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Abandoned Toaster
Jun 4, 2008

Section Z posted:

I admit, as a filthy casual who can't consistently headshot the same target so good, I eagerly await the sharpshooter coming out to watch the divide between the true pro headclickers (not me), and people who THINK they are pro headclickers having a meltdown over how hard a time they have headclicking spinning scrakes.

As someone who could reliably headshot scrakes in KF1 on suicidal and make Alteisen scream at me to reveal my secrets, my body is ready. :smug:

I've noticed there's a lot more spread with these guns compared to KF1 so I am a little cautious. :ohdear:

Also everyone's pretty much voiced the things that I've noticed the most, Hans needing a sign that he's invulnerable/resistant (a shield would be great), Medic bugged to not be able to heal himself if he's above 100%, teleporting zeds, but I think mouse sensitivity during zed time is a little too high, especially compared to KF1. It's a great opportunity to whip around and make sure nothing's coming up behind you but it's so fast sometimes I spin around 360 degrees.

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Abandoned Toaster
Jun 4, 2008

Alkydere posted:

Just got to level 10 medic and I have to say that Armorer is amazing.

The lost healing is pretty unnoticeable due to the fact that you already have boosted healing. And I'll admit the armor on the darts/syringe isn't great. Where it really shines is the fact that Armorer applies to your medic grenades. Having a healing cloud that restores health AND armor is actually pretty baller and amazing when face-tanking Scrakes and Fleshpounds.

It really is. Typing "come at me bro" and throwing a grenade at your feet while a fleshpound attacks you and coming out with MORE armor than you had before is a certain kind of awesome.

I mean, it probably doesn't work as well past Hard, but it was a good feeling.

Abandoned Toaster
Jun 4, 2008

Mindblast posted:

Apparantly some ppl have created 30 player servers and as it turns out scrakes literally dominate the field what with the scaling. :shepface:

This is too true. I joined a 16-player server and we made it to Hans on Burning Paris, got him down to his last heal but wiped, but on the next map, Biotics Lab, we just got destroyed by Scrakes by wave 8.

Abandoned Toaster
Jun 4, 2008

Fina posted:

I had an idea regarding doors:



Make the color of the welding goo indicate how hosed the integrity of the door is. I realize that it already has an overlay on the door but I think this would be a nice detail.

Speaking of doors, I don't agree with the decision to make doors just break after a set amount of damage. There have been several times I've sat welding a door against a horde and then after a while it just smashes apart even at 90% integrity. Unless it's a bug or everything on the other side just attacks at once somehow there's no reason for it, especially since they don't come back in this game and there's no handy windows (at least thus far) to shoot/nade enemies through.

Abandoned Toaster
Jun 4, 2008

Alteisen posted:

Got to 20 and picked my crappy perk, fun times, least I saw it work from time to time.

Also did some suicidal matches, man that poo poo is rough, loving zeds move so drat fast and that flamethrower attack from the husk, I couldn't believe it when I first saw it.

We didn't do too bad. Got to what? Wave 8 with just the two of us? It was usually once we got down to just the Scrakes we had the hardest time.

Abandoned Toaster
Jun 4, 2008
Just reached level 15 with Support. Does anyone know if Bombard has a 15% chance to stumble ALL zeds (except maybe Hans)? Because if so that could be handy against angry Scrakes and Fleshpounds. I'm hoping it does because while reloading faster is nice and all there haven't been a huge number of instances where it's been fatal for me.

Abandoned Toaster
Jun 4, 2008

Ramsus posted:

I pretty much never parry because the pulverizer makes them stagger and running circles is better.

but...
https://www.youtube.com/watch?v=W8kBt-l9r3I

I find Fleshpounds easier to parry than Scrakes but yeah if you can just keep one of them occupied with relentless parrying it gives your team a chance to kill the trash and/or unload on it safely. Now, when FOUR of them show up at the same time, however...

Abandoned Toaster fucked around with this message at 06:44 on May 3, 2015

Abandoned Toaster
Jun 4, 2008

Slybo posted:

Then I will 100% stop doing that.
Opps sorry. I am talking about the Support Class, of course.

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.

Abandoned Toaster
Jun 4, 2008

Azran posted:

As an idiot who still hasn't leveled beyond 8 because I'm waiting for the level reset, what exactly changes re: behaviour and moveset in later difficulties?

