|
I never liked kf1 zerkers but parrying stuff is kickin' rad.
|
# ¿ Apr 19, 2015 05:02 |
|
|
# ¿ Apr 27, 2024 22:24 |
|
RC Cola posted:Your opinion on zerkers is wrong. meaning i really do like kf1 berzerkers? weirdo.
|
# ¿ Apr 19, 2015 08:16 |
|
Takes No Damage posted:God bless , where only nipples and penises are verboten by our puritanical government overlords. That's what the closed beta is for. They've done the day one patching and stress testing already.
|
# ¿ Apr 21, 2015 01:14 |
|
Major day one problems pretty much always happen for online games. The idea that they actually might not for kf2 is kind of interesting.
|
# ¿ Apr 21, 2015 01:55 |
|
I played a few games with this one commando who never used headshots, even by accident. One time he was the sole survivor and for some insane reason he only used his pistol despite grabbing like 5 ammo pickups and going past several weapons until everyone heckling him drove him to suicide. Takeshi Kovacs made me look good, and I suck a whole lot.
|
# ¿ Apr 21, 2015 07:24 |
|
No luck in getting into a game. Oh well, I'll try again later.
|
# ¿ Apr 21, 2015 21:32 |
|
Accordion Man posted:Man is just me or are the medic weapons garbage? Like I really don't remember running out of ammo so quickly in 1 and medic was my class. You run out of ammo faster in general now.
|
# ¿ Apr 21, 2015 21:48 |
|
Mechanical Fiend posted:My friend sent me a video of how his computer is handling KF2. It is using his integrated card instead of his gpu. Had the same problem, easy fix. Also, no one is using flamethrowers because you don't get exp for doing so.
|
# ¿ Apr 22, 2015 08:03 |
|
I love whacking things so hard they get stuck in the environment.
|
# ¿ Apr 22, 2015 19:26 |
|
Epsilon Plus posted:If anyone's curious: previously it was mentioned that the Nailgun counts towards shotgun damage for Support XP for some reason. I just tested it and it totally doesn't. Having some cross-perk weapons would be really nice, though, because out of the four perks I currently only have points in Support and Field Medic. Also, it has innate penetration. I haven't seen any sign of support increasing that. It is a good weapon and all, but I don't think it gains any benefit from support passives. No clue if medic shotgun does either, though that would of course be easier to test.
|
# ¿ Apr 22, 2015 21:26 |
|
Alkydere posted:My favorite is the screens in the frozen outpost detailing the outbreak, and that "SWAT monkeys" were deployed to one of the outbreaks (can't remember which one). It should be very obvious that horzine is always literal and has no sense of humor. If they said swat monkeys were deployed, then specially trained and armed monkeys were deployed.
|
# ¿ Apr 23, 2015 22:08 |
|
I'll probably forego any marathon sessions until perks I like better are in the game. Berserker is fun, but I'm just not good enough at it to do hard mode with minimal support. Normal scrakes are piss easy if you can parry at all, but hard scrakes just take me down too fast when no one heals me or tries to kill them until I'm dead. Maybe really good zerkers can do it, but I sure can't.
|
# ¿ Apr 24, 2015 01:58 |
|
No estimates have been given. Presumably it will be done when it is done, though unlike most EA games that would mean when it has reached internal development goals.
|
# ¿ Apr 24, 2015 07:26 |
|
Section Z posted:While I do not fault people wanting to wait for more content, or for after the wipes, it is quite nice to see an EA game come out as fairly "complete" in a functioning sense for once. Instead of something like 'we'll be fixing clot spawns getting stuck underneath the floorboards and keeping the wave going forever' like most of us expect from "Early Access". I dunno how many maps they are aiming for at release, but it seems reasonable to assume they will come out of EA when all the classes have been released and had their balancing done. What's more, the overall balance will improve over time so each new class may well come more quickly than the last. Of course, some classes are gonna be harder to balance than others. Sharpshooter supremacy is the most obvious example, though I'd hope that one or more of the new classes can also function as elite killers.
