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Lemon-Lime
Aug 6, 2009

Ahdinko posted:

drat Akumos' server is full, anyone else got one going? Really struggling to get into a game with a goon friend

Probably going to be way easier to get a lobby going then matchmake to a server since the game has lobbies now (hooray).

Speaking of which, is there a goon group yet? There should be a goon group.

I wanted to main Berserker with the new melee system but tried to play perks other than Support for all of one game before relapsing into the arms of my sweet, sweet shotguns. :negative:

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Lemon-Lime
Aug 6, 2009

Peewi posted:

As I understand it, the party system is just for joining a server all together and the matchmaking just puts you on the same servers available through the server browser. So you'd still need a server until listen servers get added (having a player host the game).

Yeah, I know. The point is you can make a party and matchmake into an empty server rather than looking for partially-full servers like you used to have to do in KF1.

Or could, in theory, if the game weren't currently a victim of its own success. :v:

Lemon-Lime
Aug 6, 2009

DreamShipWrecked posted:

If you are all desperate for servers, mine is up at

68.232.183.112:7777

Pw: lljk

However I have not tried it or really modified it in any way because I am phone adminning it, so I can't say if you can connect.

Well, I had fun for the two waves we managed before it crashed and disconnected everyone. :v: Thanks!

Lemon-Lime fucked around with this message at 20:37 on Apr 21, 2015

Lemon-Lime
Aug 6, 2009

year199X posted:

I'm under the impression that if you liked KF1 there's no reason not to pick this up short of financial constraints. Or maybe if you really liked firebug or something.

Firebug's going to be in in the next few months, it's just not in right now. Personally, the perk I'm most excited for is Gunslinger.

Game's currently fun, very pretty and largely bug-free. The only issue (which is major) is that there aren't enough servers for everyone to play right now. :v:

DreamShipWrecked posted:

Did the password protect work?

As far as I could tell, yes, everyone on it seemed to be goons.

Lemon-Lime
Aug 6, 2009
Man, if I'd known Medics got a shotgun I'd have just gone Medic. Getting perks up to cap feels like it's going to be a lot more of a grind, but maybe I'm just getting fooled by the "levels" being broken down into five sublevels between perk slots.

Also, I miss being level 6 on everything. :negative:

Lemon-Lime
Aug 6, 2009

Mindblast posted:

Med shotgun is nice but it's not the best thing in the game. Support's the shottie class above all else make no mistake.

I like shotguns but I also like spraying assault rifles, so Medic would have been nice for that, but once more shotguns get added in I'll be happier about my poor life choices.

Lemon-Lime
Aug 6, 2009

Skoll posted:

If anything, the grind feels way less.

Essentially, every "level" you get corresponds to a fifth of a perk level in KF1, which makes it feel like you're progressing faster and gives you some of the bonuses gradually instead of all at once.

Lemon-Lime
Aug 6, 2009

victrix posted:

So I'm sorta confused on the release status of this, I intentionally kept myself on blackout because I loved KF1. Is this game early early access, is this a fast intermediary step to a final release, or are they doing the ever so popular kickstarter style early access incremental update type schedule now?

I just wanna shoot zeds and throw dosh with a british accent.

There are way too few British accents in it right now.

It's "early access" in that it's a content-limited but polished and bug-free beta. Right now there are only four (out of ten) perks in the game with their weapons, only four maps and only one of three planned bosses. From what the Steam page says the plan is to use EA feedback to tune the balance on stuff and just keep adding new perks/maps to the beta until it's done, which should be before the end of 2015 if all goes to plan.

Lemon-Lime
Aug 6, 2009

Epsilon Plus posted:

Fleshpounds feel less threatening but it seems like they take way longer to kill than I remember.

It's worth noting that we're playing on normal (which is the new easy) with sub-level-1 (in KF1 terms) perks, so really at this point any perceived discrepancy in damage output on either side is just that.

Lemon-Lime
Aug 6, 2009

ShadowMar posted:

So, is each medic weapon having it's own healing needle cooldown intentional or an oversight? Because it's really loving useful.