Most enemies become faster and hit harder past Hard. Clots, Cysts, and Slashers all become faster. When you get a group of them spawning some of them will outright dash for you. Others will move at a more normal speed, but I've noticed that like with Scrakes they can run when they take damage. Slashers as mentioned get a sort of somersault when they get close but they and Clots also get a lunging attack where they jump at you. Bloats also get the ability to charge but it seems to be triggered for them when you get within a certain range. Unlike the little guys they don't run indefinitely and seem to give up after a short time. Their puke also does a shitton of damage, I think Alteisen said it was like 40 on HoE as a Zerker. Gorefasts seem relatively the same. Crawlers get a lot faster and their jumping attack from KF1 is back with a vengeance. On Normal and Hard they might be content to jump sometimes and most of the time just walk up and nip at your shins but not here. They also get a sort of twirling attack where they jump in the air and spin around and hit you with the limbs/spines on their back. Stalkers are mostly the same but they seem to do more spins and flips making them harder to hit. Husks have a close-range gently caress off flamethrower attack if you get too close and if they're wounded they'll charge you down and suicide instead of just standing in place. They also have better aim but it's not KF1 aimbot levels. Sirens are mostly the same, I think their scream might have slightly more range but it definitely does more damage. Scrakes like in KF1 Suicidal aggro at 3/4 health instead of 1/2 but they and Fleshpounds have the same behaviors for the most part from what I've noticed.

I think most of the enemies have the same amount of health as easier levels but I'm certain the Bloat, FP, and Scrake get health boosts.

Abandoned Toaster
Jun 4, 2008

Shumagorath posted:

Two fleshpounds and a skrake for two players on hard, wave 6. The saddest part is that we died to the trash.

Happens a lot with a bad team at higher levels. I can keep a Scrake and an FP occupied if I have enough space to dance with them, go after the trash! I cannot believe the number of times Sirens just slowly waltz into our group. And even if your medic is poo poo it's better to eat a saw to the face moving past or from a Scrake than panicking and unloading in it and pissing it off when everyone else is busy.

Abandoned Toaster
Jun 4, 2008

Slybo posted:

KF2 Combat Shotgun blows.
And I am an exclusive Support player.

And another thing.
Higher level Support players shouldn't have to worry about running out of AA-12 ammo. There should be some kind of payoff for leveling up that much.
I'm not saying they should get unlimited ammo. But running out shouldn't be an inevitability.

Almost as if they should get increased shotgun ammo per level?

http://kf-wiki.com/wiki/Support_specialist#Perk_Ladder

:v:

In all seriousness though I'm not sure about some of the classes' bonuses compared to KF1, seems like they nerfed some, removed others, and put the rest into the skill system. Running out of ammo is too easy as a Support (moreso than KF1 when I used to carry a .44 or MK23 for small trash groups to conserve ammo), it's too easy to die as a Berserker, Commando's trash mop-up can be done almost as well with Medic, and Medic is the best.

Armorer and Vaccination is loving amazing, I'm getting 10 armor when I heal myself and 6 on non-medics. And so far nothing can catch me when I'm running except when they teleport ahead of me. Unless Hans is meant to be the slowest of the 3 bosses, Scrakes, FPs, and the Pat would be able to run medics down by Suicidal in KF1, if I recall correctly.

And I agree with the Combat Shotgun. I always used it in KF1 (even though I still complained that its obscene price tag outweighed any benefits) because I had a strategy with it against Scrakes/FPs dumping 6 shots in their face point-blank, but back then the regular/combat shotgun weighed the same and did more damage per shot than the AA12. Sacrificing 2 rounds in the tube for semi-auto fire and 5 extra damage still isn't worth it, especially when the SG 500 off-perk can kill almost anything up to Scrakes in one or two shots. The combat shotgun either needs to weigh less, do more damage, or have a greater ammo pool capacity. Otherwise just skip it and pay 400 dosh more for a gun with a 20-round mag, over 30 more rounds, and 10 more damage for only 2 weight blocks more.

Abandoned Toaster fucked around with this message at 03:19 on May 9, 2015

Abandoned Toaster
Jun 4, 2008

Ruggington posted:

just remember fleshpounds are weak to explosives and supports have the strongest grenades and be free

Demo's day is coming. I look forward to my friend blowing himself up all the time like in KF1.

