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Crawlers camouflaging themselves in the piles of corpses constantly at my feet and preventing me from moving past them is much worse than being turned to face a clot that grabbed me
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# ? Apr 27, 2015 00:25 |
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# ? May 13, 2024 09:43 |
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Fullhouse posted:Crawlers camouflaging themselves in the piles of corpses constantly at my feet and preventing me from moving past them is much worse than being turned to face a clot that grabbed me
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# ? Apr 27, 2015 00:27 |
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Fullhouse posted:Crawlers camouflaging themselves in the piles of corpses constantly at my feet and preventing me from moving past them is much worse than being turned to face a clot that grabbed me That's metal as gently caress
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# ? Apr 27, 2015 00:29 |
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Broose posted:If there were a few things I'd change about the enemies it would be such: This was a problem in KF1 as well, even if you stunned it the gorefast could still hit with just the starting frame of one its attacks.
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# ? Apr 27, 2015 00:29 |
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Fullhouse posted:Crawlers camouflaging themselves in the piles of corpses constantly at my feet and preventing me from moving past them is much worse than being turned to face a clot that grabbed me They actually seem to intentionally do that, they have a really unique low-crawling animation whenever they're around a bunch of other enemies.
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# ? Apr 27, 2015 00:29 |
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Theta Zero posted:They actually seem to intentionally do that, they have a really unique low-crawling animation whenever they're around a bunch of other enemies. It's one of those things that sounds cool, and looks cool, but then you just find it more annoying than anything the 10th time you find yourself unable to move because a crawler is sitting there at your ankles, while to your side you can see a bloat teleporting 20 feet vertically because NPC's can just bypass entire stairwells.
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# ? Apr 27, 2015 00:34 |
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Crawlers crawling through a pile of dead crawlers making it hard to tell which one is alive is actually awesome. The literal piles of dead bodies that fill a hallway after a fight are amazing A+++ this game is the best
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# ? Apr 27, 2015 00:35 |
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So hey if you're low on health and think you can stand behind a welded door when a Scrake is after you it's not the best idea
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# ? Apr 27, 2015 00:45 |
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Section Z posted:It's one of those things that sounds cool, and looks cool, but then you just find it more annoying than anything the 10th time you find yourself unable to move because a crawler is sitting there at your ankles, while to your side you can see a bloat teleporting 20 feet vertically because NPC's can just bypass entire stairwells. They may be fat but they have WORKED those calves.
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# ? Apr 27, 2015 00:46 |
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Section Z posted:It's one of those things that sounds cool, and looks cool, but then you just find it more annoying than anything the 10th time you find yourself unable to move because a crawler is sitting there at your ankles, while to your side you can see a bloat teleporting 20 feet vertically because NPC's can just bypass entire stairwells. And it should always be mentioned how ankle high obstacles and untraversable when mentioning enemy rail jumping. A good example of this is the height of the railings next to the plants at the lobby entrance of Biotics Lab. If you are in the plants, you can't just walk on the railing even though it isn't as high as a stair. Just blocks you in like a wall.
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# ? Apr 27, 2015 00:49 |
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Dr. VooDoo posted:So hey if you're low on health and think you can stand behind a welded door when a Scrake is after you it's not the best idea
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# ? Apr 27, 2015 00:51 |
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Dr. VooDoo posted:So hey if you're low on health and think you can stand behind a welded door when a Scrake is after you it's not the best idea Ahahaha pro click right here. That was beautiful. Regarding the vertical teleporting: a minor windup animation and a slightly slower rising speed could easily turn the really jarring teleport into a really powerful jump. That would not only look way less jarring but it would allow the players to get a short hint that it is about to happen.
