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Insert name here
Nov 10, 2009

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:ohdear:
I'm pretty sure it doesn't reload slower than the pump action in KF2. If it is slower it's not by a noticeable margin.

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Insert name here
Nov 10, 2009

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:ohdear:

Capn Beeb posted:

For a hunting shotgun, it's got a hell of a spread. The barrels ought to be choked somewhat to tighten the grouping.

But that's just me being a dork.
Uhh it's made for hunting Zeds, duh

Insert name here
Nov 10, 2009

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:ohdear:

dorkasaurus_rex posted:

I think the lack of a weapon that weighs 2 is pretty egregious at the moment. Maybe make the medic SMG weigh 2?
Most of the 2 weight weapons in KF1 were pistols IIRC so uh, maybe when gunslinger comes out?

Insert name here
Nov 10, 2009

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Daily Forecast posted:

Playing Commando, I usually use the bullpup until I can afford a SCAR, and I completely skip the whatever that other thing is, I don't even remember. Is that worth doing? Is it also worth carrying a double barrel as a commando? It seems to help against Scrakes and Fleshpounds, but is there a better loadout I should be using?
I usually buy both the AK-12 and the SCAR because you can hold them both. Expensive, but worth it if you can afford it.

gnome7 posted:

But it does get you XP and winning means absolutely nothing, so weld away. All the stuff I said above only matters if people need to run and gun, and it is almost always a better idea to have a group hold a room together than try to run and gun. Until you're the last one standing, anyway.
Well I mean, killing Hans gets you a bunch of XP, so if it comes down to it it's better to win than to weld doors and lose (not that it's normally that binary of a choice).

Insert name here
Nov 10, 2009

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Ramsus posted:

Welding doors is usually an emergency type thing. You don't typically weld a door to hold out because they don't last and then the door is gone. Plus it could trap people that are kiting. I only ever weld a door when I have a ton of poo poo chasing me and I have a couple seconds to throw a bit of weld on and keep running just to buy some time. It's also handy to stop a flesh pound from raging at you. Switch to your welder while running through a door, shut it then whip a 180 and throw some weld on then take off again.
Just don't be this dude:
https://www.youtube.com/watch?v=0P696IwhYj0&hd=1

Insert name here
Nov 10, 2009

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:ohdear:
It was mentioned once earlier in this thread, but the Katana having a special draw attack if you hold down mouse 1 while pulling it out is pretty much the best thing.

Insert name here
Nov 10, 2009

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:ohdear:

Shumagorath posted:

I've been selling crovels and katanas as Support since I don't have the weight limit (or money) for a third shotgun. Are they worth keeping around or am I losing out on XP?
Just sell them. Also remember do drop them on the floor once and pick them back up so they sell for 150 dosh instead of 100. Same for your starter gun when you go to sell that. I'm not joking.

Insert name here
Nov 10, 2009

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:ohdear:

Section Z posted:

I have no problems with Commandos being relegated to trash clearing, but even trash can become ammo sinks while on Hard so I can imagine what Suicidal and HoE would be like if the rifle's can't pop a clot's skull in one go on those difficulties(hopefully I'm overestimating).. Meanwhile with Support, I don't notice much of a difference at all clearing trash away with one or two barrels.
All the trash mobs don't get any more health past hard so it won't really be an issue to pop heads. Only Sirens, Husks, Scrakes and Fleshpounds continue to gain health.

splifyphus posted:

Right now commandos feel kind of limited as a class. They aren't as good against packs compared to support and berserker, and medic always has a lot of options and things to do. Commandos pop heads, and see stalkers, and give everyone else the ability to see stalkers and thereby become redundant and passive.

Solution: give them the ability to manually toggle zed-time on a cooldown/uses-per round basis for the team. This would give them more of a 'commander' type rear-guard feel, and give the group a limited panic button. Coordinated groups could be reloaded and positioned for maximum headshot broadside effect. And it would be loving awesome.
To be fair popping heads is pretty important, and as distance increases the effectiveness swings towards Commando for groups. We'll see how well that works out though once Sharpshooter gets put back into the game. Commando has always been sort of a middle of the road class in terms of effectiveness which kind of broke down the higher you went in difficulty in KF1.

As for Zed time it's not quite the same as Zed time on demand but Commandos can reset Zed time up to 6 times at level 25 (starting at level 5 you get 1 extra reset every 5 levels), whereas every other class can only do it once.

Insert name here
Nov 10, 2009

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:ohdear:

Section Z posted:

Could somebody explain what I'm missing here? If trash HP really doesn't improve, why does the 9MM stop being able to 1 shot trash skulls past normal, even when you are stacking it with damage bonuses? Does the Commando inherent damage passive not work for them? Is the Backup talent broken? (After all, apparently their other lv 10 talent was broken until recently)? Is there an specific penalty to the 9MM itself on higher difficulties?
Operative phrase is past hard. Everything gets reduced health on normal. With a 1.4x multiplier the 9mm should be popping heads in one shot so if it doesn't either there's weird math going on or it's bugged. Or both.