Abandoned Toaster
Jun 4, 2008

DoombatINC posted:

Getting Zerks up to snuff should totally take priority over basically every other issue every other class has right now

but on the other hand



just change an 8 to a 4 guys and you're done you're done

It doesn't even need to be a 4. Just make it a 5 like the SG 500 is so the two shotguns weigh the same as KF1's were and that's that. If you're crazy like me you can carry the Combat AND the AA12 if you want without the 5 extra carry weight skill. And if you take the skill? Three shotgun fun.

Abandoned Toaster
Jun 4, 2008

Alteisen posted:

Yea I didn't hear his audio cue and his nades have poor visibility once he's thrown them.

Least my death was spectacular.

Man you blew up good.

Abandoned Toaster
Jun 4, 2008

Azran posted:

It does. I managed to decapitate one while at half health in a normal server, one player. It died immediately IIRC.

This video from a while back suggests they don't just die like back in KF1 once decapitated in KF2.

https://www.youtube.com/watch?v=qeZiB-4FcaU

Abandoned Toaster
Jun 4, 2008

dorkasaurus_rex posted:

trip wire is loving us again

i honestly just want the lever action rifle again

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.

I've also been wondering if they'll have most, if not all, Tier 1 weapons in the random item spawns once everything is released. So far it only seems the Medic pistol isn't part of the rotation, I dunno why.

Abandoned Toaster fucked around with this message at 05:55 on May 15, 2015

Abandoned Toaster
Jun 4, 2008
Just played with my first cheater/hacker. It was fairly subtle, took me about 5 minutes into the wave to realize it.

Level 25 medic.

Unlimited grenades.

Kept wondering how this person wasn't dead yet with only the starting pistol and a scalpel on Suicidal with a Scrake and FP and a bunch of little poo poo going after them away from our group but once I counted them throwing like 20 grenades it made sense. They weren't spamming them, just throwing one or two at a time as necessary. They have 118 hours in the game so far and I saw them parrying, circlestrafing; they clearly know what they're doing but come on, if you're that bored already just put it away for awhile.

Also re: leveling I think the consensus in KF1 was to level your perks legitimately for the most part (like up to level 4 or 5) and then if you wanted to cheat them the rest of the way no one would hold it against you (especially since the bonuses between 5 and 6 were usually pitiful). As it's been said, leveling them legitimately gets you good with the game, you learn the AI behaviors, weapon strategies, class strengths and weaknesses, map layouts and item spawns, enemy spawns, prioritizing enemies, etc. I guess I'm just a sucker for the grind.

Abandoned Toaster
Jun 4, 2008

LuciferMorningstar posted:

You sure they weren't just taking advantage of ammo boxes or resupply?

Yes. Alteisen was there as a witness. Against Hans they didn't go after a single ammo box and threw well over 15 grenades. Plus it was Suicidal, you'll be lucky to find three ammo boxes in as many minutes.

Abandoned Toaster
Jun 4, 2008

Section Z posted:

Even then, I pitied commandos with those stalker kill gates. "30, 100, 350? well that's not too ba- 1,200, 2,400, 3,600 :gonk:"

Some of the requirements were ridiculous but at least they were all cumulative so you only had to kill 3,600 stalkers in total for commando instead of 7,680. v:v:v

I've actually got 7,802 stalker kills in KF1.

And over 82,000 headshots. :negative:

Abandoned Toaster
Jun 4, 2008
So apparently those bugs about skill increases carrying over when you change perks (health, armor, magazine size) also count for carry weight.



I mean, I'm fine with being able to carry an AA12 and Medic AR (17 weight) as Medic. Serious.

Edit: And having 150 health. Please don't patch this, Tripwire. TIA.

Abandoned Toaster fucked around with this message at 11:40 on May 16, 2015

Abandoned Toaster
Jun 4, 2008

Revolver Bunker posted:

I feel like a lot of people are understanding how to defeat Hans more and more. I wonder if they'll do anything to make him harder or just leave him as is. With a medic or two its pretty easy to keep your team alive as long as no one does something dumb like try and hug Hans. It is interesting that fighting him in a closed space with lots of walls works better then getting him out in the open. He seems to meander more when there's stuff in the way.

Having a medic hug him works really well, especially if there's another medic to heal them. Circlestrafing Hans like a Scrake can almost render him harmless. I say almost because he'll still throw grenades after a set period of time, so it's all about timing. Really his guns are the deadliest thing he has and he won't use them when his target is right in front/behind him.