|
# ¿ Apr 24, 2015 07:40 |
|
The Jumpoff posted:Ideally since they're splitting the pistols into a separate perk (which was part of why Sharpshooters in KF1 were the best perk), Sharpshooter will focus entirely on Husk/Scrake/Fleshpound killing. I'd imagine their weapons will hit incredibly hard (more so on headshots) but have really low ammo pools and longer reload times to make you really wanna place your shots well. Sorta turn them into more of a specialty role that requires a lot of practice instead of the "Grab Xbow for Scrakes/FP's, a Handcannon for everything else" class they were in KF1 The idea is simple enough but actually balancing it will take a few passes. Sharpshooters will need to be both powerful and limited, but with the larger number of classes they can't be completely mandatory. Ideally, multiple classes will be able to fill the role of elite killer because that gives players more options. However, making multiple classes just powerful enough while maintaining a rough parity between them makes the whole thing more difficult. poo poo takes time, is all.
|
# ¿ Apr 24, 2015 08:04 |
|
Athropos posted:Also is there any new content yet? Nope. Any content updates are supposed to come after the first big bugfix.
|
# ¿ Apr 25, 2015 11:43 |
|
Knifegrab posted:There needs to be a votekick for afk assholes. Just let them die. I dunno if they contribute to scaling while dead, though.
|
# ¿ Apr 26, 2015 00:31 |
|
CheeseSpawn posted:Sounds about right. They just need to tweak damage resistance for the zerker so they dont get too overwhelmed. Also a riot shield mechanic would be cool. Zerkers need more than 5% damage resistance. poo poo, make it increase with level. I'm actually curious if a max level medic would make a better berserker than a max level berserker. You would lose out on 25% weapon damage and attack speed, but that extra health and armor would be way better than a lousy 5% damage resistance and you would get higher bloat resistance. Also, it isn't like medics get a damage bonus anyway, so why not use off-perk weapons after you are done leveling? The only downside I can see is losing the 25% siren resistance. It isn't like any of the current berserker perks are anything spectacular, either. Well, I guess formidable is kind of nice, but most of the other bonuses are either contingent on having low health or are just plain worthless. Low health and no heals means it is time to kite, not wade in.
|
# ¿ Apr 26, 2015 09:26 |
|
It is also possible that swat and/or dragon is supposed to be the tanky fucker and berserker is supposed to be less durable by comparison. But right now, it is only natural to want the dude who needs to take hits to take them well.
|
# ¿ Apr 26, 2015 11:22 |
|
There doesn't seem to be a heavy weapon class at all. What would that even be, commando but better in every way aside from reload speed?
|
# ¿ Apr 26, 2015 12:39 |
|
I kinda doubt law will be in, but there aren't that many options for the 4th demo weapon if you assume that the others are single shot, semi-auto and pipes. Laws were just too specialized, and they seem to be going for a smaller arsenal for now. Heck, for all any of us know it will be pipes that get the boot (the pipe bomb hat period was magical). But then, even the 4 weapon thing is assuming that classes won't get more before release. It seems reasonable to me to give each class the same number of weapons to start with and then add more post-release, but it isn't like I have any special insight on the matter.
|
# ¿ Apr 26, 2015 12:52 |
|
What I'd kind of like to see is for demo grenades to be prox mines. That way you could stack them up to work like a pipe bomb or spread them out further. Pipe bombs are cool, but completely consumable weapons aren't. As for laws, I think it would definitely be better to ditch them in favor of something with multiple shots.
|
# ¿ Apr 26, 2015 13:40 |
|
I'd prefer if some enemies could do moon jumps and some had to use stairs. Like, maybe fleshpounds, crawlers and stalkers can jump but the rest need to use pathing other than straight lines. Every enemy being restricted by terrain would be too easy, but none of them is kind of bullshit. Perhaps the ability to jump down could remain universal, but the ability to jump up would be restricted. I dunno, it would be worth trying a few different things at least, because the present state makes vertical map design kind of pointless. For example, gas station was a pretty bad map for a number of reasons, but if it was ported into kf2 everything would just jump straight to the roof.
|
# ¿ Apr 27, 2015 01:12 |
|
let me have an explosive pelvic thrust instead of a weapon bash
|
# ¿ Apr 27, 2015 13:00 |
|
Crawlers are what firebugs specialize in. They even get bonus exp from killing them!
|
# ¿ Apr 28, 2015 00:16 |
|
The crossroad would be great if you could reliably jump over the railing.
|
# ¿ Apr 28, 2015 09:30 |
|
Generally, the good perks either boost defense or offense all the time. The bad perks are conditional or utility buffs. If a perk isn't active 100% of the time, then it needs to be pretty drat strong to make up for that. The zed time perks are pretty much bad jokes, aside from the commando one. If the others each gave the ability to do something at normal speed during zed time like movement, healing or reloading they would be great. Defenses don't matter during zed time at all.