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# ? Apr 27, 2015 00:55 |
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# ? Apr 27, 2015 00:57 |
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Broose posted:And it should always be mentioned how ankle high obstacles and untraversable when mentioning enemy rail jumping. A good example of this is the height of the railings next to the plants at the lobby entrance of Biotics Lab. If you are in the plants, you can't just walk on the railing even though it isn't as high as a stair. Just blocks you in like a wall. Well, 90% of the time I mention one of those I mention the other, yeah. I've lost track of how often I've bounced off a railing I was right next to trying to jump DOWN from a place, when enemies have little trouble warping their way up from below (which leads to why I wanted to flee in the first place). Railings that the player CAN make it over with a jump, but so often hates to let me. Having the high ground is useless so often, because it will not slow the enemy down at all. Like some of those tiny stairwells in the snow map. You run your rear end up those stairs, turn around to get some easy shots while they are busy with it, maybe throw a grenade at the choice clustering of enemies... Oh they are just skipping the second half of the stairwell entirely welp. I guess I'll just jump back down over this tiny railing... I guess I'll... gently caress. Okay THIRD try I'm over. Another standout is that little ledge outside by some stairs that frequently spawns an ammo pickup. "okay, I'll grab this ammo and then... Oh they are all warping their way up the ledge that is as tall as they are ". They make it up that ledge to chase me faster than they can fall down the other side when I jump and take 20 damage hitting the ground. Because falling it slower (and easier to headshoot them as they fall) than their ability to warp upwards works. I feel safer when the enemy has the high ground over me because then they are restricted by the same limitations I am in how fast I can expect them to reach me. EDIT: I have no idea why I am so loving obsessive over this odd quirk. But for whatever reason, it just bugs me more than anything else. Martout posted:They may be fat but they have WORKED those calves. Perhaps their fat jiggles so hard, the inertia carries them upwards? Section Z fucked around with this message at 01:02 on Apr 27, 2015 |
# ? Apr 27, 2015 00:58 |
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I just hope the next patch is imminent, massive, and adds a bunch of content
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# ? Apr 27, 2015 00:59 |
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Taffer posted:Crawlers crawling through a pile of dead crawlers making it hard to tell which one is alive is actually awesome. The literal piles of dead bodies that fill a hallway after a fight are amazing A+++ this game is the best Best part of the piles of bodies is your teammate throwing a grenade into one at your feet in the middle of zed time, can't wait for demo to come out so I can have that experience 10 times a round
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# ? Apr 27, 2015 00:59 |
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dorkasaurus_rex posted:I just hope the next patch is imminent, massive, and adds a bunch of content More jigglebones and fat rolls on the bloat?
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# ? Apr 27, 2015 01:08 |
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I'd prefer if some enemies could do moon jumps and some had to use stairs. Like, maybe fleshpounds, crawlers and stalkers can jump but the rest need to use pathing other than straight lines. Every enemy being restricted by terrain would be too easy, but none of them is kind of bullshit. Perhaps the ability to jump down could remain universal, but the ability to jump up would be restricted. I dunno, it would be worth trying a few different things at least, because the present state makes vertical map design kind of pointless. For example, gas station was a pretty bad map for a number of reasons, but if it was ported into kf2 everything would just jump straight to the roof.
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# ? Apr 27, 2015 01:12 |
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why can't anyone of the enemies moonwalk. tripwire is loving us again
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# ? Apr 27, 2015 01:18 |
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dorkasaurus_rex posted:why can't anyone of the enemies moonwalk. tripwire is loving us again I will pay
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# ? Apr 27, 2015 01:22 |
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Also learned that Scrakes will run over lesser zeds in charge mode. The poor cyst didn't have a chance
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# ? Apr 27, 2015 01:24 |
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Dr. VooDoo posted:Also learned that Scrakes will run over lesser zeds in charge mode. The poor cyst didn't have a chance Fleshpounds too. They can also make enemies start attacking each other if they live although I've only seen it happen twice. Husks can also piss off their allies too.
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# ? Apr 27, 2015 01:32 |
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Theta Zero posted:Fleshpounds too. They can also make enemies start attacking each other if they live although I've only seen it happen twice. I've seen enemies in front of a Husk duck out of the way so that he was able to fire at me. It's loving cool.
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# ? Apr 27, 2015 01:35 |
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Dr. VooDoo posted:Also learned that Scrakes will run over lesser zeds in charge mode. The poor cyst didn't have a chance Husks will happily take scores of their allies with them when they blow themselves up and it is cool as hell
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# ? Apr 27, 2015 01:45 |
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Xyretire posted:Speaking of which, what exactly is the point of the combo system? Do the later attacks in the combos do more damage? Is there a reason for me to not just mash M1 instead? If you just mash M1 you have a much longer delay between swings than if you do the combo.
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# ? Apr 27, 2015 02:00 |
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I saw a Husk and FP get into a brawl after a friendly fire () incident. The Husk won. Also a new special ability should go to the Bloat: If it is up some stairs from a target it will just drop and roll all the way down, bowling over enemies and players alike. If they're up way higher they'll belly flop down into the ground and explode bile over everything. I could've swore I've seen Gorefasts damage nearby enemies while swinging their swords around, it should happen more often and do more damage. Gorefasts don't give a gently caress. My opinion re: Clot grab. Right now the game constantly re-centers your aim around the Clot that is grabbing you. It should swing the aim only toward the clot only once, but then simply make your aim sway around until the clot is killed. This would allow you to temporarily ignore the clot and fire at a more dangerous target but it will throw your aim off.
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# ? Apr 27, 2015 02:25 |
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Fina posted:I saw a Husk and FP get into a brawl after a friendly fire () incident. The Husk won. Maybe like an option to "flick" to it with your mouse, and THEN have the game do the autospin for you?