Insert name here
Nov 10, 2009

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:ohdear:

Fina posted:

Some perks are just weird such as the choice between the two Support ammo perks. One extra reload for one player (yourself) or one extra reload for five players? It's a non choice. If you're grouped up with one other Supplier Support then you both get the same benefit as if you both took 20% extra ammo, but your teammates get two extra reloads. There is no reason to take the 20% extra ammo. If the ammo perk was a larger benefit like 100% more ammo then you'd suddenly be making serious choices. Do you take double ammo and know you have enough AA12 ammo to deal with all of the Fleshpounds you're running into, or do you take Supplier and give 5 whole reloads out to your teammates and make sure your team is stocked with all of the ammo and grenades they're going to need?
20% actually gives you slightly more ammo for every weapon except for the AA-12. It's especially noticeable with the Hunting Shotgun because ammo boxes only give you like 4 shots, versus the extra 10 you get from the ammo perk. Mind you I do tend to bring Supplier along if there's another Support in the group since they're the class the benefits the most from it, and as you mentioned the more supports with Supplier the better it is to take Supplier as well. I wouldn't mind seeing the extra ammo perk getting buffed.

Insert name here
Nov 10, 2009

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:ohdear:

averox posted:

The amount of people that actually pull the ammo from my butt though almost makes me just want to take the extra 20% for myself.
When I'm playing with goons I always at least try to mention I have supplier. The only ones that bother still are other Support players though. :v:

Insert name here
Nov 10, 2009

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:ohdear:

Azran posted:

My favourite thing about KF is that it feels at all times like you are playing a mod, in the good sense - it's goofy fun of the kind you get when your friend finds this hilariously amazing Custom Map for Warcraft 3 or whatever. The Office level is my favourite example of that. I've jumped off those windows so many times.
I remember those windows is what caused me to find out that the Hunting Shotgun's alt-fire pushed you back. See, in UT2004 crouching made it so you couldn't go off edges, and KF inherted this trait. So I ended up backing all the way up to the edge with crouch, testing it out because I had just heard of it, then had to turn around and use the alt-fire and...

Insert name here
Nov 10, 2009

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:ohdear:

Abandoned Toaster posted:

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.
Well barring any weird mechanics regarding it, the skill that makes zeds do 25% less damage when you hit them (it's listed as 15% in-game but according apparently it's 25% according to someone who dug into the files) combined with your 5% means you get an effective 28.75% damage resist as long as you get the first hit it.

Insert name here
Nov 10, 2009

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:ohdear:

Phrasing posted:

When do you ever take the combat shotgun over the AA12?
1) When I'm on a lower difficulty and I want some variety
2) ??????

Section Z posted:

It's been quite a while since I played KF1, even longer since I touched the KF1 combat shotgun. Does this mean the wiki is wrong when it says the KF1 combat shotgun weighs the same, does the same damage, but reloads slower than the stock shotgun?

http://kf-wiki.com/wiki/Support_specialist#Weapons
Yeah it was really bad in KF1. At least in KF2 it actually pretty much is a straight upgrade of the SG 500, except it's still not worth 1100 dosh + not being able to carry an AA-12.

Insert name here
Nov 10, 2009

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:ohdear:

Dezztroy posted:

Mechanically, what's the difference between the HE and Frag grenades? Shouldn't the HE be more damaging (especially indoors) while the frag has a much larger kill radius?
HE grenades do 300 damage that drops off up to "800" range (presumably 8 meters). Frags do 225 damage in the same range but also shoot out 10 pieces of shrapnel that do 50 damage each.

Insert name here
Nov 10, 2009

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:ohdear:

Takes No Damage posted:

Since we're all wishlisting this weekend, I'm really not looking forward to lv15 Commando since I like both those perks. I spend most of my time in single shot mode for popping heads, so +20% damage sounds awesome. But tac reload is something I need to see, especially with all the work they put into the weapons. I'd like reload speed to be an increasing perk for Commando in general, say 1% per level, and at 15% it just switches from speeding up the stock animations to the new tactical ones. Bend to my will TripWire.
It probably would make more sense for the +20% single-shot damage to be opposite the +20% full-auto damage, but personally I'm probably going to end up taking tac-reload + full-auto damage. Way I see it anything that benefits from the extra damage I'm probably going to firing auto anyway, and I like to carry the AK-12 alongside my SCAR, and that thing doesn't have a single-shot mode.

Insert name here
Nov 10, 2009

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:ohdear:

Shumagorath posted:

Is there a reason why I have to pick up and drop extra weapons to get their full trade value? That seems like a silly mechanic if it's intentional.
It's only true for all the 200 dosh weapons so I'm going to assume that it's just a weird bug. It happens when you buy one as well as the one you spawn with.

