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My hype level for this game has gone from "Might pick up when it's cheap and established like I did with KF1" to "Probably getting on release when it's a little more put together" to "Definitely buying over my phone when Early Access drops and remote downloading so it will be ready when I get home" in, like, a week. It must be incredibly exciting for Tripwire to have so many people with such intense interest in an early access release, but I certainly don't envy them right now.
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# ¿ Apr 21, 2015 03:52 |
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# ¿ Apr 29, 2024 13:05 |
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This game is just crazy amounts of fun so far Phenom II X4 945, Geforce 750 Ti and 8gb of vintage DDR2 RAM, and it runs like butter on high at 900p Biggest complaint so far: if you're in the middle of reloading and start holding down the hold-to-ironsight button, it doesn't automatically snap to ironsights when the reload sequence is done
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# ¿ Apr 22, 2015 04:49 |
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Do healing grenades not go off if they hit a bad guy? I keep throwing heal grenades that keep squibbing and every time its in a crowded area.
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# ¿ Apr 22, 2015 05:33 |
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Tanreall posted:That's because a siren is in the area. If their scream hits your grenade it'll be a dud. Ooooohhhhhh thank you this was driving me nuts
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# ¿ Apr 22, 2015 05:44 |
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The Combat Shotgun really does needs something on the positive side of the equation other than "semi-automatic" because right now on the negative that's up against "restricted ammo, long reloads, expensive and heavy"
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# ¿ Apr 23, 2015 02:57 |
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Oh drat, the burst fire on the Varmint Rifle feels awful. I think it might actually be worse as a rapid fire tool than semi. The burst needs to be much faster, right now it's so chunky and slow and bad The semi-automatic mode is great, though. I always just stick it in semi first thing and don't look back.
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# ¿ Apr 23, 2015 03:45 |
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Yesterday I joined a public server with three people in it. The first thing I noticed were the furry avatars that all three of them had. The next thing I noticed was the barrage of ethnic slurs being targeted at me.
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# ¿ Apr 23, 2015 06:18 |
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The only thing that really bugs me about the grabbing is that it's usually an enemy from directly behind you, and snapping a full 180 in about three rendered frames is dizzying. I'd suggest adding a longer pause between getting grabbed and facing the enemy, but then I think about all the times getting grabbed in a fracas has already nearly killed me
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# ¿ Apr 23, 2015 15:11 |
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Funkstar Deluxe posted:Anyone getting random stutters/1-3s freezes while playing the game? I've been having it happen when I first join a server, especially once I start connecting with my crew near the resupply pod. Every time I think "I should turn down the detail next round" and every time it clears up almost instantly, causing me to forget to test turning down the settings next round.
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# ¿ Apr 24, 2015 00:10 |
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I'll agree with some of what's been said about the boss. The invulnerability phases aren't really communicated to the player, getting one shot by gas grenades is lame, and I only learned about the "three heals" thing from this thread this morning. He's just not much fun to fight.MadBimber posted:First time I saw a scrake on hard, I turned a corner and he just pointed at me. Then he pirouetted me to death. I think it's my favorite animation in the game so far. The scrake's callout point is tied for me with the clot's zombie stomp. This game has great animations.
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# ¿ Apr 24, 2015 20:54 |
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I've gotten the hang of the Hans fight and I'm having more fun with it, though I still wish he glowed something unmistakable (like white) when invulnerable. Can't wait for the other two bosses. After some more trigger time, I still really dislike how slow the burst is on the Varmint Rifle. If its burst was much snappier, I would officially love all four of the Commando's weapons.
