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Guillermus posted:In KF1, in a really early release version I remember blocking the pat with crouched zerkers and the AI couldn't do a thing, just standing on place circling. Cornering Hans with 2-3 SWATs while medics heal and dish out damage can be a viable strategy depending on how good SWATs are at taking damage. gas grenades would wreck that setup
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# ? Apr 26, 2015 12:32 |
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# ? May 16, 2024 17:07 |
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Lemon Curdistan posted:Have they revealed any info about the new perks or are you just assuming the helmet perk is a SWAT perk? Because it's probably far more likely that it's a heavy weapons guy who gets LMGs and the LAW. Yeah, there's already been datamined in the files as there being a SWAT perk, none of the other icons shown would fit the description other than the Helmet icon, characters have a bunch of references to SMGs not in the game such as the MP5 and the SWAT Perk is currently set up to spawn in with a P90. So it's basically assumed he'll be the equivalent of a Medic tank from KF1 using SMGs to the KF2's medic fancy future guns.
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# ? Apr 26, 2015 12:37 |
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There doesn't seem to be a heavy weapon class at all. What would that even be, commando but better in every way aside from reload speed?
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# ? Apr 26, 2015 12:39 |
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Lemon Curdistan posted:As of right now there aren't any additional SKUs for German or Australian versions so it's entirely possible that even if you get a gifted copy from outside Germany you'll still end up with the cut version. You probably want to wait, or at the very least contact TWI to ask them to clarify how they're going to be proceeding with making the cuts. For what it's worth, they have stated that this time around, they'd be fine with it being indexed and uncut in Germany, and that they really want to keep it uncut for everyone. The issue it boils down to, apparently, is whether the USK will be able to extend its reach to include digital copies, which it currently has no say over.
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# ? Apr 26, 2015 12:40 |
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The LAW in KF1 wasn't bad if you knew how to aim the fucker.
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# ? Apr 26, 2015 12:40 |
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I kinda doubt law will be in, but there aren't that many options for the 4th demo weapon if you assume that the others are single shot, semi-auto and pipes. Laws were just too specialized, and they seem to be going for a smaller arsenal for now. Heck, for all any of us know it will be pipes that get the boot (the pipe bomb hat period was magical). But then, even the 4 weapon thing is assuming that classes won't get more before release. It seems reasonable to me to give each class the same number of weapons to start with and then add more post-release, but it isn't like I have any special insight on the matter.
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# ? Apr 26, 2015 12:52 |
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Insert name here posted:Well considering that there's supposed to be 10 perks and the missing originals + SWAT Some dumb idiot posted:Yeah, there's already been datamined in the files as there being a SWAT perk Right, so to answer my question, we already know that "SWAT" is actually the name of the perk. Thanks.
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# ? Apr 26, 2015 13:03 |
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Serious Frolicking posted:I kinda doubt law will be in, but there aren't that many options for the 4th demo weapon if you assume that the others are single shot, semi-auto and pipes. Laws were just too specialized, and they seem to be going for a smaller arsenal for now. Heck, for all any of us know it will be pipes that get the boot (the pipe bomb hat period was magical). https://www.youtube.com/watch?v=I_ltNt3yr-g (6:53 because apparently the code to start it at a certain point doesn't work anymore)
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# ? Apr 26, 2015 13:11 |
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That would really suck if they took out the LAW and pipe bombs, but it would make sense to stop boss insta-gibs. Unless they make all three bosses multistage ones. We still don't know if Hans CAN be insta-gibbed though because the right weapons aren't in game.
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# ? Apr 26, 2015 13:18 |
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Skoll posted:That would really suck if they took out the LAW and pipe bombs, but it would make sense to stop boss insta-gibs. Apparently he can in fact be killed before he has a chance to drain somebody, because he has only a hefty damage reduction during those parts instead of a full invulnerability, so exploding him instantly should theoretically be possible.
