22, 2015

gimme the GOD DAMN candy
Jul 1, 2007

I love whacking things so hard they get stuck in the environment.

emTme3
Nov 7, 2012

by Hand Knit
.

emTme3 fucked around with this message at 01:28 on Mar 31, 2022

sushibandit
Feb 12, 2009

Nfcknblvbl posted:

The Beserker's durability isn't from health or armor but from added resistances to certain attacks and parrying.

It's been quite instructive watching various streamers "dance" around big mobs by manually dodging, stunning, and parrying. Was never a fan of the 'zerker class in KF1 but it's been amazing in KF2 so far.

It also definitely feels like the heavier weapons block more damage when parrying, and I've noticed that if your timing is right you can actually parrystun the big mobs instead of just blocking them. Maybe that's an argument for the weaker, but faster melee weapons. Still, hammer alt fire is just satisfying to use.

Lemon-Lime
Aug 6, 2009

Kris xK posted:

I wonder how many resets we're gonna have with this EA.

Hopefully none, because resets make me sad. :(

year199X
Oct 9, 2012
Grimey Drawer

Lemon Curdistan posted:

Remember you can pick up your sawblades.

My experience with the saw blades is not too different from finding nerf darts, in that I'm not even sure they land on the same planet when they come to rest.

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Stormgale
Feb 27, 2010

sushibandit posted:

It's been quite instructive watching various streamers "dance" around big mobs by manually dodging, stunning, and parrying. Was never a fan of the 'zerker class in KF1 but it's been amazing in KF2 so far.

It also definitely feels like the heavier weapons block more damage when parrying, and I've noticed that if your timing is right you can actually parrystun the big mobs instead of just blocking them. Maybe that's an argument for the weaker, but faster melee weapons. Still, hammer alt fire is just satisfying to use.

Parrying damage reduction is based on weapon size now like blocking from what I remember hearing.

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