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It would be good for a lot of reasons if demo had at least one weapon which wasn't single shot. On the upside, firebug is lots of fun. I think it hits a pretty good sweet spot in terms of balance, it's very satisfying to play, the works. I'm not a huge fan of the C&B but as soon as I get a trench gun - which doesn't take long - it's not an issue.
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# ? Sep 2, 2015 17:49 |
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# ? May 10, 2024 04:23 |
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Psion posted:It would be good for a lot of reasons if demo had at least one weapon which wasn't single shot. They could do a FRAG12 Armsel Striker, maybe a Horzine XM25 along with the old MGL. There is also comedy option RGA-86
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# ? Sep 2, 2015 18:01 |
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Lemon Curdistan posted:As a general PSA to everyone: BUY A MEDIC PISTOL Is it generally better for a firebug to forgo getting another on-perk weapon in favor of a medic pistol? With the microwave gun being 9 weight and the Trench Gun/Caulk Gun being 6 weight, you can't have two perk weapons and have a medic pistol at the same time.
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# ? Sep 2, 2015 18:11 |
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Demo should get a China Lake with buckshot rounds. Minces everything below a scrake from a good distance.
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# ? Sep 2, 2015 18:29 |
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Kamikaze Raider posted:Is it generally better for a firebug to forgo getting another on-perk weapon in favor of a medic pistol? With the microwave gun being 9 weight and the Trench Gun/Caulk Gun being 6 weight, you can't have two perk weapons and have a medic pistol at the same time. for me, firebug is the only class where I don't take a medpistol because of exactly that - microwave/trench is too good to pass up. But every other class can fit one in pretty easily so the advice is still completely correct overall.
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# ? Sep 2, 2015 18:30 |
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Kamikaze Raider posted:Is it generally better for a firebug to forgo getting another on-perk weapon in favor of a medic pistol? With the microwave gun being 9 weight and the Trench Gun/Caulk Gun being 6 weight, you can't have two perk weapons and have a medic pistol at the same time. Will your team get more use out of you having a trench gun alongside the microwave gun and everyone dying because you couldn't clutch heal the guy being focused by FPs/scrakes in later waves and the entire team collapsed in on itself, or will your team get more use out of you having to use a shittier gun alongside the microwave gun and the team not wiping? There are some cases where you can get away with it (i.e. the team has a medic and everyone else has one and collectively doesn't suck), but otherwise you should probably just carry something off-perk.
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# ? Sep 2, 2015 18:37 |
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Lemon Curdistan posted:Will your team get more use out of you having a trench gun alongside the microwave gun and everyone dying because you couldn't clutch heal the guy being focused by FPs/scrakes in later waves and the entire team collapsed in on itself, or will your team get more use out of you having to use a shittier gun alongside the microwave gun and the team not wiping? I think you're being over dramatic
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# ? Sep 2, 2015 18:42 |
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Me using that trench gun for killing my share of 150 trash zeds busy clawing at the ankles of my team demo who's trying to rocket those FPs is probably doing more for their overall survivability than one extra medpistol; it's not that clear cut. any class that can easily fit one - which is five of six - should. Firebug is an exception, not the rule.
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# ? Sep 2, 2015 18:52 |
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Psion posted:Hans' melee strikes should not take off 60 health, wounded status should not slow you down the way it does. Yeah, Hans needs a lot of tuning. I understand the Dev frustration that a single guy taking 30 minutes can carefully kite him to death so they want Hans to have a huge spike damage to gently caress that single guy up. But the thing is the community doesn't want a boss that takes 30 minutes for the last survivor to kite because that's boring and frustrating for us. Especially when everyone had him under control except for his bullshit melee charge. Beating Hans shouldn't come down to a flowchart of "Do you have a zerker who can parry and Hans decides to attack him?" -> "Do you have a commando or medic who can kite forever and a book to read while he does it?" -> "Are you lucky?" I think Hans's gas attack was a little over-nerfed (while I avoid it I have no fear of running through it now) and his melee attack was over-buffed. Meanwhile I know that pulling out a melee weapon and just holding down the block button does wonders for reducing HP but by the time I recognize that Hans is running for me, and have pulled out my scalpel Hans has likely already taken at least one swing (I really feel the backup knife's draw should be a lot faster by the way). And then once he's done with his first combo Hans's AI goes "Oh, there's a player within 5 meters, better melee attack!" more often than not, which repeats until the blocking player is dead. Either Tripwire has to get used to having a boss that most teams can deal with 90% of the time or find some more clever way to buff him. Dying to an AI enemy who basically decided "this player dies!" and uses a nearly instant death attack is kinda bullshit and unfun. Dying almost any other way (generally due to a player fuckup) is part of the game and is can be fun in a way, dying to Hans's melee is bullshit and not fun ever.
