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emTme3 fucked around with this message at 02:14 on Mar 31, 2022 |
# ? May 18, 2015 00:27 |
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# ? May 13, 2024 04:10 |
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Revolver Bunker posted:Was playing last night on a server running custom maps and noticed something I hadn't seen before. On the Hans fight I watched as on several occasions he would be in mid drain on someone and then something would cause him to stop and then look for someone else to drain. It was the oddest thing. While I do not know how true it is or not, I saw somebody mention that berserker grenades can break his throw elsewhere. Saw this happen at least once (him dropping a guy then chasing after people again) last night on normal maps, but I didn't notice any electrical after effect or anything and I already had a facefull of gas to deal with at the time.
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# ? May 18, 2015 00:31 |
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time for some GIFs
that last one is probably my favorite. Whoooooops!
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# ? May 18, 2015 22:07 |
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Do the faster reload speeds not actually give new animations yet? The faster animations just look like the same as the slow ones but sped up.
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# ? May 18, 2015 22:16 |
Psion posted:time for some GIFs none of the labs are OSHA compliant what about that room with the big fuckoff grinder!!!!!!!
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# ? May 18, 2015 22:26 |
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Theta Zero posted:Do the faster reload speeds not actually give new animations yet? The faster animations just look like the same as the slow ones but sped up. support doesn't get fancy reloads for shotguns but I heard commando does for the ARs. I don't remember, despite having a 15 commando.
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# ? May 18, 2015 22:30 |
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The animations for loading the shells in the pump-action and 1014 (but not the first shell if you're empty), and the AA-12 reloads are all different but the rest are the same for Support.
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# ? May 18, 2015 22:32 |
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Theta Zero posted:Do the faster reload speeds not actually give new animations yet? The faster animations just look like the same as the slow ones but sped up. They do seem that way for the most part. Commando tactical reloads, have some variations but they are mostly cutting out filler on top of speeding it up. With the non empty reloads, the major difference is you don't lift your gun up at a 90 degree angle to hold the gun in front of your face while you go through the reload process. Because I am not a gun expert, the empty reloads feel like they are saving time by skipping steps in some case. The difference between the varmint and SCAR empty reloads for example, normal reloads you finish by slowly pulling back on the slide(hammer? thingy? The bit they have on nerf dart guns). Tactical reload you skip that step entirely and just quickly flick a switch. Though this does mean there is more difference than just animation speed, at least. Section Z fucked around with this message at 22:38 on May 18, 2015 |
# ? May 18, 2015 22:35 |
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Section Z posted:They do seem that way for the most part. Commando tactical reloads, have some variations but they are mostly cutting out filler on top of speeding it up. With the non empty reloads, the major difference is you don't lift your gun up at a 90 degree angle to hold the gun in front of your face while you go through the reload process. Some guns hold their bolt open when the magazine empties. This means that when you insert a new mag, you just have to hit the bolt release and it will chamber a new round for you, just like that, no charging required. I can't answer why this would change ingame with a skill (since it's usually inherent to the gun's design), but that's how it works in real life. e: There's more that can be said, but that answers the meat of your question quickly. Explosionface fucked around with this message at 22:50 on May 18, 2015 |
# ? May 18, 2015 22:48 |
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From a Payday 2 Announcement:Almir posted:Regarding Possible Collaboration with Killing Floor 2
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# ? May 18, 2015 23:03 |
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SCRAKEDOZERS!
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# ? May 18, 2015 23:05 |
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Alteisen posted:SCRAKEDOZERS! Stalkers replaced with cloaked cloakers.
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# ? May 18, 2015 23:06 |
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Theta Zero posted:From a Payday 2 Announcement: Ugh, I really hope TWI doesn't poo poo up the game with Payday crap.
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# ? May 18, 2015 23:09 |
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"The BioLab is a shitstorm!" "WHO MADE THIS FLESHPOUND, THE COPS?"
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# ? May 18, 2015 23:12 |
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Skoll posted:Ugh, I really hope TWI doesn't poo poo up the game with Payday crap. They probably won't. In Killing Floor 2, the worst they did with promotional stuff was just have a crossover character who looked mildly out of place, and that was just the Pyro. All other promotional characters managed to fit in decently. Payday 2 is kind of the same, they'll probably just have a bunch of masks or patterns, or make a heist like the Hotline Miami heist where it's still distinctly in the Payday 2 style but with clear references to the game. That is if they even do anything at all.
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# ? May 18, 2015 23:13 |
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Can't wait to play as EOD suit guy again
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# ? May 18, 2015 23:13 |
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Theta Zero posted:They probably won't. In Killing Floor 2, the worst they did with promotional stuff was just have a crossover character who looked mildly out of place, and that was just the Pyro. All other promotional characters managed to fit in decently. I could see them maybe porting over a map or two and having one of the masks as a paintjob for Foster or something.
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# ? May 18, 2015 23:14 |
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Theta Zero posted:They probably won't. In Killing Floor 2, the worst they did with promotional stuff was just have a crossover character who looked mildly out of place, and that was just the Pyro. All other promotional characters managed to fit in decently. Payday 2 is kind of the same, they'll probably just have a bunch of masks or patterns, or make a heist like the Hotline Miami heist where it's still distinctly in the Payday 2 style but with clear references to the game. That is if they even do anything at all. Pyro guy was only out of place if you didn't play as Firebug and use him.
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# ? May 18, 2015 23:17 |
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Inzombiac posted:"The BioLab is a shitstorm!" "BROKE DICK PIECE OF poo poo DOOR!"
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# ? May 19, 2015 00:06 |
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I'm hoping this cross-over has two degrees of separation and I get to play as Jacket.
