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Killing Floor 2: if it feels good nerf it
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# ? Jun 26, 2016 05:04 |
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# ? May 23, 2024 11:23 |
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Is anyone still playing Killing Floor 1? I had a great time with that, years ago, and still have a pretty high-level Commando, I think. Hanging back and popping trash mob heads like zits while the rest of the team filled their niches was meditative, almost. Basically, from following this thread for months and watching how badly Tripwire has managed to gently caress up their own game makes we wonder if dropping back into KF1 would be a nice palette-cleanser.
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# ? Jun 26, 2016 15:00 |
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Trying to level up on stalkers being mowed down by the firebug was super frustrating
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# ? Jun 26, 2016 15:07 |
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Commando was the absolute most tedious to level in KF1.
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# ? Jun 26, 2016 15:14 |
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It was super tedious to get to lvl 4, but lvl 5 and 6 came really quickly compared to previous levels. For some reason.
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# ? Jun 26, 2016 16:35 |
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Kf1 got a bunch of really bonkers guns and stuff dropped on it in the run up to kf2's release so balance wise it is way way way worse than kf2 right now.
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# ? Jun 27, 2016 00:57 |
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Coolguye posted:Kf1 got a bunch of really bonkers guns and stuff dropped on it in the run up to kf2's release so balance wise it is way way way worse than kf2 right now. Awwww, poo poo So, it's basically just as much of a poo poo-show as KF2 is, right now?
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# ? Jun 27, 2016 03:38 |
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null_pointer posted:Awwww, poo poo So, it's basically just as much of a poo poo-show as KF2 is, right now?
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# ? Jun 27, 2016 03:41 |
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I was playing Commando earlier since I 25'd Sharpshooter. First time playing the class in months and it feels broken as gently caress. The perk choices make barely any sense and the first two rifles feel practically useless.
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# ? Jun 27, 2016 04:02 |
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For all it's missteps, KF2's leveling scheme is still better than being required to jump through hoops for your levels in KF1
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# ? Jun 27, 2016 04:14 |
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Coolguye posted:Kf1 got a bunch of really bonkers guns and stuff dropped on it in the run up to kf2's release so balance wise it is way way way worse than kf2 right now. Like? Flare pistols and maybe the buzzsaw bow? Seriously KF1 is awesome and still remains good.
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# ? Jun 27, 2016 04:37 |
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Alteisen posted:Seriously KF1 is awesome and still remains good.
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# ? Jun 27, 2016 06:08 |
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LuciferMorningstar posted:I was hoping this patch would undo a lot of Tripwire's bad decisions. As we can now see, it didn't. It's still very clear that Tripwire is hellbent on keeping an obtuse resistance system in the game, and, as usual, only pays lip service to the idea that they're responding to player concerns. Did nobody in this thread learn anything from the complete and utter shitshow that RO2 was post-beta? My thought during the KF2 beta was "This seems pretty fun but knowing Tripwire it'll just be KF1 in a new engine and Tripwire will gently caress it up somehow." Glad to see I was correct and didn't pay money for it.
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# ? Jun 27, 2016 06:26 |
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null_pointer posted:Awwww, poo poo So, it's basically just as much of a poo poo-show as KF2 is, right now? Insert name here posted:I'd argue it's more fun broken rather than KF2's stupid broken. i'd generally agree with this. if you don't go into kf1 expecting a well balanced survival horde shooter and instead expecting a drunken zombie slaughter then you're gonna have a good time. but that's generally not what people are expecting when leaving kf2 so it's worth talking about.
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# ? Jun 27, 2016 06:28 |
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KF 2 is basically Game of Thrones if your expectations were your favorite characters that get ruthlessly murdered one by one.
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# ? Jun 27, 2016 06:35 |
Party Plane Jones posted:Did nobody in this thread learn anything from the complete and utter shitshow that RO2 was post-beta? My thought during the KF2 beta was "This seems pretty fun but knowing Tripwire it'll just be KF1 in a new engine and Tripwire will gently caress it up somehow." Some people probably did, but this is my first Tripwire experience. I'm sure that's true for a lot of other people as well.
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# ? Jun 27, 2016 07:03 |
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LuciferMorningstar posted:Some people probably did, but this is my first Tripwire experience. I'm sure that's true for a lot of other people as well.
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# ? Jun 27, 2016 07:08 |
Elysiume posted:It was my first Tripwire game. It was fun and I got my money's worth, but I'm disappointed with the direction the game has taken, and don't see myself ever returning or recommending it to friends. It's a shame. That's another good point. Game seemed promising at launch, but Tripwire has since been unable to stop making big and unnecessary revisions.
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# ? Jun 27, 2016 07:15 |
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KF1 is infinitely superior because there were modders that realised that people play games for fun instead of ~epic video game survival stories~ https://www.youtube.com/watch?v=AtBjGinfegw
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# ? Jun 27, 2016 08:41 |
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Reallycoolname posted:KF1 is infinitely superior because there were modders that realised that people play games for fun instead of ~epic video game survival stories~ Until I guess hell freezes over and Tripwire somehow manages to unfuck KF2, my review will basically be "Buy KF1 as its not only finished, but still fun".