Plus with a good, properly-leveled medic healing, letting Hans drain you can be a guaranteed free 100% armor.

Abandoned Toaster
Jun 4, 2008

Ramsus posted:

People that don't get how zed time could be useful probably haven't played on suicidal or hoe much where zed time could start just as you're getting really hosed and surrounded by trash. Zed time lets you pop all of their heads really fast, especially as commando which could save you or a teammate. It does blow if you just started a reload though, but tough poo poo.

Having played some HoE lately as Commando I was actually surprised at how often Zed time was being activated, I didn't count but I'd guess it was maybe as many as 8 times a wave by the middle of the match with a full team. I swear there was once it activated like three times in two minutes. The main problem people have with it is that you can't predict or prepare for it, so all those level 25 skills are usually worthless if you're reloading or all the zeds around you are already dead.

Abandoned Toaster
Jun 4, 2008
Played on a server with bugged (I think deliberately) voice commands. People were yelling in voices of other characters and saying lines totally unrelated to what was happening (e.g. healing someone would make my guy yell "No sleep!" or "Now you die!")

I bring this up because one of the guys kept saying "I love my M14" which confirms that Sharp's getting that back, not to my surprise, but one guy kept yelling in Foster's voice a word I couldn't make out: "Watch out, regermenant(?)" I just can't figure out what he's saying. I assume all the voice clips are in the files somewhere, has anyone done any digging yet?

Abandoned Toaster
Jun 4, 2008

Takes No Damage posted:

Random class balance thoughts, since we must be getting close to the next content update... right TW :ohdear: If they want to be 'done' by the end of the year they're gonna have to add a class per month at least. Anyway, I think the buffs you get at lv1 should apply as soon as you select the class at lv0, then just apply the per-level % bonuses. Still think Berserk should get 5% damage resist + 1%/level, and 10% Bloat & Siren resist +2%/level. I tried pushing up to HoE now that all my mans are lv15 and fuuuuuuuuck that, got smoked every time. But now Suicidal with a half-decent team is easymode, I don't know where to go :(

Rally the troops here, I think we could do it with a good team that's not 5 medics for HoE. Even with 5 medics we made it to wave 6? 7?

Abandoned Toaster
Jun 4, 2008

DeusExMachinima posted:

I've stopped using it because I can get more kills if only I can see them. :mmmhmm:

Also I think I have a bug to report. When I reload a primary (never pistols so far), switch away, then switch back, sometimes I'm down 1 or 2 bullets from a full mag. I can reload again to fix that and then it stays full. Anyone else?

Happens all the time during the trader. The bullets are actually deducted from your max ammo too, which is annoying.

Also another bug: sometimes my character will move at normal speed during Zed time. I have no idea if there's a certain action that triggers it since I can never replicate it, just seems to happen randomly.

Abandoned Toaster
Jun 4, 2008

Questioner86 posted:

There's a "localized ZED time" rule in place where if there's no baddies around you during ZED time it doesn't bother slowing you down because it sucks being in slo-mo when there's nothing around to kill. If it's happening when there's a ZED trying to eat your face, yeah, it's a bug.

Huh. I was going to add "It only seems to happen when there are no Zeds around me" but I figured that wasn't important. That explains it exactly then, thanks!

Abandoned Toaster
Jun 4, 2008
Maybe it wasn't the server that had deliberately bugged lines the other day. I played another game that had them. This time I heard ones like "They dropped the package!" "Package is secure!" "The package is taking damage!" and "Timberrrr!"

So I guess we're getting some kind of game mode like Counterstrike's bomb defusal and the Fire Axe is coming back for sure.

Abandoned Toaster
Jun 4, 2008

RickDaedalus posted:

It seems more like an exploit than outright hacking. Also, you can still buy and use Double Barrel shotties regardless of perk. You just don't get any experience from it.

Most likely, like the test your strength game in the KF1 carnival stage. But buying 4 or 5 AA12s by Wave 3 is definitely a hack; if all those weapons we see in that one screenshot are Tier 4 I count at least 17 which is 25,500 dosh. Dude had money/carry weight tweaks probably.