Insert name here
Nov 10, 2009

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:ohdear:

Section Z posted:

I think at the moment, that is mostly because-
A: They have that passive Zed time length stat.
B: Headshots seem to extend zed time, and out of the current classes they are the only one where every weapon of theirs is friendly for popping a trash skull at any range with a single slow mo bullet, with the ability to shoot a lot of them during zed time.

A support in Zed time is guaranteed to erase something from existence, and then outside of the AA12 spend the rest of zed time reloading.

As more classes get unlocked, B will be less of a thing.
Killing a Zed during Zed time will always extend* it. Every class can do it once, while commandos gain one extension every five levels up to a maximum of six times at level 25.

*technically it's a reset, which means it's possible to accidentally waste it if say your shotgun blast triggers Zed time, penetrates and kills another zed right away, basically wasting your one free reset since the time isn't added on to the end

Insert name here
Nov 10, 2009

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:ohdear:

Unclean009 posted:

Adding new content for a game takes more than a couple weeks to complete. Please be patient. They just announced a new map this week.

With those mystery steam achievements I would say there's a chance of other content besides the new map in the next couple weeks but I wouldn't bet my money on it.
No way dude TWI probably has the entire game finished and is holding out on us just to make us complain man don't you see

Insert name here
Nov 10, 2009

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:ohdear:

Ruggington posted:

i bet those gently caress-faces at tripwire already made all the content and they're holding it back out of spite
Hey I totally said that after stealing it from someone earlier in the thread so like, get your own stolen lines man t:mad:

Insert name here
Nov 10, 2009

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:ohdear:

splifyphus posted:

I'm also really not that fond of the leveling system. They tried to spread out the KF1 levels so you level 'faster' but you still only really get a meaningful change every fifth level so it ends up being the same, just with 4 almost unnoticeable levels in between the real ones. It's particularly bad for Zerker and Commando because they don't really get gently caress all for useful upgrades until level 10. More perks spread out more evenly would be a lot more compelling.
Tbqh the levelling was the worst part of KF1 and adding an additional 20 steps between the levels really doesn't make things better. I guess you get the level up pat on the back more often but like you said you don't even give a poo poo except for every fifth level anyway.

Insert name here
Nov 10, 2009

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:ohdear:

FaustianQ posted:

Back up would be fine if it was a Level 5 skill, as it is putting it up against a higher mag cap is a no-brainer.
Fix the skill so it actually works, move it to level 5 replacing night-vision so it's a choice between helping your team with visible stalkers or a pistol that's better at clearing trash. Don't know what would go next to bigger mags though.

Insert name here
Nov 10, 2009

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:ohdear:
The animations for loading the shells in the pump-action and 1014 (but not the first shell if you're empty), and the AA-12 reloads are all different but the rest are the same for Support.

Insert name here
Nov 10, 2009

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:ohdear:
Can't wait to play as EOD suit guy again

Insert name here
Nov 10, 2009

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:ohdear:

Shumagorath posted:

The tac reload on the pump shotgun is definitely a new animation. The gun stays much lower and the player feeds shells in at a pace they could only pull off with a pouch or bandoleer. I feel like the double barrel is different with a single-hand closing but it wouldn't surprise me if it's just sped up like the AA-12. The M4 I have no idea because once you get tac reload the pump shotgun is 90% as good for 0% of the money.
AA-12 actually does have a different animation, but it's really similar to the old one, your character mostly just holds the gun a bit straighter and pulls the charging handle a bit differently.

Krowley posted:

Zed time is for gibbing heads, not dicking around with your mag
I think you mean welding doors

Insert name here
Nov 10, 2009

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:ohdear:

Psion posted:

If it weighed less and had similar reserve ammo to the pump and/or double-barrel it'd be okay. But that double-hit of fewer rounds and more weight just deep sixes it so hard against the double, which I think is pretty much spot-on.

I agree it feels and sounds awesome, though. That part is right, just tweak the stats a bit and it's good to go.
It has 48 rounds, exactly the same as the pump and double-barrel.

Insert name here
Nov 10, 2009

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:ohdear:

Psion posted:

you sure? I thought it had 36. Or maybe 6+36 (so 42)

either way I really don't remember it having 48 like the pump :iiam:
I'm sure cause I'm dumb enough to use it regularly

Insert name here
Nov 10, 2009

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:ohdear:

Require More Fire posted:

Yeah I just tried this and the game's "LOL TELEPORTING CLOTS" thing makes it a very rushed tour. Still the map looks great and there's some serious storytelling going on in some of the rooms.
Open up a solo game, type "enablecheats" into the console, then after you spawn in type "spawnzed clot" then clean up the wave. As long as you don't kill the clot you spawned in (which won't have AI so he just stands there) the wave won't end and you can run around and explore forever.