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# ? Jun 27, 2016 08:50 |
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I played a great fantastic round of KF1 yesterday that we lost on wave 9 of 10 because im bad and - as a maxed lvl 6 support - couldn't protect a couple of beginners that had been doing really well from a triple FP spawn and it was an infinitely more memorable and enjoyable "epic video game not-survival story" than any frustrating game-over i remember from KF2. So yeah, KF1 and Payday 2 got me covered until this mess is eventually sorted out. RoadCrewWorker fucked around with this message at 09:17 on Jun 27, 2016 |
# ? Jun 27, 2016 09:14 |
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90 minutes. I know that 3 medics, berserker, sharpshooter and a commando is not the optimal setup for a Sui Hans, but goddamn that took WAYYYY too long. Obviously the first people to die were the non-Medics (on the second phase), so we had over half hour of frantically running around trying to plink away Hans lifebar. Even though we were all kitted out head to toe in our top gear, we still had to scramble around the map for the random guns and ammo spawns. Also Hans decided he wanted to rip two people to shreds with glowing melee attacks during his third shield phase, is this a Sui thing or did he just gently caress up? Another thing: Tripwire is pursuing new ideas for refining perks before release, namely Firebug and Medic. I am gonna be posting in those threads and I encourage you to do so, cause there are so many bad ideas on the TWI forums (like disabling dart auto-aim) we have to offset them somehow. PS: In this post Munk says that they're tackling the problem of knockback being too strong, and that in the internal build they have now, stomping on Zed heads (Crawlers and Clots) will stumble them, which sounds good and hillarous. Basically Munk is now a very active Tripwire poster in the Forums, a lot more than Yoshiro ever was, so I'm thinking that TWI is actually looking to hear some player feedback this time.
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# ? Jun 27, 2016 09:54 |
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Kikas posted:bad ideas on the TWI forums (like disabling dart auto-aim) If these are the sort of players that TWI is listening too, it explains the downward spiral the game has been on.
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# ? Jun 27, 2016 17:18 |
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If they get rid of dart auto aim I don't even know how I'd adequately let my displeasure be known. I don't even play medic.
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# ? Jun 27, 2016 19:58 |
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Having to aim those flakey rear end darts in KF1 sucked. Auto aim darts is probably the best QoL improvement KF 2 made.
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# ? Jun 27, 2016 20:27 |
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Is this something they're actually considering? It would be a stupid loving change but i wouldn't be surprised.
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# ? Jun 27, 2016 20:57 |
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Kris xK posted:Is this something they're actually considering? It would be a stupid loving change but i wouldn't be surprised. Darts missing increases the probability of an epik clutch for Youtube because of teammates dying faster, so yes.
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# ? Jun 27, 2016 22:28 |
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Hitting people with darts was rough in KF1 and you're WAY more mobile in this game, removing the auto aim would be a loving terrible idea. Honestly Tripwire should just release the game and keep updating it like they did KF1, stop trying to refine poo poo.
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# ? Jun 27, 2016 23:01 |
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I'm trying to comprehend the twisted mind of someone who thinks that robbing medics of their dart auto aim would make the game better but I cannot.
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# ? Jun 28, 2016 16:52 |
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Well if you're playing KF2 your aim is good enough to click heads and there's no autoaim and therefor the darts and, and, and
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# ? Jun 28, 2016 16:56 |
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RottenK posted:I'm trying to comprehend the twisted mind of someone who thinks that robbing medics of their dart auto aim would make the game better but I cannot. I can only imagine if said person is an idiot and doesn't recognize that medic darts aren't lag compensated and so they would generally miss or outright not register about a half of the time. Like in KF1 for example. And so they think that because it's auto-aimed, it would take more "skill" to use if it was turned off. But that would require Tripwire to listen to the whims of an idiot who understands nothing about the game, vouching for making the game significantly worse for the sake of artificially increased "challenge," which they would never... Huh.
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# ? Jun 28, 2016 17:28 |
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I played Medic most of the time in KF1 and yeah, darts without lock/auto-aim are a pain in the rear end. Hell, when I'm trying to grind up my teammates' armor in KF2 and the darts don't lock on because their health is already full, it's pretty iffy. About half of the time I fire a dart just as a teammate moves, so I either get right up next to them or tell them to stand still. If you want to see what KF2 darts are like without lock-on it's not hard to try it out, and the answer is that they are pretty tough to use. Either Medics would have to git real, real gud or Tripwire would have to increase dart recharge rate to compensate for all of the darts flying off into nowhere.
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# ? Jun 29, 2016 02:12 |
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http://forums.tripwireinteractive.com/showthread.php?t=118541 They're looking for HoE feedback. Make it harder seems to be the consensus.
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# ? Jun 29, 2016 02:15 |
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Make guns break like Far Cry 2.
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# ? Jun 29, 2016 02:18 |
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Alteisen posted:http://forums.tripwireinteractive.com/showthread.php?t=118541 Some Dumb loving Sperg posted:What I'd expect of the difficulty levels, more or less, is:
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# ? Jun 29, 2016 02:19 |
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Sounds like a great way to tank the userbase real fast. Also, $10 says he hasn't played past Hard.
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# ? Jun 29, 2016 02:20 |
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I haven't been able to post on TWI for a year or so because their forum database is all hosed up. Can some of you kind souls tell these poo poo tards to not balance their entire game around HoE autists feedback?
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# ? Jun 29, 2016 02:20 |
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Skoll posted:I haven't been able to post on TWI for a year or so because their forum database is all hosed up. Can some of you kind souls tell these poo poo tards to not balance their entire game around HoE autists feedback? It would take a group to shut down the "6-man HOE long or BUST" autists. Hope you enjoy the game getting even more obnoxious!
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# ? Jun 29, 2016 02:22 |
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it's fine for HoE to be painful so if the hardcore spergs want that to be their secret treefort for them to theorycraft and be happy being their toxic selves then i say it's a small price to pay
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# ? Jun 29, 2016 02:25 |
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# ? May 23, 2024 11:23 |
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Coolguye posted:it's fine for HoE to be painful so if the hardcore spergs want that to be their secret treefort for them to theorycraft and be happy being their toxic selves then i say it's a small price to pay That sounds good in theory, but you know some of these changes are going to bleed out into the rest of the difficulties. Screwing up is what Tripwire does best.
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# ? Jun 29, 2016 02:26 |