Tripwire wouldn't need to get rid of the Double Barrel knockback, just put or scale up some invisible walls at the boundaries, especially for notorious examples. I mean heck, my brother played the poo poo out of some custom server in KF1 run by a guy named Guardian I think and one of the strategies there was to use custom classes/weapons to boost yourself or teammates onto roofs and ledges outside the map just by their insane knockback.

Also, the custom map downloading problem I had the other day. Dunno why there's no "Press ESC to cancel" when downloading or switching maps after completing a game like in KF1 yet.

Abandoned Toaster
Jun 4, 2008
It was. It's got a history behind it, and I think someone said Hans actually has the symbol in his chest too.

http://en.wikipedia.org/wiki/Black_Sun_%28occult_symbol%29

Abandoned Toaster
Jun 4, 2008

Magres posted:

If anyone's scared of medic because we've been talking poo poo about bad medics, here's my advice for how to medic well:

1) Healing is your #1 priority.
2) Don't be a frontline fighter.
3) Provide flexible fire support
4) Conserve your grenades and don't ever use them on yourself.
5) Save your shotgun for emergencies

Yeah, five bullet points. Huzzah! Your quick guide to playing medic.

#5 I disagree with, I find the Medic shotgun underpowered.

In my opinion Medic needs to play as a Commando, with a huge emphasis on healing. Medic is for taking out the trash, it can kill Clots, Crawlers, Gorefasts, Stalkers, and pop the heads off Bloats with the AR almost as well as Commando can, and since the AR shoots so fast you can literally magdump into a Siren or Husk's face to take care of them quickly.

The problem with the Medic shotgun is that no penetration, plus all shotguns have pitifully low ammo pools. Personally I go Medic Pistol, save up and buy the AR, then buy a SCAR or AK12 because that's real crowd control with a good ammo reserve.

To add to this:
1) Don't Medzerk. Everyone knows Berserker needs a buff but going against a Scrake or Fleshpound with the Pulverizer without the extra melee damage or someone healing you isn't worth it. You're better off kiting or circling and just dumping mags into their chests while everyone else helps. It is possible to Medzerk but it's really rare to see someone do it well.
2) Don't press middle mouse just once. When you lock onto someone mash that dart button as much as you can. Switch guns and keep mashing it. Make sure you have the Medic AR because that thing's darts recharge insanely fast. Once you reach level 20 with Armorer and Vaccination you heal 6 armor to non-medic classes per dart if the target's health is under 100. Even if that person doesn't NEED to be healed anymore just dumping them full of darts while their health bar is still going up means you can give someone 30-50 armor easy in a matter of seconds. And if you're healing another Medic they can get 9-11 armor depending on their level. Even if you're not at level 20 yet giving someone 2 armor per dart adds up, especially if they're next to a Siren. 10 armor can be the difference between life and death.
3) As Medic you are literally the toughest class right now. If poo poo's going down try to get the big guys to follow you. Your speed and armor means you'll be the hardest to kill, but you're not invincible. Just giving your team some time to mop up, reload, find ammo, heal, and regroup can be extremely important while all the Scrakes and Fleshpounds are stomping after you. If there's only one big guy left Medic is the best choice to circlestrafe the enemy in place with a medic grenade at its feet or parry it while everyone else shoots it freely.
4) Related to number 3, even if poo poo is going after you, prioritize your healing. You can take a couple chainsaws to the face or Gorefast blades to the chest, but if a teammate is getting swarmed, HEAL THEM! Throw a grenade at them, or at your own feet to preserve yourself (and kill little poo poo around you/them) but dart them for god's sake. Even if you're getting separated and pushed back a couple darts before you lose sight of them can literally save their life and give them time to break out.
5) Related to number 4, keep tabs on your teammates. The Tab menu is wonky right now, but when it works it can tell you who needs healing the most if you've lost sight of them. It is okay to chase after a teammate a little bit to heal them, but if they're separating from the main group on purpose, or going too far, forget them unless there's another medic to keep the other group alive. It's not worth it sacrificing the team for one person.

Many of these are related to your teammates as well. Bad teammates can make being a good medic hard sometimes, but a decent team should be able to keep themselves alive with your help.

Abandoned Toaster
Jun 4, 2008

Alteisen posted:

Really hope the circle strafe change is a good one, I'm expecting some retarded one shot mechanic for anyone that tries it.

Probably like the Pat in KF1 and the Fleshpound in KF2 they're just going to give them some kind of swinging/flail attack to hit around them instead of turning in place.