Insert name here
Nov 10, 2009

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:ohdear:

Theta Zero posted:

http://steamcommunity.com/games/232090/announcements/detail/231153538426768782

Jesus christ, Tripwire. How can you call yourself a big name developer if you're actually going to listen to customer feedback?

Also they mention getting rid of circle strafing making enemies just stand there, so we're probably not going to be able to handle Scrakes as easily anymore.

Hahaha oh man this thing owns

Insert name here
Nov 10, 2009

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:ohdear:

Krowley posted:

I thought caulk was a sorta paste-like mass? How would it even spray fire at any sort of useful distance?
People keep talking about burning caulk but you guys realise those aren't caulk tubes in the gun right

Insert name here
Nov 10, 2009

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:ohdear:
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:


Psion posted:

Heh, I understand. I'd rather see development time go to something everyone uses instead of something only Section Z uses :v:
Uhh actually I'd totally use the hell out of a Browning High Power or 1911, effectiveness be damned I can't wait for gunslinger

Insert name here
Nov 10, 2009

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:ohdear:

Capn Beeb posted:

I like Matebas and I like Bolters, gimme both

Also hot dog that trench gun looks loving fresh :eyepop:
Yesss so glad the 1897 is back

Kikas posted:

This motivates me to play more like no other announcement has to this point.
Empty quotin' dis

Insert name here
Nov 10, 2009

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:ohdear:
Winchester 1897 status: :supaburn:

Insert name here
Nov 10, 2009

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:ohdear:

Psion posted:

With the existence of demo and firebug, it's no longer the permanent go-to class anyway so it probably didn't need to get hit that hard. I'm ignoring the perk change of putting Bombard next to tac reload; I forgot tac was a level 15 perk and whatever I'm never not taking tac reload so Bombard is meaningless.
Bombard was always next to tac reload, which I guess proves your point though since lol never not take tac reload. :v:

Speaking of tac reload everyone buy dual 9mms and empty them with tac reload. Do it.

Insert name here
Nov 10, 2009

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:ohdear:

AndroidHub posted:

Is there any way to disable controller via config files or something? For whatever reason it's seeing my flight stick as an xbox controller and disabling mouse/keyboard for all intents and purposes, and unplugging my flight stick from the back of my computer is not something I feel like doing every time I want to play.
I had the same problem. Go to My Documents\my games\KillingFloor2\KFGame\Config\KFEngine.ini, search for "AllowJoystickInput" and replace the 1 with a 0. Tripwire should add an option to disable controllers in the options menu IMO.

Insert name here
Nov 10, 2009

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:ohdear:

Azran posted:

https://www.youtube.com/watch?v=Gmf_QN09Olk

I never realized you could do that in KF1.
Thanks for reminding me that they never fixed the no music bug on mountainpass

Insert name here
Nov 10, 2009

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:ohdear:

Psion posted:

I've seen that also and I think it's a bad idea. The exact opposite of what I want, in fact, because resetting to 0 makes your class suck again. Something to strive for at 25 (or to get you to 25 faster) keeps you engaged while still letting you actually play the class with all the bells and whistles.

Now it's still hypothetical so we don't know how exactly it'll play out but let's pretend it's a CoD style prestige reset. The problem is CoD has no difficulty levels - KF2 does and it matters. a KF2 prestige of that type would be, basically, "go back to normal and pretend you enjoy it, fucker."

Whereas in CoD you could still compete effectively post-prestige reset, you leveled up a lot faster, and you didn't screw over your 5 teammates just because you prestiged. Sure you don't have every gun and attachment and whatever but the effective difference between a 0 player and a max rank player is pretty narrow despite that. in kf2 the difference between 0 and 25 is a mile wide.

No thanks.
The thought of resetting my perk(s) with the current length of time it takes to level something to max gives me Payday 2 pre-XP update infamy flashbacks. :whitewater:

Ok maybe not that bad but still

Insert name here
Nov 10, 2009

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:ohdear:

Psion posted:

this is interesting ... I'll have to try it out. On the other hand range matters a hell of a lot for the C&B, trench, and flamethrower (and the microwave when you aren't trying to focus down a scrake) so I'd still suggest it as an overall Good Choice. micro without range can't even cross half of the small rooms on Biotics Lab, it's shameful
What does +range do for the trench gun? I haven't played FB all that much but it doesn't seem like the shots disappear.

Insert name here
Nov 10, 2009

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Oh Dear.
:ohdear:
I dunno I kinda liked how KF1 did it: holding aim would bring up both guns close to the center of the screen and you would line up the heads between the two front sight posts.

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Insert name here
Nov 10, 2009

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:ohdear:

verbal enema posted:

i hope the signature gunslinger pistol is two revolvers and alt fire spins them

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