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# ? Apr 26, 2015 13:25 |
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Serious Frolicking posted:There doesn't seem to be a heavy weapon class at all. What would that even be, commando but better in every way aside from reload speed? Magazine size, recoil reduction on Heavy weapons (if Commando doesn't end up with this), damage with Heavy weapons (LMGs/rocket launchers), carry weight (1 every 5 levels, or as a perk slot). Perk slot choices can give you extra armour/HP, explosive radius, faster reload speed on LMGs/RPGs, etc. LMGs would have mediocre per-shot damage (scaling up on the higher tier LMGs) with a high rate of fire and huge magazine size, but high recoil, poor accuracy and very long reload times. RPGs would be a big spike of AoE damage, but come at the cost of splash damage that hurts you (and no passive explosive damage resistance unlike Demolitions, although you could put in a perk slot choice that grants some), a low ammo pool, having to reload every shot, and the reload times being long. I imagine you'd get something like a T1 RPK with a 50-round magazine, T2 M249, T3 LAW and T4 M60, or something. There's enough different well-known rocket launchers that you could easily do T1-4 for both weapon types (LAW, RPG-7, AT4, Carl Gustaf), too. Basically, go for volume of fire (weak-ish/inaccurate bullet spam vs. Commando's accurate, head-popping semi-auto with full-auto as a fall-back) and spike explosive damage (big one-shot damage vs. Demolitions' traps and more sustained explosives fire with the MGL/pipe bombs/etc., although I imagine pipe bombs or proximity mines will be Demo's grenades). There's design space there, and it's never made much sense to me that Suppport, the shotgun/welding class, gets extra carry capacity and high-weight weapons. Plus, I like LMGs. The obvious alternatives is to let Support keep the carry capacity as a perk slot (it being the same tier as Tactical Reload is good, it gives you a meaningful choice between carrying more weapons for versatility or being better at using the two you get to carry) and just add LMGs in as Support weapons eventually, which would give Support some non-shotgun options further down the line. Lemon-Lime fucked around with this message at 13:34 on Apr 26, 2015 |
# ? Apr 26, 2015 13:27 |
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What I'd kind of like to see is for demo grenades to be prox mines. That way you could stack them up to work like a pipe bomb or spread them out further. Pipe bombs are cool, but completely consumable weapons aren't. As for laws, I think it would definitely be better to ditch them in favor of something with multiple shots.
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# ? Apr 26, 2015 13:40 |
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I honestly don't think we'll see pipe bombs added to the store again because the whole "consumable store-bought weapons that take up weight units" thing was unique to them, and since each class now has its own grenades, the grenade slot is the perfectly logical place to put pipe bombs. On the other hand, since there's no button that could really be repurposed for a detonator (short of "if you have a grenade deployed, your weapon butt key is the detonator), proximity mines make more sense than pipe bombs.
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# ? Apr 26, 2015 14:10 |
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Holding or double tapping the Grenade Throw key is a fairly common "detonate remote explosives" solution.
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# ? Apr 26, 2015 14:22 |
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I know it's been said before, but, there _needs_ to be an option to turn-off the auto-focus for the clot-grab. There's nothing worse then you being about to double barrel something to find the auto-focus turn you round as you pull the trigger and you double-barrel some piddly little clot who was gnawing at your ankles instead.
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# ? Apr 26, 2015 14:22 |
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Whittle posted:I know it's been said before, but, there _needs_ to be an option to turn-off the auto-focus for the clot-grab. Yeah. The claw marks on the edge of the screen are nice but are also impossible to see outside of zed time for me, so giving us an option to disable the auto-turn-around and ,aking the claw marks a lot easier to see would fix things.
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# ? Apr 26, 2015 14:43 |
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The fact you missed your double barrel shot is the entire purpose of the Clot's auto focus. Getting grabbed by a Clot actually means something now so if you let on get that close that's the punishment and if was an option everyone would turn it off since it'd give an advantage. It would be like Bloat bile blinding being on a player controlled toggle
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# ? Apr 26, 2015 15:10 |
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Most likely someone already got this problem but I can't find the solution. I can run this game perfectly in solo mode, everything is fine, but every time I try to connect to server I get infinite loading screen. Anyone know where I hosed up?
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# ? Apr 26, 2015 15:15 |
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always the reinstall?^^^quote:SCRAKE HERE TO PUMP YOU UP
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# ? Apr 26, 2015 15:22 |
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Dr. VooDoo posted:The fact you missed your double barrel shot is the entire purpose of the Clot's auto focus. Pretty sure purpose of the auto focus is so you know you've been grabbed, because exactly like KF1, being grabbed means you're immobilised. Instead of being grabbed while surrounded and not knowing which clot has you/what to kill to get free, you now get focused to the guy grabbing you.
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# ? Apr 26, 2015 15:24 |
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Dr. VooDoo posted:The fact you missed your double barrel shot is the entire purpose of the Clot's auto focus. Getting grabbed by a Clot actually means something now so if you let on get that close that's the punishment and if was an option everyone would turn it off since it'd give an advantage. It would be like Bloat bile blinding being on a player controlled toggle Yeah, no. Taking movement control away from the player is fine, that's what the clots are there for. Taking aiming control away though, when there are more important targets is not. Insert name here posted:Well I assume the LAW's going to make a comeback in some form because there's some voice-lines pertaining to firing rockets, though I guess it's probably an RPG now? "Russian Rockets Rock" So I'm guessing it's gonna be a RPG-7.
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# ? Apr 26, 2015 15:42 |
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How do difficulty levels work in this game? Should I be looking to jump to higher difficulties when my perks are higher-leveled? Or can I just jump into Hard/Suicidal off the bat?