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# ¿ Apr 25, 2015 19:15 |
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Quality of Life Request: Replace the nightvision perk with a headlamp or a wearable flashlight on your jacket. Two reasons: 1) the flashlights in this game look awesome and being able to light an area for myself and my team regardless of weapon and without reloading or sprinting affecting the beam would make me actually use it from time to time 2) nobody likes nightvision in any game ever
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# ¿ Apr 25, 2015 22:21 |
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Broose posted:-Differentiate the fleshpound's show up sting a bit more from the Scrakes. For some reason I can't really tell them apart unless I hear the chainsaw noise of the scrakes sting. I agree with you to varying degrees across the board but I wanted to single out these two because I super-agree with them. When a Scrake or Fleshpound shows up, if I didn't catch the sound of their weapon, all I hear is "big yelling thing what kick our asses" The sounds being more thoroughly distinct would help. The headless enemies being as good at tracking as they are almost seems like a bug or oversight, I'm sure that's something that'll change a bit over the early access lifespan.
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# ¿ Apr 26, 2015 23:27 |
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Insert name here posted:They should bump the Combat Shotgun's ammo up to 80 base like the AA-12 if they're going to keep it at the current price and weight so when I do feel like using one I don't feel like I'm gimping myself by almost halving my available ammo. Alternatively, lower its weight to 4 and make it a viable alternative backup to the AA-12 and still allow for a heal pistol
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# ¿ Apr 26, 2015 23:50 |
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RickDaedalus posted:How would they know to do that? Is there a backpack on me like the perk says? Or do I have to tell everyone I picked the Supplier Perk? When people are near you, they get a "Press E to get ammo from [name here]" option
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# ¿ Apr 26, 2015 23:54 |
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I am pro-clot-grab in general, though I do wish the whip-around was smoother when you get grabbed from directly behind you I would also like to put myself down as extremely in favor of the "wooo spring break" animation cysts do when they pop out of sewers
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# ¿ Apr 27, 2015 03:40 |
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Ryuga Death posted:Does the supplier thing work once per wave? Like, you get one ammo pack from the support person in wave 1 and then you can get another during wave 2, etc? That's how it works, as far as I can tell
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# ¿ Apr 27, 2015 17:32 |
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Here's a thought: tap Q to heal yourself, hold Q to equip the syringe / heal others. Make it behave like doors and the welder, essentially.
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# ¿ Apr 27, 2015 23:58 |
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Saint Freak posted:They re-purposed the map Hedgehog from Red Orchestra into KF1 as Farm. You know what you must do Tripwire. The one map anyone played. I didn't even know how badly I wanted to play RO-Danzig in Killing Floor 2 but now I'm actually upset that I can't play it right now
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# ¿ Apr 28, 2015 21:17 |
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Yeah, I was wondering about those. Is 5% armor only during Zed time some sort of gag, jape or goof-'em-up?
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# ¿ Apr 29, 2015 02:07 |
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Section Z posted:I still think taking the Commando's backup perk and giving something like it to the Berzerker as a replacement for either lovely level 5 talent would be cool. Yeah I agree, Backup would make a lot more sense on Zerk. It would both boost the least-used melee weapon of the melee weapon class, and boost the only ranged weapon they're guaranteed to carry.
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# ¿ Apr 29, 2015 02:43 |
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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.
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# ¿ Apr 29, 2015 18:50 |
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Alkydere posted:Seriously, make grenade tosses cancel reloads. Its desperately needed, especially on Support with the double barreled shotgun. Grenades canceling reloads would be a huge quality of life improvement Edit: awesome, it was addressed in the time it took me to post
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# ¿ Apr 29, 2015 23:01 |
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Psion posted:reduce 1014 weight to the same as the double barrel, suddenly it is a viable option to the "med pistol/double barrel/AA-12" One True Loadout 100% agreed. Plus it dovetails nicely with the +5 carry weight skill, since that will let you carry a pump action for mopping up trash mobs in addition to your medic pistol, AA12 godkiller and choice of semi or break action.
