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Knifegrab posted:Even with the bonus's to syringes it still seems like darts are far superior. They are. Especially once you get the rifle, then there's really no reason to ever pull out the syringe for allies.
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# ? Apr 27, 2015 22:15 |
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# ? May 11, 2024 16:22 |
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Personally I want a variable to change that makes shell casings and empty mags stick around on the floor longer. Like it'd be pretty cool to see where people were standing during the wave based solely on where all the casings and magazines are resting.
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# ? Apr 27, 2015 22:16 |
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I start to slow down around 100ish on my 770, though I have a lot of things turned up too. I might need to experiment because that screenshot is amazing.
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# ? Apr 27, 2015 22:16 |
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Taffer posted:They are. Especially once you get the rifle, then there's really no reason to ever pull out the syringe for allies. I think if they gave medics a context sensitive button press (E) for allies to quick heal them similar to how we can quick heal ourselves, I would use the syringe more often. Also don't let darts stack and make them heal less, so they are constant ways to "top off" allies but not good to use when they NEED HEALTH NOW.
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# ? Apr 27, 2015 22:16 |
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Knifegrab posted:I think if they gave medics a context sensitive button press (E) for allies to quick heal them similar to how we can quick heal ourselves, I would use the syringe more often. Also don't let darts stack and make them heal less, so they are constant ways to "top off" allies but not good to use when they NEED HEALTH NOW. You are gonna walk through that gas cloud with your needle out to heal people? You are kind man.
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# ? Apr 27, 2015 22:24 |
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I can't stress how much a quick switch button would be awesome for you guys to add
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# ? Apr 27, 2015 22:26 |
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ShadowMar posted:I don't care how many times someone's pointed this out, the clot walk animation is loving fantastic. https://www.youtube.com/watch?v=UzbnfUWeLLo (if you are at work or some poo poo watch the volume)
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# ? Apr 27, 2015 22:30 |
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Just making sure my sound settings aren't screwed. Are zeds supposed to not have footsteps?
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# ? Apr 27, 2015 22:34 |
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Somebody on Reddit found how the stumbling mechanics work. It's what you'd expect, more damage is positively correlated to more stumble, but it's got some raw data in it. https://www.reddit.com/r/killingfloor/comments/33qijy/killing_floor_2_zed_hit_and_stumble_mechanics/
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# ? Apr 27, 2015 22:35 |
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Randler posted:Just making sure my sound settings aren't screwed. Are zeds supposed to not have footsteps? I don't think so but they all have distinct sound cues
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# ? Apr 27, 2015 22:43 |
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Ruggington posted:I don't think so but they all have distinct sound cues They do but it's definitely really quiet. In KF1 you could easily hear something coming up behind you regardless of type, unless you were blasting away with an auto shotty or something. In KF2 you can barely hear them even if you're only plinking away slowly with the pistol.
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# ? Apr 27, 2015 22:51 |
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Opposing Farce posted:I could've sworn I noticed my darts recharging considerably faster when I was actually on Medic, but I wasn't necessarily paying that much attention so I could be wrong. It seems kind of lame if it's just the syringe, though, since that thing's hard enough to use in combat that the darts are pretty much always superior even if they don't benefit from the perk bonus. To be honest I'm just going off the descriptions so I could be completely wrong. Perk says syringe and the only syringe the medic has is the physical one as opposed to the darts referenced on the weapons. Personally I haven't really noticed a difference with the darts, but that could just be as the syringe has the more visible icon and I focus more on that. If it does increase darts too maybe I'm just not noticing it, as presumably they'll increase "in-step" across the board so as the Syringe remains the most potent I'm not paying attention that the darts are actually getting better!? Whittle fucked around with this message at 23:06 on Apr 27, 2015 |
# ? Apr 27, 2015 23:04 |
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Randler posted:Just making sure my sound settings aren't screwed. Are zeds supposed to not have footsteps? They have sound cues, clots make like gurgling noises, gorefasts slide their blade across the ground, stalkers sort of whisper, don't think Ive heard bloats, sirens or husks make any, scrake should be obvious(chainsaw noise) and he has thudding footsteps, the FP is dainty by comparison.
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# ? Apr 27, 2015 23:08 |
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If they want me to use the syringe mid-combat, they need to make it a lot easier to use on a moving target. Anyone who needs it is probably desperately strafing around and/or my "helpful" syringe is just going to mean I bodyblock them in to eat the damage anyhow. I never felt like the KF1 syringe was tricky to use on moving targets, but I really struggle with the KF2 syringe. Also, totally anecdotally, but I could swear my darts recharge a lot faster as a medic too.
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# ? Apr 27, 2015 23:09 |
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Whittle posted:To be honest I'm just going off the descriptions so I could be completely wrong. Perk says syringe and the only syringe the medic has is the physical one as opposed to the darts referenced on the weapons. The darts get the potency/armor repair bonuses, but the recharge rate is based on the weapons, and does not increase with medic level. That affects the syringe only.
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# ? Apr 27, 2015 23:19 |
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Every gun has a separate recharge though, so you can shoot a couple from your pistol and switch to the smg and have more darts to shoot. Unfortunately the trick from KF1 of throwing your weapon down and picking it back up to instantly recharge the darts doesn't work, but with weapon swapping you should hopefully have enough darts for everyone!
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# ? Apr 27, 2015 23:23 |
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I just went through a 10-round game with a medic who did not know that the medic guns have heal darts. Even after I told him twice to try the secondary fire, he still stuck with healing only through the syringe and healing grenades. The kicker: He was level 9.