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# ? Apr 27, 2015 02:32 |
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I cast my empty meaningless vote to keep the clot spin/grab in, it makes it easier for me to get out and I always value mobility over being able to shoot right now, and it's funny to see morons on SA bitching about it. make it 2 fleshpounds 1 commando
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# ? Apr 27, 2015 03:30 |
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Frivolous zerker weapon wishes from a guy who doesn't know how this whole "parry" or "common sense" thing works and who's berserker isn't even level 4 yet. Lawnmower man: Jealous of that Commando getting a +40% damage perk to his tacticool knife (and pistol) talent? Well now you can too! As well as a +Whatever% speed upgrade to the lawnmower blade instead of a pistol buff! Nailgun nail bash: Melee bash pistol whips with the barrel, and fires off a single nail on impact. Severed Gorefast arm: Berserker's can press Use to pick up severed gorefast arms, which break after a few hits but deal a lot of damage. Alt fire is a 360 spin attack. Fake Edit: Seriously though, replace one of the Berserker's Level 5 garbage perks with an equivalent to the commando's "Backup" perk. Real Edit: Is there some secret practical benefit to the "uppercut" melee motion you get from walking backwards when you swing? Outside of fun with ragdoll physics on kill anyway. EDIT Two: BEHOLD! The power of the lawnmower blade! I tagged that fresh scrake with the M1 slash, sure he didn't die but he learned to respect that lawnmower blade... I'm sure it had nothing to do with the fact he was on a staircase at the time. Section Z fucked around with this message at 03:49 on Apr 27, 2015 |
# ? Apr 27, 2015 03:38 |
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I am pro-clot-grab in general, though I do wish the whip-around was smoother when you get grabbed from directly behind you I would also like to put myself down as extremely in favor of the "wooo spring break" animation cysts do when they pop out of sewers
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# ? Apr 27, 2015 03:40 |
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Alternatively, dumb ideas ahoy, if you get grabbed, make the hands more obvious and then a flashing prompt that says something and hitting e snaps your camera to the bro dude. But i say keep it the way it currently is.
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# ? Apr 27, 2015 03:41 |
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Clots are just trying to give hugs, why do Goons hate free hugs?
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# ? Apr 27, 2015 03:50 |
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All enemies should look like the Clot and just have varying health pools so I don't have to worry about aiming in different directions.
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# ? Apr 27, 2015 04:07 |
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Man, so tempting to go GOONS HEH re clots but I'm gonna be a dumb idiot baby in other ways and blame console gaming instead. Again. Anyway here have a gfy regarding MANholes.
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# ? Apr 27, 2015 04:26 |
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Will there ever be stat tracking or anything of that sort? Or the ability to favorite a server without going to the server browser? Or perhaps an in-game server browser as well?
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# ? Apr 27, 2015 04:38 |
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He's just putting DJ skully and his voice where he belongs. Thanks mr. scrake. Why hasn't anyone edited berzerker gameplay footage with varying levels of Rules of Nature yet à la MGR? dorkasaurus_rex posted:Will there ever be stat tracking or anything of that sort? While I hope Tripwire has plans for it myself but that is something big enough where I bet they won't talk about it if they do. I'd like to know how accurate I am, average damage taken, time spent with the team, etc... Broose fucked around with this message at 04:43 on Apr 27, 2015 |
# ? Apr 27, 2015 04:40 |
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Musluk posted:Yeah well, apparently. It feels better to be right about something when other goons are wrong about it. This fuckin owns. Also I really like that they gave DJ Scully a goofy Dutch(??) accent. I like the variation of voices across the board, especially with the constable and army guy bringing in the classic KF lines.
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# ? Apr 27, 2015 04:45 |
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I doubt this is new news but I remember people asking about additional weapons.TW Wilsonam posted:Plan is for a total of 10 Perks, 4 primary weapons per Perk, plus the knife and grenade. http://forums.tripwireinteractive.com/showpost.php?p=1386849&postcount=2
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# ? Apr 27, 2015 04:54 |
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Taffer posted:Crawlers crawling through a pile of dead crawlers making it hard to tell which one is alive is actually awesome. The literal piles of dead bodies that fill a hallway after a fight are amazing A+++ this game is the best The dead body tweak is great too, makes the level look like the aftermath of the Dead Alive finale.
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# ? Apr 27, 2015 04:57 |
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# ? May 13, 2024 09:43 |
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A pretty helpful post from the Tripwire forums:quote:1st. Also this spreadsheet for mega spergs: https://docs.google.com/spreadsheets/d/1GDpg2mN1l_86U_RaDug0glFx8cZCuErwxZLiBKl9SyY/edit#gid=2068776317 dorkasaurus_rex fucked around with this message at 05:07 on Apr 27, 2015 |
# ? Apr 27, 2015 05:05 |