I'll be honest, I'm completely fine with this change IF they implement it after or at the same time as introducing the other classes. Right now the classes we have can really struggle to take down 2 Fleshpounds and several Scrakes in a single wave.

Abandoned Toaster
Jun 4, 2008
So this literally just happened and it's the first time I've ever encountered this bug. The wave ended and the trader period came up but there were 2 or 3 Crawlers that were still alive. Here's one eating my face while I took a picture.

Abandoned Toaster
Jun 4, 2008
Since I've been playing Support a lot, I was thinking about its level 25 perks: 5% extra armor or 15% extra damage to all nearby players during Zed Time.

That got me wondering, since these perks are so specific to Zed Time they're probably unnoticeable to anyone else, but what if we took that and just made it so every class at level 25 got a passive team buff both in and out of Zed Time. Since teamwork is what the game wants the buff would only apply to teammates within a certain radius (similar to Support's) so people that run off on their own don't get any reward, and if someone dies it gets taken away.

So this got me thinking what each class could buff. Support could still give all teammates extra damage with guns, Commando could give all teammates faster reload speeds, Berserker could give everyone slightly faster movement speed, Medic could give everyone a little bit better self-healing or healing other people (such as other players healing the Medic) with their own syringe.

But then what about the classes that aren't released yet? I got to thinking that maybe Firebug could give everyone resistance to Husk fire, the Demolitions could give everyone resistance to their own and enemy's explosives (e.g. Hans' explosive grenades but not gas and the Pat's rocket launcher) or perhaps slightly better grenade damage, the Sharpshooter could give everyone additional headshot damage, or maybe make all weapons slightly more accurate, the Gunslinger could give everyone slightly larger pistol magazines, and the classes we don't know about, SWAT and Martial Artist, could maybe be a resistance to all damage or only physical attacks by enemies (so Husk fire, Bloat bile, Siren screams, Hans gas/guns/grenades would still do the same amount) for SWAT and additional melee weapon and melee bash damage for Martial Artist.

Of course, balance would be the biggest problem I think. By Level 25 if you aren't at least dipping your toes into Suicidal though it would just make it easier for good players. I don't know if a "only activates past X Difficulty" might work, but I was thinking that obviously these perks would be unstackable to 1) prevent everyone from going 1 class to exploit it and 2) encourage people to pick other classes. If you have 5 Supports everyone still only gets 1 buff the same as if there were only 1 Support.

I also thought that perhaps the buff would apply to the player who gave it just like the perks do now in Zed Time, but perhaps for balance it would not apply to the player, unless there was another player of that class. So if there's one Support everyone else gets additional damage but the Support does not, but two Supports could buff each other and the rest of the team would not have any additional bonus.

There was also the problem that some would probably be percentages, and that maybe 10% would be fairly unnoticeable but enough to make a difference, but others like the Gunslinger and Medic suggestions would need a set figure (like maybe 3-5 extra bullets for pistol magazines and 5-10 extra health if you self-heal).

And, of course, if you run off or the rest of your team dies, you lose all that.

I wouldn't be shocked if Tripwire kicked an idea like this around and rejected it for good reasons but I just had to write it out.

Abandoned Toaster fucked around with this message at 09:50 on Jun 11, 2015

Abandoned Toaster
Jun 4, 2008

Insert name here posted:

Is there somewhere I can post incredibly minor and pointless bugs because I really don't want to make a bug report thread on the official forums just for this but the hole in the SCAR's model bothers the hell out of me:



Oh yeah speaking of bugs I almost forgot. Obviously the "sometimes-when-you-reload-and/or-switch-a-weapon-you-lose-a-bullet-from-a-full-magazine" bug is still there but I've noticed two others:

In Zed Time it is possible to heal yourself with your own med-gun dart (at least as Medic) when running forward (and sometimes even when standing still) and at level 25 as Support sometimes I get 5 armor out of nowhere (I assume this is because of his level 25 perk Safeguard even though I always have Barrage selected).

Abandoned Toaster
Jun 4, 2008

Psion posted:

I've played with a zerk on suicidal - regularly - who disproves this. He's allergic to medics or something. Maybe it's a psychological problem? It's probably in the DSM-V somewhere.

A good Zerker can do well on most difficulties; a great one can do well on any difficulty and yes with any class your team can be your worst enemy or best friend.

