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Section Z posted:Make Crawlers with circular sawblades for hands and feet. The Summer Sideshow Husk kind of looks like a tall Tik-Tok..
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# ? May 5, 2015 04:43 |
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# ? May 13, 2024 11:03 |
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Slybo posted:Only if he has a tutu w/ simulated cloth physics. Top Halloween skin idea right here.
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# ? May 5, 2015 05:18 |
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Kikas posted:So am I the only one who thinks that they made the Medic Rifle so poo poo on purpose? Medic is kinda superpowered at the moment, and I think that the AR is just there to be a trap for people who think that "more expensive = better" along with the Eviscerator. With how absolutely insanely good the pistol, shotgun and especially the SMG for the medic are, there is no real reason to pick up the AR. You'd be better off with AA12. I like the AR quite well. Shoots good clears trash, large ammo pool and most importantly can rapid fire 3 healing darts with a fourth 1/2 sec behind them. I dislike the shotgun strongly due to low pellet count, poo poo penetration, low ammo pool also reqs 50 per dart
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# ? May 5, 2015 05:44 |
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dorkasaurus_rex posted:The modding scene so far is p. neat: Oh drat, the KF1-style Stalker and KF1-style Scrake looks way better than the default ones.
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# ? May 5, 2015 07:08 |
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Do I get extra copy of KF1 that I can give to friend or not when I buy deluxe edition? I remember reading conflicting reports.
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# ? May 5, 2015 07:24 |
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SinineSiil posted:Do I get extra copy of KF1 that I can give to friend or not when I buy deluxe edition? I remember reading conflicting reports. You do.
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# ? May 5, 2015 07:28 |
Cerepol posted:I like the AR quite well. Shoots good clears trash, large ammo pool and most importantly can rapid fire 3 healing darts with a fourth 1/2 sec behind them. I dislike the shotgun strongly due to low pellet count, poo poo penetration, low ammo pool also reqs 50 per dart Yeah, AR + shotgun is the best loadout IMO, especially if you go for the AR first. Those darts for days make it worthwhile for the team. That being said I play mainly on Hard because I'm bad at gamesTM.
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# ? May 5, 2015 07:40 |
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AR+Pulverizer is the pro-est loadout
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# ? May 5, 2015 07:53 |
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closeted republican posted:Oh drat, the KF1-style Stalker and KF1-style Scrake looks way better than the default ones. Jesus Christ the traps on those Scrakes, they look like they shrug tractors before breakfast In other news, Berserker should have 5% + 1%/level global damage reduction, with maybe twice as much (10% + 2%/level) for Siren/Bloat damage. I feel like that wouldn't make them too OP at low levels but still viable as they progress. All I know is right now Zerk takes the longest for me to level because -5% ain't poo poo even on Normal
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# ? May 5, 2015 08:05 |
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Takes No Damage posted:Jesus Christ the traps on those Scrakes, they look like they shrug tractors before breakfast Those skins really give the Scrake and Stalker some personality instead of making them grey blobs that either spin around and kill you or grey blobs that can cloak.
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# ? May 5, 2015 08:25 |
Takes No Damage posted:Jesus Christ the traps on those Scrakes, they look like they shrug tractors before breakfast Zerks aren't a good choice for tanking at this point in time. You should be lopping off heads with your Crovel before you get hit, with the nail gun probably being your first upgrade, followed by the Pulverizer. Clear trash with the nail gun, pulverize specials.
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# ? May 5, 2015 08:50 |
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LuciferMorningstar posted:Zerks aren't a good choice for tanking at this point in time. You should be lopping off heads with your Crovel before you get hit, with the nail gun probably being your first upgrade, followed by the Pulverizer. Clear trash with the nail gun, pulverize specials. But I like comboing stuff with the crovel. Press RMB then hold LMB for a sweet 4 hit combo that you can't really do with the hammer since the heavy swing uses ammo.
