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Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Even on stock servers it isn't unusual for Medics or Berserks to outlast the other classes, a movement bonus is solid gold in the game. Like the old joke goes, you don't have to run faster than a FP, just faster than the Support class next to you.

Zed Time is my Sexy Time

Taking this Husk for a ride

A wicked backhand

This FP valiantly sacrificed himself so I could max out Berserk :)

Hans gets a bop on the noggin

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Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

Pope Guilty posted:

This gif got me to try the Bonecrusher and it's pretty fun! How do you get it to knock that Stalker away like that?

It just depends on how KF2's physics and ragdoll engine is feeling that moment. I assume it's at least partially based on the type of damage (blunt) and the strength of the attack, so you don't see bodies flying off to the horizon when you kill them with the 9mm.

Also make sure you're liberally abusing the melee bash attack of the Bonecrusher, seems like it's almost as powerful as a strong attack and it comes out way faster.


Abandoned Toaster posted:

Anyone else having issues with this Dosh Vault thing? Hit my fifth milestone (250,000) but this is the second time I haven't gotten a crate despite restarting the game several times and over like an hour or two; the first happened like 3 days ago so it's clear the drops are bugged. They don't even show up in steam inventory like when similar things happened in TF2. I don't really care enough to email Tripwire complaining over free items but if I've only got a 50/50 chance of even getting anything for the couple hours I put in might as well stop doing the dailies.

I'm noticing this too. Last night I did the Weekly and got a crate, and the 500k put me 50k away from hitting another crate. Did my 3rd daily challenge, Dosh Vault says I got another crate, but I never saw one in my inventory. Was thinking maybe it only lets one crate drop every day or something?


Ledgy posted:

The .500s clown on this weekly's boss. Solo'd it, felt pretty good about it

SPEAKING OF, I had the most ridiculous game last night. Was playing with a full team on Prison trying to do the Weekly. I've been messing around with SS again because bobbleheads. We get to the end easily enough but draw King FP for the boss and eventually it's just me and the medic left. The medic starts kiting KFP around this little strip of fence in the courtyard area of the map while I frantically fend off QPs and scavenge for Railgun ammo. Apparently if you have sharp enough corners to work with you can kite KFP forever, because this poor medic ran little tiny laps around this fence for like 5 minutes while I sat across the courtyard taking potshots at the boss. I took down his entire shield and finished him off this way. I've got a clip on my other PC but I only save the last 60 seconds so I'm not sure yet how much of that you can see.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

aniviron posted:

I like your gifs, keep 'em coming. I am sad you did not give that bloat any Mardi Gras beads though.

I'd be interested to see a man-hour breakdown of how much work some poor bastard at TW had to put into Bloat jiggle physics :gonk:

Leveling Sharpshooter like with a baws.

Found a server with friendly fire the other day. It went about as well as you'd expect. I left some time at the end to see the aftermath in chat.

This video is from that same game. Everybody dead except the Survivalist who is able to kite KFP around the island because of his speed boost. It's been like 5 minutes and he's already taken down the boss' shield and if he just keeps doing the same thing he'll eventually win. He's so confident he starts typing messages to us WHILE dodging attacks, what a badass :allears:

Then hubris happens.
https://www.youtube.com/watch?v=e4NKDNhVCKo

And this is the aforementioned KFP kite on the Prison map. I don't know if he just started skipping his dashing animation or what but after a few minutes he started levitating around after the medic. This was a weird rear end fight.
https://www.youtube.com/watch?v=ZPM7kt65UYk

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

clockworkjoe posted:

why the gently caress do so many LPers only post solo games of KF2? I want see chaos and mayhem not 1 guy endlessly kiting a horde around.

LPing solo sounds dumb as hell, at least get 3 or 4 friends to join in. For example, this bonus video for their L4D LP, the video that made me start playing KF1 so long ago

https://www.youtube.com/watch?v=AK-d0Nwtu0U

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

Foreskin Problems posted:

I need to stop doing dailies. They went out of their way to say they weren't going to restore missed crates



Seems like you don't get crates for passing the threshold with dailies, but do with the bigger weekly payout?

{TW}zombie mittens posted:

We are aware of reports on Vault Crates not being received and are investigating.

We believe we have identified the issue and are working on a fix (currently in test). We expect after passing QA this update will roll out early next week.

And to reiterate, while in the short term we will not be able to address missed crates we are looking at options while we work towards our next major update later this year.

Weeklies seem to not be affected.

It doesn't look like you actually get the dosh until you click over to the Vault tab, so one thing we could try is still do the dailies (if you like, I sometimes enjoy the incentive to use a specific weapon that I might not otherwise) and just not go to the Vault tab until the patch rolls out.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

aniviron posted:

it's a real fun vacuum when your friend is a deathgod and you've got twin pea-shooters. KF1 wasn't as bad about this, but it could still be a bit obnoxious.