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# ? Sep 2, 2015 19:03 |
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Lemon Curdistan posted:Will your team get more use out of you having a trench gun alongside the microwave gun and everyone dying because you couldn't clutch heal the guy being focused by FPs/scrakes in later waves and the entire team collapsed in on itself, or will your team get more use out of you having to use a shittier gun alongside the microwave gun and the team not wiping? What would you suggest for filling those last 5 weight points? Or do you think a firebug should just go ahead and get a Medic SMG/Dual 9mm instead of the pistol and roll with 14/15?
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# ? Sep 2, 2015 19:10 |
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One of the shotguns would probably be best to help against FPs.
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# ? Sep 2, 2015 19:14 |
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What exactly makes the microwave gun good? Like I know it's good but the stats sheet says it does less damage than the flamethrower and has less penetration? Does it just have really high focused DPS or is the microwave burst an amazing trash clearer? I haven't had much time to play Firebug yet and while it certainly Works, I haven't pinned down its strong points other than "it kills things pretty good". I also haven't touched the microwave burst.
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# ? Sep 2, 2015 19:15 |
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Alkydere posted:I think Hans's gas attack was a little over-nerfed (while I avoid it I have no fear of running through it now) and his melee attack was over-buffed. Meanwhile I know that pulling out a melee weapon and just holding down the block button does wonders for reducing HP but by the time I recognize that Hans is running for me, and have pulled out my scalpel Hans has likely already taken at least one swing (I really feel the backup knife's draw should be a lot faster by the way). And then once he's done with his first combo Hans's AI goes "Oh, there's a player within 5 meters, better melee attack!" more often than not, which repeats until the blocking player is dead. to both paragraphs I would start with toning down his melee strikes and charge speed and slightly buffing gas and guns. His guns used to be loving insane so let's not go back to that obviously but a small boost to both that and the gas damage should make those more threatening without being bullshit and toning down his melee strikes should prevent the stupid "you are at 100 health oh wait now you're below 50 oh wait now you are dead in 0.2 seconds" scenarios. I'm hoping minor tuning changes like this aren't going to require some enormous outlay of time at TWI because tweaking a couple small things every week (or whatever) is actually good at rapidly dialing in on where balance should be. Worked wonders for Mass Effect 3 MP for example, they just changed a tuning file and called it good. Rapid iterations on small stuff combined with less frequent content updates is a really good combination for the player. Metrohunter posted:What exactly makes the microwave gun good? Like I know it's good but the stats sheet says it does less damage than the flamethrower and has less penetration? Does it just have really high focused DPS or is the microwave burst an amazing trash clearer? I haven't had much time to play Firebug yet and while it certainly Works, I haven't pinned down its strong points other than "it kills things pretty good". I also haven't touched the microwave burst. as far as I know those stats are all complete lies so ignore them entirely and just go for how it feels to you. But definitely do use the burst. It's short range but it does good damage, has AOE pushback, and is great. Also microwaves absolutely destroy scrakes. Not so great against pounds though. if you're surrounded or if you're holding a chokepoint or something a quick secondary blast does wonders. Psion fucked around with this message at 19:23 on Sep 2, 2015 |
# ? Sep 2, 2015 19:20 |
Alkydere posted:Yeah, Hans needs a lot of tuning. Echoing this. The melee attacks are out of control. If there were more space between them, or if Hans weren't so fast, maybe it would be more manageable. But as it stands, Hans can absolutely decimate someone with two or three melee attacks in the space of a couple seconds.
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# ? Sep 2, 2015 19:20 |
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Metrohunter posted:What exactly makes the microwave gun good? Like I know it's good but the stats sheet says it does less damage than the flamethrower and has less penetration? Does it just have really high focused DPS or is the microwave burst an amazing trash clearer? I haven't had much time to play Firebug yet and while it certainly Works, I haven't pinned down its strong points other than "it kills things pretty good". I also haven't touched the microwave burst. 1: The stat sheet is kinda wrong, because it does a unique damage type, Microwave Damage, that absolutely destroys almost everything. Bloats are fairly resistant to it but everything else dies horribly fast. Scrakes are actually extremely weak to microwaves, and at least on 6-man Normal difficulty, you can kill a scrake in roughly 30 microwave ammo. 2: The RoF on the Microwave Gun is extremely fast and you can clear clots with a couple taps of the button, using up only 5-8 ammo to kill any size group of clots, slashers, and gorefasts instantly. The piercing value on the sheet should honestly read "infinity" because I've never seen the gun not shoot to its full range. 3: The microwave burst is incredibly useful, pushing back anything hit by it. They'll go flying 3-10 feet, depending on how airborn and how light they are, but even a fleshpound and a scrake will go back a good 3-5 feet with each burst. The blast doesn't interrupt their animations at all, either, so an attack scrake will suddenly be attacking empty air. The microwave gun lets you keep a scrake or pounder busy for as long as you still have ammo, as a result. 4: The microwave burst still does damage, it seems to be roughly equal to 5 ammo's worth of damage while using up 10 ammo for utility. So it's a very good panic button all around. 5: The Microwave Burst is the only thing that can push Hans, other than staggering him with the Pulverizer or RPG rockets. If Hans is pinning an ally in the corner, or pinning you in a corner, repeated use of the burst will save your life. #1 and #2 are the main things that make it good, but the burst is what gives it the utility to be possibly the best gun in the game right now. It definitely gives the AA12 a good run for its money.