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# ? May 5, 2015 09:04 |
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LuciferMorningstar posted:Zerks aren't a good choice agreed
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# ? May 5, 2015 09:10 |
Takes No Damage posted:But I like comboing stuff with the crovel. Press RMB then hold LMB for a sweet 4 hit combo that you can't really do with the hammer since the heavy swing uses ammo. You can still combo, you just can't mash yourself up against walls of enemies while holding down mouse buttons. Move around and stuff. Some of your hits will stagger if they don't kill outright, so you can definitely follow up for combos. Ruggington posted:agreed I'm sorry you don't like bathing in zed blood.
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# ? May 5, 2015 09:12 |
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LuciferMorningstar posted:I'm sorry you don't like bathing in zed blood. Actually that's all I want to do and berserker is currently the worst in that department
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# ? May 5, 2015 09:21 |
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Slybo posted:Then I will 100% stop doing that. IMO taking the extra ammo perk for yourself as a support is perfectly fine on Normal and Hard because there are so many ammo crates the whole team should be tripping over them. On Suicidal and HoE though, you definitely want to take supplier. A larger number of zeds + more giant guys + fewer ammo spawns = more ammo that's going to be used and an extra 20 shotgun shells for you is nowhere near as necessary as an extra magazine for everyone else. Just be prepared to be the first person to run dry. Also re: zerker chat it's important to remember that in KF1 the Berserker had 80% bloat bile resistance, 40% resistance to ALL damage, spawned with body armor, and could get up to 4 zed-time extensions at level 6. So making Berserker start at 5% damage reduction and get 1% per level means he'd cap at 30% which would be much better, and perhaps give him 2% resistance per level against bloats and sirens. Also, giving him zed-time extensions again might make his level 25 skills less poo poo. I understand parrying is sort of the name of the game here but precision timing with lag and enemies that have 3 or more attack animations they can do make it pretty difficult sometimes. And is there any reason that Berserker is the only class that has ANY applicable bonuses at perk level 0 in KF2? I miss that aspect from KF1.
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# ? May 5, 2015 09:54 |
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For Zed variants, I was thinking what if there are two per Zed, a "pristine" and "haphazard"? Like, for instance the Gorefast would have the "Haphazard" variant be the twin bladed versions that could have a "weedwacker" type attacked where it goes nuts chopping away at anything in front of it and is just incredibly dangerous if it gets close to you due to the speed and persistence of the attacks. The "Pristine" version would be primarily what Horzine intended, with armor grafted into the body, both arms attached and a proper weapon. They'd have way better AI behavior and be harder to kill, but would drop thier held weapon, likely for the Martial Artist or Berserker to use. Something like the Haphazard Fleshpound would replace it's hand restraints with mace flails, seriously increasing it's range along with the ability to literally fling players and Zeds across the room. Pristine Fleshpounds would be real super soldiers, coated in protective armor (that breaks off) and armed with a GPMG linked with a large backpack of ammo, and with the ability to stomp or knock players away, with it's behavior modified to kite the players and in general make it's tankiness go a long way. It of course would drop the GPMG on death, and be pretty rare. A Haphazard Scrake is a mess of stitches and parts that break apart as you shoot them, but make it impossible to circle strafe or kite them because they literally have limbs lashing out in all directions. They might (should?) have two heads to help make them more distinct and harder to knock out. A pristine is less horrifying and scary in a different way, it actually accomplishes it's original medical role for Zeds and while it lacks the chainsaw, it gains in durability and passively heals Zeds (they can still charge and punch/kick you). Worse still, a Pristine Scrake will attempt to revive a downed non-trash Zed (only once). Pristine Scrakes drop their reviving tools, allowing a player to be revived who has been killed that round. Haphazard Husks use their fuel tanks as err...jet packs, allowing them much better vertical mobility and the ability to quickly relocate. Of course, this somewhat harms the Husk per use and he can't immediately fire after having done so. A Pristine Husk instead has cybernetic limbs along with armor covering the head and chest. He would carry a gauss rifle that requires charging per shot but is basically a flat shooting high damage projectile. The husk sacrifices this increased ranged ability and durability for being less agile. He'd drop the gun on death, and if shot in the back he explode in a spectacular shower of sparks and electricity. Etc. I don't have full ideas right now and obviously the whole idea maybe dumb but I guess I'd thought I share my dumb ideas to see if anything had merit.