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# ? Apr 27, 2015 23:32 |
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Ravenfood posted:If they want me to use the syringe mid-combat, they need to make it a lot easier to use on a moving target. Anyone who needs it is probably desperately strafing around and/or my "helpful" syringe is just going to mean I bodyblock them in to eat the damage anyhow. I never felt like the KF1 syringe was tricky to use on moving targets, but I really struggle with the KF2 syringe. It literally locks on now?
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# ? Apr 27, 2015 23:32 |
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Yeah in KF2 you just don't want to iron-sight at all when trying to heal, just aim from the hip and click when you hear the beep. Unless there's some corners involved you're probably gonna land the dart.
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# ? Apr 27, 2015 23:33 |
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mmmm, tasty
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# ? Apr 27, 2015 23:40 |
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They should add the ability to cancel a reload with a grenade throw. Too many times I've gotten unnecessary damage from being stuck in a situation where the reload animation would not stop and that could be easily solved with a grenade.
symbolic fucked around with this message at 23:43 on Apr 27, 2015 |
# ? Apr 27, 2015 23:40 |
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Theta Zero posted:Somebody on Reddit found how the stumbling mechanics work. It's what you'd expect, more damage is positively correlated to more stumble, but it's got some raw data in it. Yup, confirms that the Nailgun is a stumbling machine - it's awesome.
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# ? Apr 27, 2015 23:42 |
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Ruggington posted:It literally locks on now? Geight posted:Yeah in KF2 you just don't want to iron-sight at all when trying to heal, just aim from the hip and click when you hear the beep. Unless there's some corners involved you're probably gonna land the dart.
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# ? Apr 27, 2015 23:48 |
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Bought the game earlier, loving owns and I love it.
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# ? Apr 27, 2015 23:52 |
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SaffronKit posted:Also gently caress crawlers, if 4 get you trapped againest a wall you can actually die to them if you're a support who needs to reload. So bashing them with the butt of your gun doesn't work? Ravenfood posted:If they want me to use the syringe mid-combat, they need to make it a lot easier to use on a moving target. Anyone who needs it is probably desperately strafing around and/or my "helpful" syringe is just going to mean I bodyblock them in to eat the damage anyhow. I never felt like the KF1 syringe was tricky to use on moving targets, but I really struggle with the KF2 syringe. Yeah, I've pretty much given up trying to use the syringe on others unless it's between waves or otherwise really quiet. If someone is moving it's next to impossible to hit them with it. As you say, in KF1 it was trivial.
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# ? Apr 27, 2015 23:53 |
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Insert name here posted:He's talking about the syringe you dopes Oh yeah that thing is actually super unwieldy and I don't use it at all either. My bad.
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# ? Apr 27, 2015 23:56 |
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Insert name here posted:He's talking about the syringe you dopes I'm not wasting my precious life blood on anyone but myself
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# ? Apr 27, 2015 23:57 |
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Here's a thought: tap Q to heal yourself, hold Q to equip the syringe / heal others. Make it behave like doors and the welder, essentially.
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# ? Apr 27, 2015 23:58 |
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Eonwe posted:have they said anything about future perks? I think there were supposed to be 10 eventually. The 4 in game now, Demo, Firebug, and???? i heard you're really good at handling bloats b/c of your wife c/d? also yeah i want them to do something with crawlers cause they're not fun and have never been fun
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# ? Apr 28, 2015 00:13 |
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Crawlers are what firebugs specialize in. They even get bonus exp from killing them!
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# ? Apr 28, 2015 00:16 |
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Gromit posted:So bashing them with the butt of your gun doesn't work? It does, if I have the choice between eating a hit and getting into the open or backing into a corner, i'll bash a crawler in the face and run past the rest. On another note, managed to line up that double barrel headshot on the scrake, only to have a clot grab me and have me shoot the fucker in the shoulder instead. It wiped us. GG clot.
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# ? Apr 28, 2015 00:41 |
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I had an idea regarding doors: Make the color of the welding goo indicate how hosed the integrity of the door is. I realize that it already has an overlay on the door but I think this would be a nice detail.
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# ? Apr 28, 2015 00:43 |
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Fina posted:I had an idea regarding doors: not bad to make it more immediately recognizable at a distance that a door is gonna get hosed up
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# ? Apr 28, 2015 00:53 |
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Also make it easier to read names because the display over players' heads is tiny and impossible to read at a glance, which is bad when me and a friend are playing with a bunch of pubs and I can't find him
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# ? Apr 28, 2015 00:56 |
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Fina posted:I had an idea regarding doors: This is a really good idea actually and since the welding tool already uses magic goo properties it wouldn't even seem silly by KF's standards!
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# ? Apr 28, 2015 01:16 |
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Carrying a Katana as a medic is a cool thing to do and lets you be a better berserker. Or the Pulveriser if you're cool with just carrying the assault rifle, but then you miss out on the smg and glorious hanzo steal Fina posted:I had an idea regarding doors: please steal this tripwire
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# ? Apr 28, 2015 01:19 |
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Fina posted:I had an idea regarding doors: I'd like that if the color order is reversed, blue's usually used in this game whenever something good is happening, and red is a warning.
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# ? Apr 28, 2015 01:23 |
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Had a weird UI bug. I was swapping between people as the wave was ending cause I had just gotten into the server and the stuff at the bottom wouldn't go away.
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# ? Apr 28, 2015 01:31 |
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Anyone know if it's possible to swap in my own music in-game? The default music is loving garbage
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# ? Apr 28, 2015 01:34 |
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# ? May 11, 2024 16:22 |
FirstPersonShitter posted:i heard you're really good at handling bloats b/c of your wife c/d? epic
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# ? Apr 28, 2015 01:36 |