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# ? Sep 2, 2015 19:23 |
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Movement penalty while wounded- this was a bad idea in KF1, and it's a bad idea in KF2. It creates a positive feedback loop where you get gnawed to death by enemies that you're too slow to escape. Players should be penalized for mistakes in ways that don't mechanically force them into making further mistakes.
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# ? Sep 2, 2015 19:50 |
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Questioner you'd make my day if you could get the audio people to add the wwise project to the sdk download, would make sound/music modding much easier for everyone.
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# ? Sep 2, 2015 19:54 |
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During the PAX panel Tripwire said that the Microwave swelling effect was created during early development where they just swelled up a clot before they had a bloat model in-game, then they thought that they needed to find a way to use the effect. The majority of the community questions during the panel were about stuff that hadn't even been revealed yet and Tripwire obviously couldn't comment on, but their answer to a question about having multiple bosses was simply "You won't be disappointed." They also talked a little bit about the workshop support they have coming. They'll be doing a curated workshop for cosmetics like TF2 with the community voting on what makes it to the game and creators getting a cut of profits. At the time they mentioned character cosmetics like masks along with weapon skins. I also talked with one of the developers after the panel about the weapon skins and they should stick with the weapon, so if you toss someone a weapon they'll see your skin, and people will have a hard time lying about picking up your weapon when they have your bright yellow AA12.
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# ? Sep 2, 2015 19:55 |
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Kamikaze Raider posted:What would you suggest for filling those last 5 weight points? Or do you think a firebug should just go ahead and get a Medic SMG/Dual 9mm instead of the pistol and roll with 14/15? C4 man! Microwave Scrakes, C4 Pounds, heal team with medic SMG.
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# ? Sep 2, 2015 20:25 |
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Post-patch these are my experiences with Hans on Normal and Hard as I haven't ventured further with my low level Demo(7)/Firebug(8) perks: Normal is quite easy and I don't think I've seen a single wipe to him on this difficulty. You can pretty much ignore his gas grenades and you don't even have to think too carefully about where you are fighting him as long as you can get out of his LoS when he shoots, the only threat on Normal is his melee attacks which still do a fair bit of damage but in my experience FPs kill more people on Normal than Hans does. Hard is a different story entirely and even with a group of pretty high level perks where people actually heal it's never a sure thing that you're gonna take him down. Only beaten him 2-3 times and I was only alive to see him die once. Switched to Hard on level 5 of both perks for reference. My point is that it's maybe a slightly too big step up in difficulty from Normal to Hard, but only on the Hans fight - the regular waves seem fine on Hard. Ok that's my story
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# ? Sep 2, 2015 21:18 |
Martout posted:Post-patch these are my experiences with Hans on Normal and Hard as I haven't ventured further with my low level Demo(7)/Firebug(8) perks: Try suicidal. Hans is EVEN MORE FUN, if you can believe it.
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# ? Sep 2, 2015 21:32 |
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Maybe halve Hans melee damage, but have his melee hits impart bile damage DoT. Still do the same damage, but you could more effectively attend to someone he is pinning/not immediately get annihilated, and make the Zerker more overall resistant to the melee.
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# ? Sep 2, 2015 21:41 |
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So I finally caved in now that they added Firebug to the game, but to my suprise I've been having a lot of fun with Support so far. The shotguns are just so satisfying. I'm nearing lvl 5 on it and thinking about moving to Hard since Normal has been a cakewalk so far, any tips? I tried to join the goon servers too, but I'm not sure if I'm missing something. I opened the console, pasted the commands but then nothing happens.
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# ? Sep 2, 2015 21:56 |
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Zernach posted:So I finally caved in now that they added Firebug to the game, but to my suprise I've been having a lot of fun with Support so far. The shotguns are just so satisfying. I'm nearing lvl 5 on it and thinking about moving to Hard since Normal has been a cakewalk so far, any tips? Same here
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# ? Sep 2, 2015 21:57 |
Zernach posted:So I finally caved in now that they added Firebug to the game, but to my suprise I've been having a lot of fun with Support so far. The shotguns are just so satisfying. I'm nearing lvl 5 on it and thinking about moving to Hard since Normal has been a cakewalk so far, any tips? Goon servers probably aren't maintained. People are basically never in the group chat either, so you probably just want to try friending random goons who play and seeing if they'll play with you. The jump to hard isn't really that bad, I don't think. Everything has a bit more health, which is most obvious in that you can't one-shot clots with your 9mm. Enemies are also slightly more aggressive. Just do it, you'll figure out how to handle it.