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# ? May 5, 2015 10:15 |
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Abandoned Toaster posted:Also re: zerker chat it's important to remember that in KF1 the Berserker had 80% bloat bile resistance, 40% resistance to ALL damage, spawned with body armor, and could get up to 4 zed-time extensions at level 6. So making Berserker start at 5% damage reduction and get 1% per level means he'd cap at 30% which would be much better, and perhaps give him 2% resistance per level against bloats and sirens. Also, giving him zed-time extensions again might make his level 25 skills less poo poo. I understand parrying is sort of the name of the game here but precision timing with lag and enemies that have 3 or more attack animations they can do make it pretty difficult sometimes.
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# ? May 5, 2015 10:36 |
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FaustianQ posted:For Zed variants, I was thinking what if there are two per Zed, a "pristine" and "haphazard"? Actually, I think the pristine idea is really cool. All of the zeds as is right now are kinda 'why would you build this' levels of design, from a biotech/army stand point. It's like they're all failed experiments. Only one zed has a ranged attack? Bring in the tanks and run everything over, carpet bomb the poo poo out of them with planes or choppers. It's quite a bit of fun to shoot these horrible monsters and get stuck in, but realistically () were supposed to be super soldiers, built for war. They only win because of their numbers. A 'pristine' version changes that.
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# ? May 5, 2015 16:15 |
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My interpretation is that the zeds were more experiments conducted en masse rather than each one meant to be a weapon for war on their own. Like the experiments done to create a Stalker would eventually be adapted onto normal soldiers, who could be modified to go invisible while doing stuff out in the field. I also always assumed that the Patriarch (and now I guess the other bosses) were actively producing more zeds from the still-functioning Horzine facilities scattered around the world.
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# ? May 5, 2015 16:22 |
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Here's my thoughts on the deep and intricate lore of Killing Floor.
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# ? May 5, 2015 16:55 |
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Geight posted:My interpretation is that the zeds were more experiments conducted en masse rather than each one meant to be a weapon for war on their own. Like the experiments done to create a Stalker would eventually be adapted onto normal soldiers, who could be modified to go invisible while doing stuff out in the field. I also always assumed that the Patriarch (and now I guess the other bosses) were actively producing more zeds from the still-functioning Horzine facilities scattered around the world. Yup, it makes Horzine's advertisement much more logical if you take it this way.
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# ? May 5, 2015 18:13 |
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Horzine posted:"gently caress quality control, I want my loyal tube/tree grown Zed army NOW!" Basically this. Horzine skipped beta testing and early access Zeds and look what they got
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# ? May 5, 2015 18:38 |
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Ledgy posted:Yup, it makes Horzine's advertisement much more logical if you take it this way. They're basically Umbrella in that they're a pharmaceutical company that secretly makes most of their money violating the laws of nature in an effort to make superior biological weapons. If only Horzine had invested in the Shield/Armor/Helm key system, this whole outbreak could've been contained...
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# ? May 5, 2015 18:43 |
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I wish the kf2 devs would say loving anything since their only patch has been one slew of bug fixes and no word at all on progress unless there's a blog somewhere or something
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# ? May 5, 2015 19:06 |
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They are starting a series of dev posts this week, according to a post in the official forums, talking about what they've got planned and stuff.
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# ? May 5, 2015 19:10 |
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Mexicat posted:I wish the kf2 devs would say loving anything since their only patch has been one slew of bug fixes and no word at all on progress unless there's a blog somewhere or something https://twitter.com/TripwireInt/status/594210547131928576 SoonTM
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# ? May 5, 2015 19:14 |
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Mexicat posted:I wish the kf2 devs would say loving anything since their only patch has been one slew of bug fixes and no word at all on progress unless there's a blog somewhere or something Google is your friend! http://forums.tripwireinteractive.com/showthread.php?t=107954 (What We Are Up To - What Are We Up To? | 3rd May) Says the priority is fixing bugs and that they'll update every two weeks
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# ? May 5, 2015 19:17 |
Mexicat posted:I wish the kf2 devs would say loving anything since their only patch has been one slew of bug fixes and no word at all on progress unless there's a blog somewhere or something you're in luck because they literally have said those things
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# ? May 5, 2015 19:21 |
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Literal Nazi Furry posted:100% yes to the ammo part On that note, i'd really like it if people that had only shot like, one bullet or so could not pick up ammo. gently caress those guys.