It worked that way in KF1, so probably intentional. Your personal syringe is also on a separate cooldown.

Lemon-Lime
Aug 6, 2009

Insert name here posted:

I want akimbo pistols back partially because I really want to see the cool rear end reloads they come up with, and also because dualies

I want akimbo .44s and USPs and the Gunslinger perk. I hope we get a Colt SAA at some point, too.

e; hey Questioner, would it be possible to make aiming down sights cancel reload? It's really frustrating having to wait an age and a half for the reload animation to finish on shotguns so you can ADS with them. :( It's not much of an issue with other guns because you can fire one round to cancel the animation but I only get 8/6/2 and they get loaded one by one.

Also, I'd love it if we could get a partial reload animation for the double-barrel (doesn't have to be any faster, it just bugs me when you magically eject two shells all the time instead of holding one down).

Lemon-Lime fucked around with this message at 09:25 on Apr 22, 2015

Lemon-Lime
Aug 6, 2009

Capn Beeb posted:

Either that or a Schofield.

And a lever action shotgun.

:clint:

But the Schofield is top-break rather than having a fixed cylinder. I want the fixed cylinder. :(

We're getting the lever-action for the Sharpshooter probably, and the Firebug might get the M1897 with dragon's breath again, so Support should absolutely get a M1887 and Heavy Weapons should get a Gatling gun.

Really, just go through Call of Juarez: Bound in Blood and add all the weapons in there, playing with them was fantastic. Volcanic repeater and a single-action (Ranger, SAA or even Schofield) for the Gunslinger, derringer for the Ninja, M1894 and Sharps 1874 for the Sharpshooter, M1897 and Colt Navy for the Firebug, M1887 and LeMat for the Support.

Lemon-Lime
Aug 6, 2009
The katana isn't a Berserker weapon, actually. It's not on-perk for anyone right now (my guess is it will be a perk weapon for the Ninja perk or whatever the Asian dragonhead icon perk is).

The one thing I don't like with Support right now is not being able to take my T3 and T4 guns at the same time because of the M4's ridiculous 8 unit weight. I recognise that Supports can get +5 WU at level 15 but it's in the same slot as Tactical Reload, so it's not an automatic choice at all times, and the M4 only weighing two units less than the AA12 doesn't really make sense because there's no way it can match its damage output - it should be an alternative to the hunting shotgun, not the AA12 (i.e. semi-auto, smaller magazine than the Mossberg vs. big spike damage, have to reload every shot).

Lemon-Lime
Aug 6, 2009

Shima Honnou posted:

IRL the AA-12 is almost twice as heavy as an M4 when fully loaded, but I guess the idea is that since they both do the same damage and the M4 can shoot pretty fast they slapped it with higher weight without taking the actual advantage of the AA-12, the ammo capacity difference, into consideration.

Ideally I'd like to see the M4 weigh 6 units, and be an upgrade to the Mossberg. The damage and magazine size can stay as they are, or the damage could be reduced to the Mossberg's level and the magazine expanded to 10 or 8 shells.

Cut the AA-12 to 9 WU so I can carry them both and I'd be a happy man.

Lemon-Lime fucked around with this message at 15:47 on Apr 22, 2015

Lemon-Lime
Aug 6, 2009
Incidentally, a thing that would be great is an in-game encyclopaedia that lists the damage/HP value for enemies, an explanation of their mechanics and attacks on each difficulty, and has all the weapon stats from the store visible in one single place.

Lemon-Lime
Aug 6, 2009

Lemon Curdistan posted:

Incidentally, a thing that would be great is an in-game encyclopaedia that lists the damage/HP value for enemies, an explanation of their mechanics and attacks on each difficulty, and has all the weapon stats from the store visible in one single place.

For future reference if anyone needs it, here is a screenshot of every weapon's stats from the store: http://imgur.com/a/kZelu

Lemon-Lime fucked around with this message at 20:04 on Apr 22, 2015

Lemon-Lime
Aug 6, 2009

ClonedPickle posted:

There's definitely some errors in the store descriptions. The AA-12 can switch between full- and semi-auto, and neither the Bullpup nor the SCAR have flashlights.