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# ? Sep 2, 2015 22:06 |
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Hard is the same difficulty level that was Normal in KF1, in my opinion, and Normal is the new Easy. I level up new perks starting in Hard, personally, though I occasionally get vote kicked by pubs for being too low level (lol). Edited to Normal - > Easy SymmetryrtemmyS fucked around with this message at 01:22 on Sep 3, 2015 |
# ? Sep 2, 2015 22:12 |
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SymmetryrtemmyS posted:Hard is the same difficulty level that was Normal in KF1, in my opinion, and Hard is the new Normal. I level up new perks starting in Hard, personally, though I occasionally get vote kicked by pubs for being too low level (lol). Nobody likes being told they're playing on easy.
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# ? Sep 2, 2015 22:54 |
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Yeah KF1 normal was way more punishing, was mostly comparing pre-patch Hans to post-patch Hans LuciferMorningstar posted:Try suicidal. Hans is EVEN MORE FUN, if you can believe it. I did a few Suicidal and HoE games on my zerker and the names of all the difficulties are apt, let's just say
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# ? Sep 2, 2015 23:48 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=511254694 Ran into a weird bug today where I had the spectator hud stuck even after I respawned the next wave.
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# ? Sep 3, 2015 00:31 |
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What levels do you guys start venturing into Suicidal and HoE at? I wait until 10 or 15 for Suicidal, and stay there most of the time, but I feel comfortable in HoE no earlier than 20. The 20 perks are good enough to make the difference, IMO.
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# ? Sep 3, 2015 01:25 |
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SymmetryrtemmyS posted:What levels do you guys start venturing into Suicidal and HoE at? I wait until 10 or 15 for Suicidal, and stay there most of the time, but I feel comfortable in HoE no earlier than 20. The 20 perks are good enough to make the difference, IMO. Definitely 10-15. Some guy said he did Suicidal at 7 and it was a mostly fun time. But I'm gonna wait until I get a perk to 10 to try Suicidal.
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# ? Sep 3, 2015 01:59 |
Lemon Curdistan posted:Will your team get more use out of you having a trench gun alongside the microwave gun and everyone dying because you couldn't clutch heal the guy being focused by FPs/scrakes in later waves and the entire team collapsed in on itself, or will your team get more use out of you having to use a shittier gun alongside the microwave gun and the team not wiping? counterpoint: i use the weapons that i think are fun
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# ? Sep 3, 2015 03:29 |
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I've found it fun to just boot up solo Suicidal/HoE and just see how far I can get on my low level perks. It's really fun and you get XP fast in your really brief life. Plus as you adjust to the really quick zeds you'll find yourself having an easier time on Normal and Hard where the zeds suddenly feel like they're moving in slow motion.
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# ? Sep 3, 2015 03:45 |
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I hate to be that guy asking for tech support in the thread but my google-fu is failing me. Ever since opting into the beta Killing Floor crashes on launch- I just get the bug report dialogue box. I restarted my computer opted back out of the beta updated my drivers verified game cache set killing floor to run as admin tried opting back in/out of the beta several times deleted all local content and reinstalled Same thing happens every time I launch the game. It always ran perfectly fine before the beta launched. Any ideas? I'm desperate to get in and kill me some zeds.
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# ? Sep 3, 2015 04:10 |
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You may want to look into My Documents\My Games\Killing Floor 2\. Maybe one of the configuration files there got corrupted somehow. Unless you use the SDK I think you can just wipe the folder completely and all you'll lose is your configuration and key binds.
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# ? Sep 3, 2015 04:19 |
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Blisster posted:I hate to be that guy asking for tech support in the thread but my google-fu is failing me. What beta are you opting in and out of? I don't see any betas in the beta tab.
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# ? Sep 3, 2015 04:36 |
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The KF2 beta that just ended. Is this a trick question?
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# ? Sep 3, 2015 04:54 |
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since it ended you can't really opt in/out of it anymore
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# ? Sep 3, 2015 04:57 |
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Since the Microwave Gun is so high-tech, the sight should have a rangefinder function - I'd be thrilled if it simply put a little dot on the ground at max range when zoomed in. Maybe a second dot for the blast range.
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# ? Sep 3, 2015 05:59 |
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# ? May 10, 2024 04:23 |
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Gromit posted:The KF2 beta that just ended. Is this a trick question? The beta branch doesn't exist any more, you can't opt in to it and everyone got automatically opted out.
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# ? Sep 3, 2015 09:36 |