|
# ¿ Apr 29, 2015 02:25 |
|
Everyone needs to have a default melee weapon, but there is no reason to incentivize using it for berserker since they automatically start with an upgrade. Berserkers generally need the same stuff as everyone else- survivability and single/multi-target offense. So then, what do berserkers need perk-wise? -Attack damage, attack speed and movement speed are already covered by their passives. If any of those are insufficient, then the amount per level needs to be adjusted instead of using a perk. -They clearly don't need night vision or more starting ammo. Higher max ammo is certainly an option, as it would be for absolutely any class that uses ammo. -Staggering is only useful for berserkers while using the nailgun, because if they are in melee range of something they can't quickly kill they should be parrying instead of trying to stagger it with damage. Conversely, the ability to stagger things with bullets is highly desirable for other classes, but I don't believe any of them get perks to that effect. -The most obvious thing would be a bonus to parrying of some sort. Parrying is an optional system, and if you use an eviscerator you obviously don't parry. So, a choice between parrying and something that would benefit eviscerator use would be great. -A choice between more siren and more bloat resistance would be a pretty good low-level perk, as well as incredibly easy to implement. -Defense. Defense defense defense defense. Health, armor, damage resistance, I don't care. Berserker is too squishy. Any other ideas?
|
# ¿ Apr 29, 2015 02:49 |
|
dorkasaurus_rex posted:The knife should be bigger and better in general. It is never ever worth using. It is only there so that you can in theory kill poo poo when you are completely out of ammo. The basic idea of kf is that as long as you survive, you can kill anything eventually. The knife is the backup to your backup, not a viable weapon. You are supposed to buy the viable weapons. Heck, circling the map looking for starter weapon spawns is a better idea than trying to kill stuff with the knife.
|
# ¿ Apr 29, 2015 03:01 |
|
Well, there is the promised bugfix patch. Now the wait for content begins.
|
# ¿ Apr 29, 2015 18:35 |
|
DoombatINC posted:I'm glad that they're prioritizing getting the current content functioning and not doing too much with new content or balance tweaks. That said, I'm looking forward to seeing what develops over the coming months. It absolutely reeks of professionalism, which is a nice change of pace from most early access games. They have their priorities figured out and are sticking to them, so I'm perfectly content to wait for balancing and such.
|
# ¿ Apr 29, 2015 19:02 |
|
Why go nuts with marathon sessions when the balance is kind of hosed and all progression will be wiped?
|
# ¿ Apr 30, 2015 18:02 |
|
Circle strafe, focus fire, kite and leave til last, etc.
|
# ¿ May 2, 2015 18:35 |
|
Sadly, it doesn't look like any class will get bizarre mad science lightning guns. Well, none of the current classes at least.
|
# ¿ May 8, 2015 02:38 |
|
Alteisen posted:I think the perks could be re-worked to give the class a distinct feel if you go down one route entirely or a mix and match. I believe that is called 'is a shotgun'.
|
# ¿ May 10, 2015 05:30 |
|
Abandoned Toaster posted:Speaking of, I've been wondering what tier that'll be for Sharp. I'm thinking LAR/???(maybe M14)/Crossbow/M99. I'm also wondering if there'll be alternate weapons in the tiers, like the Thompson again for Commando, the HSG for Support, the Fire Axe for Berserker, and the MP5 for Medic. It is only 4 weapons per class from now until release, though presumably they will add in more later. What I want to know is if they have plans to ever release more classes. Maps, characters and weapons are a given, but classes are not.
|
# ¿ May 15, 2015 07:16 |
|
You would assume that leveling normally would require someone to learn how to play, but that isn't always the case. Not every high level dumbass skipped the grind.
|
# ¿ May 15, 2015 07:20 |
|
Two of the demo weapons will probably be the old single shot and semi-auto grenade launchers. As for the other two, who knows? Even if they only draw inspiration from real weapons there are a shitload of options.
|
# ¿ May 16, 2015 10:43 |
|
So what, is the argument against the full hokuto shinken experience is that it would be too awesome?
|
# ¿ May 21, 2015 07:34 |
|
|
# ¿ Apr 27, 2024 22:24 |
|
I dunno if there is even a system in place for perks to have active abilities. With the exception of night vision (which you could maybe interpret as a passive boost to flashlights) every benefit in the game right now is a passive ability.
|
# ¿ May 21, 2015 08:52 |