Yeah, for sure. Mostly the reason I took those is so we can have an easy way of knowing which weapon is meant to do more damage than other weapons of the same type/the same damage as weapons X and Y.

Lemon-Lime
Aug 6, 2009

Questioner86 posted:

We're working on improving this. The simple explanation is that the servers are filling up so fast that a server that was "not full" when you started your query is filling up by the time you get the results. We're rolling out tons of servers and working on improving our server query to help improve this.

It definitely seems to have gotten better, I've not had any issues finding a game since midnight GMT last night - probably as a combination of people getting their own dedis up and the launch hour rush abating.

Peewi posted:

You forgot the basic shotgun. Stuff in your inventory isn't shown in the store.

Yeah, I took a screenshot but forgot to upload it. I'll grab another eventually.

Lemon-Lime
Aug 6, 2009

splifyphus posted:

The eviscerator seems cool until you run out of ammo for it a quarter of the way through a round.

Remember you can pick up your sawblades.

DreamShipWrecked posted:

The guns certainly seem to suffer from damage issues compared to the other classes, but at the same time Medic is a support class at its core so having it out DPS Commando or Support would be silly

I think you could still comfortably give them 1% damage with Medic guns. They wouldn't outdamage other classes, but would be able to at least keep up their damage output and not be dead weight DPS-wise on higher difficulties. Since it's limited to Medic guns, they wouldn't be able to just grab a crossbow or whatever and kill fleshpounds, either.

Lemon-Lime
Aug 6, 2009

DatonKallandor posted:

1% per level isn't low by the way - it's literally what specialist perks get for their weapon type (and what Commando gets on everything).

Yes, I know. The point is it matches what the others are getting as a class passive, but not any of the extra damage they would get via perk slot abilities, and only applies to Medic weapons.

e; while we're at it - the AR15 is kind of horrible as a first weapon, and the upgrade to the L85 is huge. Might be an idea to give it a 30 round mag.

Lemon-Lime fucked around with this message at 19:00 on Apr 22, 2015

Lemon-Lime
Aug 6, 2009

Kris xK posted:

I wonder how many resets we're gonna have with this EA.

Hopefully none, because resets make me sad. :(

Lemon-Lime
Aug 6, 2009
It's kind of funny that in the absence of Sharpshooters the current best strategy for handling Scrakes and Fleshpounds is to get an idiot with a hammer to run up to them and parry.

Lemon-Lime
Aug 6, 2009
AK has 300 rounds total, so you're just poor and not buying ammo.

You get more XP the higher the difficulty as far as I can tell, but that's it for "penalties."

Psion posted:

How does difficulty work in this game? Like if I go from Normal to Hard or whatever, what happens? Prices go up? Enemies get tougher? Hit harder? More of them? :confused:

More of them, more specials, they do more damage and they attack more intelligently.

Lemon-Lime
Aug 6, 2009
Yeah, the M4 is real bad and needs to weigh a lot less (drop it to 6, drop the A12 to 8-9) so you can have it as an upgrade to the Mossberg alongside the AA12. As it is the weight means you can't use it alongside an AA12, the price means you don't actually want to buy it anyway because you could just save for an AA12 instead, and the tiny magazine and shell-by-shell reload are a huge liability.

That, or I'd be okay with seeing the M4 and double barrel swap tiers. Make the M4 a Mossberg that has a smaller magazine but fires semi-auto with the same damage, and buff the hunting shotgun's damage so it's delivers a much bigger spike of damage like it did in KF1.

Lemon-Lime
Aug 6, 2009

Grapplejack posted:

Make the scope colors different. Red for shotgun, green for smg, blue for pistol, yellow for rifle. That would help but it would gently caress with colorblind people, I think.

Just make the glowy neon lines on the weapon a different colour for the shotgun and rifle since those are the two it's easy to confuse. It shouldn't be too hard to offer a colour-blind mode.

Lemon-Lime
Aug 6, 2009

eriddy posted:

Is right click the same attack as "melee bash" if you are holding a melee weapon?