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# ¿ Apr 30, 2015 00:02 |
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Having a couple doors here and there welded in an area can make for nice control valves against getting swarmed with too many zeds at once. The problems come from people welding too many doors, and welding them too soon. Once they're destroyed they're gone for good, and a lot of people burn them up before they can be helpful. What I like to do is weld a door or two in an area adjacent to the area my team is hanging around during the mid-to-late rounds. Not the main entrances to that area, but the entrances to one of the corridors or rooms that leads to it. It'll preoccupy a few zeds with bashing, plus reroute the rest on a longer path that will clump more of them together, but won't waste your panic attack "oh poo poo we need to buy seven Fleshpoundless seconds and now" doors. Edit: or just weld whatever because as long as you're not being obtrusive most well-adjusted people won't care
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# ¿ Apr 30, 2015 04:51 |
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Azran posted:What's the planned number of weapons for release, by the way? And out of curiosity, any plans for DLC perks a-la Payday 2? It sounds like it's going to be ten perks with four weapons per, so at least forty without counting the 9mm or backup melee. Thus far the only DLC we're pretty certain of is cosmetics, since it looks like the mechanisms are in place to handle tons of characters and clothes.
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# ¿ Apr 30, 2015 18:27 |
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Also: have movement momentum effect melee damage Also also: have falling momentum effect melee damage Let my running ten foot leap pulverizer drops mean something
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# ¿ May 3, 2015 01:16 |
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Azran posted:I do wish flashlights were a player model thing and not limited to certain weapons. Even then, that one poster who mentioned there's no penalty for setting your gamma really high made me think of a flashbang-like Zed. Musluk posted:TWI change the night vision perk to 30% more battery on flashlight please
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# ¿ May 3, 2015 21:35 |
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Taffer posted:One of the many reasons why he's a dumb annoying boss Yeah, I'm fine with bosses having various stages that they have to go through, but it's extremely stupid that the transition between those phases requires a blood offering from the players
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# ¿ May 5, 2015 01:06 |
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HellCopter posted:People should stop thinking of Hans' grabs as "heals" and more as "opportunities to shoot the guy while I run in a circle." They're really more like breathers than attacks. You know that he doesn't take damage during that phase right
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# ¿ May 5, 2015 01:10 |
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I like the idea of having some double-bladed gorefasts for variety's sake Man it feels weird making requests for more enemies, like, "yeah, make something that I can curse in god's name real good while it kills me" Edit: "Dear Tripwire: I am seeking hitherto unknown sources of pain. Please demonstrate to me the pleasures of the new flesh." DoombatINC fucked around with this message at 04:10 on May 5, 2015 |
# ¿ May 5, 2015 04:07 |
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They've said they're planning for each class to have four weapons, so the gear the current classes have is the gear they're gonna have ...yeah, I miss my KSG too
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# ¿ May 8, 2015 02:46 |
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"The Combat Shotgun Is Super Duper Bad" has been a topic of conversation here a few times, hope they're listening
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# ¿ May 9, 2015 02:41 |
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If the combat shotgun had a weight of four I would consider it totally fixed
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# ¿ May 9, 2015 03:20 |
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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
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# ¿ May 9, 2015 03:59 |
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Yeah but four means all that plus the medic healing pistol, which is something I want because I'm greedy and I want it
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# ¿ May 9, 2015 04:55 |
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I would honestly prefer creating a new perk to making the regen perk more useful. I'd prefer something that cuts the syringe recharge time by a third, which would do the same basic job but encourage more attentive play.
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# ¿ May 10, 2015 04:31 |
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The AK-12 has such a satisfying burst, if they reproduced it 1:1 on the Varmint Rifle it would make its burst setting totally worth using
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# ¿ May 12, 2015 06:04 |
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I'm a huge proponent of zed time, but honestly, if it gave a one second shred of notice before popping off, I wouldn't mind that one bit
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# ¿ May 21, 2015 02:49 |
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# ¿ Apr 29, 2024 13:05 |
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Capn Beeb posted:The pump shotgun is great, I especially love the one shot reloads you can do now that they're fixed. This is genuinely one of my favorites little touches in the game. Being able to rack the pump open, manually load the chamber, slam it shut, fire and repeat is some seriously scrappy life-or-death poo poo and I love it. My biggest gripe is that you don't hold the shotgun quite level when loading it so the snap to the firing animation is jerky and bad, but that's so the kind of thing that can go to the back of the priorities list.
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# ¿ May 22, 2015 05:36 |