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# ? Apr 26, 2015 15:47 |
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Nerf clots
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# ? Apr 26, 2015 15:49 |
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DeusExMachinima posted:always the reinstall?^^^ If only this helped. I made clear cache, and full re-installation already. Looks like something wrong with server access.
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# ? Apr 26, 2015 15:50 |
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Kirs posted:If only this helped. Sounds like it might be a ports issue, so see if making yourself DMZ fixes it.
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# ? Apr 26, 2015 16:00 |
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Musluk posted:"Russian Rockets Rock" if this game gets an RPG I'm using nothing else
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# ? Apr 26, 2015 16:12 |
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Just gamely joined the Goon Floor 2 server and immediately got murdered because it was on Suicidal. I feel like a real pub over here; A+ satisfying experience. Will return with more XP and the ability perhaps to not get shredded. How do I favorite a server, by the way? I can't seem to find the option.
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# ? Apr 26, 2015 16:25 |
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Badly Jester posted:For what it's worth, they have stated that this time around, they'd be fine with it being indexed and uncut in Germany, and that they really want to keep it uncut for everyone. The issue it boils down to, apparently, is whether the USK will be able to extend its reach to include digital copies, which it currently has no say over. The question is whether Steam will still sell the games in those terriotories if it gets indexed. Because so far there it doesn't seem likely that Steam would implement the necessary changes in order to sell index games in Germany. And there are some games that Steam doesn't allow you to run even from a German account even if you got them gifted.
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# ? Apr 26, 2015 16:29 |
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UberChair posted:How do difficulty levels work in this game? Should I be looking to jump to higher difficulties when my perks are higher-leveled? Or can I just jump into Hard/Suicidal off the bat? higher difficulty means more monsters per wave, more monster HP and more importantly they do more damage.
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# ? Apr 26, 2015 16:38 |
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Randler posted:The question is whether Steam will still sell the games in those terriotories if it gets indexed. Because so far there it doesn't seem likely that Steam would implement the necessary changes in order to sell index games in Germany. And there are some games that Steam doesn't allow you to run even from a German account even if you got them gifted. Huh, which ones are those? I've got the most recent AvP, Mortal Kombat 9 and 10 and they all work just fine on a german account, and I think all of those are even on the more severe list B. You can't purchase them through the german steam store, but once they're activated on your account you're usually home free. Perestroika fucked around with this message at 16:53 on Apr 26, 2015 |
# ? Apr 26, 2015 16:49 |
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Buff medic shotty ammo count. I need more kills and 60 shots just ain't enough
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# ? Apr 26, 2015 16:55 |
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JoshVanValkenburg posted:Buff medic shotty ammo count. I need more kills and 60 shots just ain't enough get the 20% more ammo perk
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# ? Apr 26, 2015 16:56 |
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StabMasterArson posted:get the 20% more ammo perk I thought was only for the starting weapons. That's pretty sick
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# ? Apr 26, 2015 17:02 |
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Support is a tank once you get the 20% extra ammo and 50% extra health. I couldn't do hard at all before I hit Level 10, but now it's a breeze. Thank you based Tripwire.
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# ? Apr 26, 2015 17:04 |
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Still not there, but how good/bad is the health regen perk for support?
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# ? Apr 26, 2015 17:09 |
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Lemon Curdistan posted:Sounds like it might be a ports issue, so see if making yourself DMZ fixes it. I changed game language to English and it worked, thanks.
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# ? Apr 26, 2015 17:20 |
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Guillermus posted:Still not there, but how good/bad is the health regen perk for support? There will always be a medic on your squad so really it's not all that great and because of that by default whatever the opposite perk is will always be better
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# ? Apr 26, 2015 17:21 |
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Guillermus posted:Still not there, but how good/bad is the health regen perk for support? Inverse of how good your Medic is. Good Medic? Bad Perk; Bad Medic? Bad Perk; No Medic? Meh Perk; It's not a large amount of regen only like 2 HP per 2-3 seconds.
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# ? Apr 26, 2015 17:30 |
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etalian posted:higher difficulty means more monsters per wave, more monster HP and more importantly they do more damage. They said this isn't the case and from playing it certainly seems like it isn't the case. Player numbers bump monster health - difficulty setting does not. Difficulty seems to increase zed counts per wave, increase zed quality per wave, increase zed damage and unlock new zed moves (this is mostly sprinting related).
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# ? Apr 26, 2015 17:36 |
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# ? May 16, 2024 17:07 |
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Cerepol posted:Inverse of how good your Medic is. Good Medic? Bad Perk; Bad Medic? Bad Perk; No Medic? Meh Perk; Ah well, I was wondering how much hp returns but 2hp per 2-3 seconds is awful.
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# ? Apr 26, 2015 17:51 |