What is the best way to spend your money?

What items are priority/should you save for the first rounds for a big item?

Which weapons are considered the best for commando and berserker?

No. Bash is equivalent to one left-click, or the first attack in your left-click combo, which is the light attack combo. Right-click is the heavy attack and may have additional effects (e.g. the Berserker shotgun hammer explosive shell).

Get whatever tier 2 weapon you feel like using and get ammo, then save up for your T4.

The best weapon is always the T4 weapon except for the Berserker where you might want the hammer instead of the eviscerator. Just grab the two most expensive weapons in your perk weapon group and you're set (or the most expensive one and the next one down if the T3 won't fit due to weight).

Lemon-Lime
Aug 6, 2009

splifyphus posted:

e: Actually, the worst thing about the zerker is that he feels kind of useless when the boss comes around. Haven't figured out how to be much of a contribution in that fight yet, and I'm always the guy who dies first trying to get in alt hammer strikes.

Parry, parry, parry. If you're close enough to bait the boss into melee attacks, you can stunlock him forever by just parrying right.

Stink gently caress Rob posted:

Go as long as you can with the starting rifle (or start as a medic for the medic pistol)

Really feel like the AR15 needs a 30 round magazine, because it's absolutely godawful as a primary and no other class ends up with such a garbage T1. :(

Zephro posted:

Sorry if this is a super dumb question but I'm not very familiar with Early Access - if you buy this EA I presume you don't have to buy it again when it ships, right?

Yes, you're buying the full game, the "full" part just isn't out yet.

Lemon-Lime
Aug 6, 2009

Opposing Farce posted:

With all this parrying it's even more important that we get custom playlists or soundtrack mods so I can replace the music with the Metal Gear Rising soundtrack.

There's even a stupid widget that appears at the top of the screen with the current track name so yeah, seriously, let the game pull from mp3 files in a specific directory so we can build our own tracklist and Rules of Nature all the way to winning.

Lemon-Lime
Aug 6, 2009
Here is how to win against Hans every time, by the way: have one person literally stood with their gun touching him and just circling around him while shooting. He'll whiff every attack. Everyone else alternates between shooting Hans and keeping the circle-strafer's HP up. When he pops smoke, the Medics should drop a heal grenade on the guy being leeched. When he goes red, everyone dumps their grenades on him when his last leech is over then just keep unloading on him.

Lemon-Lime
Aug 6, 2009

Tamayachi posted:

Survival and Hardcore Survival where all the traders have been removed and you must scavenge for everything during a single, nonstop wave. Which is also a time trial.

Also you start with nothing but a pistol with no rounds and must murder other players for their beans in order to get more guns.

Athropos posted:

Probably gonna stop playing this until we get more content. I don't play a whole lot anyways and just the ideas of losing all perk progress is kind of turning me off.

Yeah, I have to say, same thing here. What's there is great and I'm satisfied the finished game will be awesome, but the limited content, slow level grind and upcoming stat resets means I don't really feel like playing a ton. :(

Lemon-Lime
Aug 6, 2009

UltraVariant posted:

Would be appreciated if someone typed in the entire command to join the goon server(s). Thanks in advance.

open enter.ip.here:port

Lemon-Lime
Aug 6, 2009

FirstPersonShitter posted:

i think scrakes are extra mean at the moment cause we don't have sharpshooters or the crossbow so there's no great way to shut em down fast

The hunting shotgun also seems to completely fail at stunning them with any kind of regularity. :(

Lemon-Lime
Aug 6, 2009
Have they revealed any info about the new perks or are you just assuming the helmet perk is a SWAT perk? Because it's probably far more likely that it's a heavy weapons guy who gets LMGs and the LAW.

Lemon-Lime
Aug 6, 2009

Onkel Hedwig posted:

I'm looking for someone who is neither from Germany or Australia to trade me the uncut version (I'm in Germany). Will give a generous tip.

As of right now there aren't any additional SKUs for German or Australian versions so it's entirely possible that even if you get a gifted copy from outside Germany you'll still end up with the cut version. You probably want to wait, or at the very least contact TWI to ask them to clarify how they're going to be proceeding with making the cuts.