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# ? May 5, 2015 20:17 |
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dogstile posted:On that note, i'd really like it if people that had only shot like, one bullet or so could not pick up ammo. It's even worse when a Commando or Medic grabs an ammo box and I'm a Support. Supports need a few extra shells far more than you need an extra magazine for your automatic weapons.
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# ? May 5, 2015 20:22 |
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closeted republican posted:It's even worse when a Commando or Medic grabs an ammo box and I'm a Support. Supports need a few extra shells far more than you need an extra magazine for your automatic weapons. Yeah no kidding. AA-12 ammo is like gold. And finding an ammo box when you are out of AA-12 ammo is like finding a Diamond.
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# ? May 5, 2015 20:35 |
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I dunno, guys. An extra medic grenade can be pretty clutch.
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# ? May 5, 2015 20:44 |
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dorkasaurus_rex posted:I dunno, guys. An extra medic grenade can be pretty clutch. Just... Get... One... From... My... loving... backpack... On a non silly note though. 20 AA rounds beats a medic grenade any day. What's the point in healing up a little bit when its going to take five times as long to kill the thing? Playing medic at that point i'm just using the rifle and spamming the heal darts loving everywhere regardless and my regular team doesn't stand in one spot, so the healing grenades aren't fantastic. Good for choke points though, any trash that stumbles through is either dead or one shot away from it.
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# ? May 5, 2015 22:04 |
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Someone did a fabulous job remaking KF1 Biotics Lab: http://forums.tripwireinteractive.com/showthread.php?t=108046
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# ? May 5, 2015 22:20 |
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dorkasaurus_rex posted:Someone did a fabulous job remaking KF1 Biotics Lab: Nice. That looks WAY better than the half-assed remake I tried to play the other day.
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# ? May 5, 2015 22:34 |
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dogstile posted:my regular team doesn't stand in one spot, so the healing grenades aren't fantastic. Good for choke points though, any trash that stumbles through is either dead or one shot away from it. Your regular team should consider standing in one spot from time to time. The best way to handle something like a scrake or pound is to stand in a heal grenade and shoot the crap out of it. Backpedaling gets you killed. Support stuns and starts unloading on scrake/pound Medic throws a grenade at their feet scrake and/or pound dies support lives Also the support should be using their hunting shotgun on all scrub-tier enemies and saving the AA-12 for pounds and scrakes and giant piles of enemies after they run out of grenades. I have yet to have major problems running out except on waves 8-10 Suicidal. And Hans, but he's special.
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# ? May 5, 2015 22:55 |
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dorkasaurus_rex posted:Someone did a fabulous job remaking KF1 Biotics Lab: he got the layout and general look right but its missing the atmosphere, there's no green haze of fog which pretty much made that map imo its way too clean, its like a movie set or something. it's arranged messy, not actual messy.
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# ? May 5, 2015 23:03 |
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I'm kinda learning to parry raging scrakes with the basic knife. It seems the problem most people have is that when the scrake stumbles, they go in for a slash and their recovery is faster than yours. Do you lose health for parrying, by the way? I'm too concerned with the huge wall of flesh pounding on me to check my UI normally.
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# ? May 5, 2015 23:22 |
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# ? May 13, 2024 11:03 |
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Mr. Unlucky posted:he got the layout and general look right but its missing the atmosphere, there's no green haze of fog which pretty much made that map imo The messiness is what is taking all the time on my maps. It takes a lot of time to make an environment look lived in. Also lightmass, what did you guys do to lightmass settings because they're hosed up on my end.
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# ? May 5, 2015 23:26 |