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# ? May 19, 2015 00:44 |
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The only benefit I could see to a cross over is playing as Not Keanu Reeves in KF 2.
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# ? May 19, 2015 01:15 |
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But Payday 2 already has a bundle of cash as a melee weapon
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# ? May 19, 2015 01:20 |
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Well we've already got bullet time I was also a bit disappointed that most tactical reloads were just the animations sped up. I wish they'd gone a bit silly with them and had you just toss a couple of shells in front of you and snap the double-barreled closed around them or twirling your AR clips around your fingers or something. I'll probably keep it for Commando because single shot damage is eeeh but Support's Zed stagger actually sounds pretty useful for denying Scrakes/FPs. Has anyone messed around with it enough to tell if it's really that useful? Also gifs: Hey what's up what's goin on in this level guys Stalker goes splat A Husk defecting to our side for a brief moment Pretty good Husk bash Watch this guy solo a Scrake with just his knife loving MAD SKILLZ right here A close Hans kill
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# ? May 19, 2015 01:28 |
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Takes No Damage posted:Watch this guy solo a Scrake with just his knife loving MAD SKILLZ right here Another victim claimed by the Backup Talent's lies.
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# ? May 19, 2015 01:33 |
Lemon Curdistan posted:"BROKE DICK PIECE OF poo poo DOOR!" If there's one thing I wanted collaborated it's Chains in Kf2.
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# ? May 19, 2015 02:05 |
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I could easily see a colab. Payday 2 gets some Zed based patterns and masks along with a Horzine heist map like the Left 4 Dead No Mercy one from PayDay 1. KF2 would probably get the PayDay crew as skins and probably a map based in First World Bank or themed around it like the KF1 Portal map
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# ? May 19, 2015 02:20 |
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I made a video https://www.youtube.com/watch?v=J0mE05RaJJI
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# ? May 19, 2015 06:47 |
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0:28 "Turn the other cheek" indeed Just tried my hand at Hell on Earth, and while I still feel that the jump from Hard to Suicidal is bigger, holy poo poo. Trash zeds never stop sprinting. Ever. And I have no bullets. And why are Husks spawning on wave 2/10? AAAAAaaaaaaaaaaaaaa. A gif, in which Alteisen learns the true meaning of teamwork.
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# ? May 19, 2015 07:59 |
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One thing I've never really understood is why Zed Time isn't a player resource usable at will that refills as you do stylish things to kill specimens.
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# ? May 19, 2015 09:40 |
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Fleshpound knows how to relax.
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# ? May 19, 2015 09:57 |
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Wales Grey posted:One thing I've never really understood is why Zed Time isn't a player resource usable at will that refills as you do stylish things to kill specimens. Due to the nature of time manipulation, it needs to happen to everyone at the same time. So who gets to push the button? Everyone? A designated team leader? It would be messy either way. Either people will yell at one guy to stop being a moron and push button, or everyone will bitch at little Timmy wastes the resource on a single clot.
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# ? May 19, 2015 13:47 |
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I want Zerkers to not slow down at all during Zedtime. That would be a hell of a perk
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# ? May 19, 2015 13:54 |
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Mindblast posted:Due to the nature of time manipulation, it needs to happen to everyone at the same time. So who gets to push the button? Everyone? A designated team leader? It would be messy either way. Either people will yell at one guy to stop being a moron and push button, or everyone will bitch at little Timmy wastes the resource on a single clot. Well, the way ZED time is activated, actually doing stylish things could be given a modifier when the game checks for activation, so as to increase chance of ZED time dropping. You get like a 3-5% chance for various ways you've killed a ZED, if you kill a ZED that fulfills multiple requirements each is a separate activation check. Based on the time since ZED time last dropped, you have no chance (10s since), normal chance (10-30s since), double chance (30s-60s) or quad chance (60s+ since). My suggestion for the Commando was chaining kills within 1s of each other added .5% activation chance, so getting 10 kills together would be something like 5.5%, 6%, 6.5%...9.5%, 10%. For the Berserker, I could see what could count as a stylish kill (launching the body, causing MEAT to go nuts, etc) storing 5% towards an activation of ZED time which decreases by .5% every second. Once 100% is reached, the bonus applies to any kill and ZED time is activated. The problem is figuring out what the hell a stylish kill would even be.
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# ? May 19, 2015 14:23 |
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Whale Cancer posted:I want Zerkers to not slow down at all during Zedtime. That would be a hell of a perk How much do you bet it's gonna be a Martial Artist thing ?
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# ? May 19, 2015 15:04 |
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Ledgy posted:How much do you bet it's gonna be a Martial Artist thing ? DEAD ON *does a spinning flip over a scrake and rips its spine out*
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# ? May 19, 2015 15:13 |
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Whale Cancer posted:I want Zerkers to not slow down at all during Zedtime. That would be a hell of a perk It's a Lv. 25 Commando perk to do that. I still think it's dumb.
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# ? May 19, 2015 15:54 |
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Zed time is that thing that happens when everything goes slow and your reloading your gun in slow motion right? I've never seen the point in that.
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# ? May 19, 2015 16:07 |
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you joke, and I thought i'd get tired of the effect after a week but 200 hours in KF1 later i still enjoy it every time it happens. also the matrix sequels never happened so bullettime will be cool forever
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# ? May 19, 2015 16:14 |
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it helps if you're talking to people and you stop to make the noise for zed-time kicking in and ending whenever it happens buuuvooop
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# ? May 19, 2015 16:16 |
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# ? May 13, 2024 04:10 |
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Zed time while characters are speaking will never not amuse me. I'm glad it happens so much in this one!
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# ? May 19, 2015 16:19 |