But I think it's pretty telling that lately I see very few Berserkers playing. It's not uncommon to have 3 Commandos or 3 Supports or even 3 Medics on a single team but I rarely even see 1 Berserker these days.

Abandoned Toaster
Jun 4, 2008
Considering that Sharpshooter probably had the most nerfs of any class in KF1 I'd say that the damage output is probably going to be similar in KF2. So It'll probably still take 3-5 crossbow bolts to the head, for example, to drop Scrakes and FPs on 6-player HoE. An M14 took like 7-10 headshots I think. Really the thing that made Sharp so viable was that it also had increased damage with pistols, which had probably the best bang for your buck (I always carried one 9mm, the MK23, and the .44 which have a combined total of 512 shots). Now that pistols are assigned to an entirely different class who knows exactly how that'll work with trash mobs. Let's not forget that there's greater weapon spread in this game, guns aren't hitscan I believe, clots, cysts, and slashers grab and turn you which is great for messing up your shots, the maps seem much more confined and the enemies spawn closer AND teleport (Sharp works best from a distance). I'm figuring the M99 will be the Sharp's Tier 4 but it better loving not cost 6250 dosh to fill your ammo that was ridiculous.

Abandoned Toaster fucked around with this message at 11:33 on Jun 17, 2015

Abandoned Toaster
Jun 4, 2008

Psion posted:

Zippo and a can of spraypaint, obviously

Only if you had the option to set the whole thing on fire and throw it as an incendiary bomb like in Blood.

Abandoned Toaster
Jun 4, 2008
Man, how can someone join a Suicidal game, see that we have literally 3 Medics, two of whom are level 25 (and one which doesn't even have Armorer and Vaccination), and think "I should go Medic"?

4 Medics and 2 Commandos (one of whom was level 2) against 3 Fleshpounds and 7 Scrakes? Yeah, good luck.

Abandoned Toaster
Jun 4, 2008

Takes No Damage posted:

It's not so bad if it's a group decision, but just one or 2 players with everyone else dead is pretty lovely. It also helps when the dosh spawns aren't LITERALLY bullshit like in Biolab. I had to have a fellow goon carry me through that one and I still never saw the last medal (the one way up in the rafters of the central room). The other maps weren't too nasty, as long as I can find like 20 by myself I'm OK with having to look up the last 10 or so. So far Manor has the best balance, you should go hunt on that one :)

You're welcome.

Even I had to look that one up the first time though.

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Abandoned Toaster
Jun 4, 2008

Azran posted:

Just to give you some further context, this is the guy who posted in this very thread about finding a leveling exploit with a perk and refusing to tell Tripwire about it because, and I quote: "sorry but I'm going to break your game sideways lmao lol".

:allears:

(KF2 better update soon!)

I remember that, from the beta version thread so I dug up the posts.

Akumos posted:

So uh, I found a kind of major leveling exploit for the Support perk.. I'm not really inclined to post it and have it fixed though. I might tell some people how to do it eventually to level quicker, but I know devs are reading this. Sorry, I'm going to cheese your game lmao. It's not exactly an exploit, but I doubt it was thought of very carefully. I'll give you a hint, it has something to do with Support, Paris and max difficulty while solo.

Then he admitted it wasn't an exploit at all, just a way to grind XP:

Akumos posted:

After doing some googling it appears this "exploit" was a valid leveling method in KF1. They may nerf it here since leveling seems to be harder on live right now but I guess I'll give them the choice and post it. Exploit is after the wave is clear mostly. You get insane exp on Hell on Earth difficulty for welding, that's basically the entire exploit. You just have to clear it solo(easy, low wave) and keep one mob alive and weld a poo poo ton of doors.

'Course he said shortly after that:

Akumos posted:

People are definitely editing the beta with Cheat Engine, I hope they at least change something so people can be level 200 on live lmao.

And then talked about how you could break the game by switching between perks to get perk bonuses between classes.

Dude was all about finding exploits and pointing out that other people were cheating but not him!

closeted republican posted:

Man, Commandos are so underappreciated.

I dunno about that. Maybe it's just the people you're playing with but nobody complains when a Commando's on the team when I play, even when there's like 3 or 4 of them at once. Usually it's if the Commando DOESN'T pick Callout you might hear something. From other places I've seen a lot of fighting between Supports and Commandos as to who's the more useful, which is pointless because they both have different roles and both are viable.

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