Lemon-Lime
Aug 6, 2009

Insert name here posted:

Well considering that there's supposed to be 10 perks and the missing originals + SWAT

Some dumb idiot posted:

Yeah, there's already been datamined in the files as there being a SWAT perk

Right, so to answer my question, we already know that "SWAT" is actually the name of the perk. Thanks.

Lemon-Lime
Aug 6, 2009

Serious Frolicking posted:

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?

Magazine size, recoil reduction on Heavy weapons (if Commando doesn't end up with this), damage with Heavy weapons (LMGs/rocket launchers), carry weight (1 every 5 levels, or as a perk slot). Perk slot choices can give you extra armour/HP, explosive radius, faster reload speed on LMGs/RPGs, etc.

LMGs would have mediocre per-shot damage (scaling up on the higher tier LMGs) with a high rate of fire and huge magazine size, but high recoil, poor accuracy and very long reload times. RPGs would be a big spike of AoE damage, but come at the cost of splash damage that hurts you (and no passive explosive damage resistance unlike Demolitions, although you could put in a perk slot choice that grants some), a low ammo pool, having to reload every shot, and the reload times being long. I imagine you'd get something like a T1 RPK with a 50-round magazine, T2 M249, T3 LAW and T4 M60, or something. There's enough different well-known rocket launchers that you could easily do T1-4 for both weapon types (LAW, RPG-7, AT4, Carl Gustaf), too.

Basically, go for volume of fire (weak-ish/inaccurate bullet spam vs. Commando's accurate, head-popping semi-auto with full-auto as a fall-back) and spike explosive damage (big one-shot damage vs. Demolitions' traps and more sustained explosives fire with the MGL/pipe bombs/etc., although I imagine pipe bombs or proximity mines will be Demo's grenades). There's design space there, and it's never made much sense to me that Suppport, the shotgun/welding class, gets extra carry capacity and high-weight weapons. Plus, I like LMGs.

The obvious alternatives is to let Support keep the carry capacity as a perk slot (it being the same tier as Tactical Reload is good, it gives you a meaningful choice between carrying more weapons for versatility or being better at using the two you get to carry) and just add LMGs in as Support weapons eventually, which would give Support some non-shotgun options further down the line. :shrug:

Lemon-Lime fucked around with this message at 13:34 on Apr 26, 2015

Lemon-Lime
Aug 6, 2009
I honestly don't think we'll see pipe bombs added to the store again because the whole "consumable store-bought weapons that take up weight units" thing was unique to them, and since each class now has its own grenades, the grenade slot is the perfectly logical place to put pipe bombs. On the other hand, since there's no button that could really be repurposed for a detonator (short of "if you have a grenade deployed, your weapon butt key is the detonator), proximity mines make more sense than pipe bombs.

Lemon-Lime
Aug 6, 2009

Whittle posted:

I know it's been said before, but, there _needs_ to be an option to turn-off the auto-focus for the clot-grab.

There's nothing worse then you being about to double barrel something to find the auto-focus turn you round as you pull the trigger and you double-barrel some piddly little clot who was gnawing at your ankles instead.

Yeah. The claw marks on the edge of the screen are nice but are also impossible to see outside of zed time for me, so giving us an option to disable the auto-turn-around and ,aking the claw marks a lot easier to see would fix things.

Lemon-Lime
Aug 6, 2009

Dr. VooDoo posted:

The fact you missed your double barrel shot is the entire purpose of the Clot's auto focus.

Pretty sure purpose of the auto focus is so you know you've been grabbed, because exactly like KF1, being grabbed means you're immobilised. Instead of being grabbed while surrounded and not knowing which clot has you/what to kill to get free, you now get focused to the guy grabbing you. :rolleyes:

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Lemon-Lime
Aug 6, 2009

Kirs posted:

If only this helped.
I made clear cache, and full re-installation already.
Looks like something wrong with server access.
:ussr:

Sounds like it might be a ports issue, so see if making yourself DMZ fixes it.

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