IIRC KF1 only had cosmetic DLC until very late in its life, when TW was pretty much just cashgrabbing as much as they could to make KF2. For the first 4-5 years it was just character skins as DLC, any patches or weapons and maps were all free updates. But I agree, once they added that community-made weapon pack as official DLC it felt real bad :(

Theta Zero posted:

Anyways we discovered recently that the parry skill makes this particular level of the Descent very, shall we say, vibrant.

https://www.youtube.com/watch?v=7YBji-wWK_8

...I never knew the game needed to blast cheesy buttrock whenever you're in Parrymode, but now it very clearly does. I guess now I know what it would take for me to give up Resistance and being able to ignore Sirens and Bloats.

Bogart posted:

im lord mune

How does it feel to be 1/6th responsible for me spamming self-congratulatory gifs and Youtube clips in the thread all week? I hope you're proud of yourself :colbert:

Speaking of, here's a team killing the Pat in about 20 seconds on HoE. I assume we somehow bodyblocked him in that doorway and everybody just magdumped into his head/arm.
https://www.youtube.com/watch?v=u9ifRZWxX_s

And some good old-fashioned teabagging, which also happened to sync up with the Iron Maiden track I had on at the time.
https://www.youtube.com/watch?v=dP_Eh86nzfw

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

aniviron posted:

Yeah the M16 is a great commando weapon, it's just terrible for demo. The bullets are a distraction that will not help you kill things, the blast radius on the underbarrel pales compared to the M79, and it's twice the cost. For Commando though the bullets work great at killing things and then you get a bonus of grenades.

I tried this a couple of times with my Commando, couldn't really make it work. Even with my perk bonuses the clips felt small and it felt less accurate/powerful than my other guns. The medic AR however is still a beast, and with an 80 round clip I can pop heads for days while still keeping ally health topped off.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

widespread posted:

So is there ever a reason to not have Parry as your third perk? I remember unlocking it and then promptly solosmashing a Normal-difficulty Patty.

I also rebound alt fire to a thumb button since MMB ain't cuttin it.

I play berserk in 2 ways: 1) speed based with quick attack and Resist so I can run all over the map smacking everything in sight, or 2) heavy attack burst damage where my 'job' is to Parry and Stun Scrakes and FPs.

For quickplay I've settled on the Pulverizer, it's quick attack is fairly fast and you keep explosive damage for FPs, the only downside is you knock things over a lot instead of killing them outright. If I'm going strong attack/parry then Bonecrusher all the way.

I take health regen and zed-time-move-in-real-time for both, the other 3 I focus on either quick or heavy damage depending on if I want to fight heavies or not. But both ways are fun imo.

edit: Trip report, I've been digging the Seeker 6 lately. The fact that it doesn't get a damage penalty for lock-on makes it a lot more attractive than I originally thought. If you can hang around in the back of your team it's pretty fun to sweep your crosshairs across a group of zeds and pop them all with a single click.

Takes No Damage fucked around with this message at 05:07 on Nov 1, 2017

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
From the Steam forum:

{TW}zombie mittens posted:

We have just pushed live a required update for clients and servers. This update fixes a case where dosh vault crates were not being properly granted.

While players will not see any missing vault crates returned to them with this update we are committed to rewarding players in the future. We are currently looking at options and the tech hurdles it will take to accomplish this and will message more once we have a firm answer of how this will work.

Once again thank you for your patience, and please let us know if other issues arise.

Can't verify until tonight, but I skipped an objective last night so I'm 50k dosh away from my next 'crate', we'll see if this actually works now.

edit: Still don't understand why they can't back-grant missed crates. Each crate is 500k, so if a player has 3M in their Dosh Vault but only has had 2 crates dropped, just throw 4 more crates into their inventory? I'm assuming it's not that easy but I can't figure out what the tech hurdles might be.

Takes No Damage fucked around with this message at 19:27 on Nov 1, 2017

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
^^^ Do you know if the Parry DR perk applies on the actual parried hit, or if the -40% only applies after a successful parry?

DatonKallandor posted:

If they don't have anything that records how many crates a player got, they don't know how many are missing.

It looks like all Dosh items have a special inventory tag, so Dosh items + unopened Dosh crates = x. Dosh Vault amount / 500k = y. IF x < y THEN ./gimme.free.stuff.bat I'm sure it's more complex than that, but it would be nice if TW would explain that even at a high level instead of just saying 'no missed crates for you.'

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

Pope Guilty posted:

I've somehow never noticed that, just the guide after the level ends.

:stare: ... So you can start heading the right way before the round ends. Depending on the map and where your team is holed up it can be a big deal.

Sooooo the bosses for the Inflation weekly are completely broken bullshit even with a team of 25s on Hard. I kept rolling KFP and eventually had to go Parry Berserker and just let him trap me in a corner while I parried and hit him with heavy Pulverizer rounds while the rest of the team focused him down. Tried something similar with the Pat and got exactly nowhere, we couldn't even get his health bar to move. They could cut this regen in half and it would still be a challenge, as it is now you pretty much have to stack Demo and Zerk and pray for KFP :smith:

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

Marogareh posted:

Commando is fun when you pick both capacity skills and shoot forever with the stoner.

I'm in mid-20s with my Commando and my Stoner 'clip' is 188 rounds :getin: Only having to reload 3 times a round is pretty great.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Opting in to beta now. This comes with the new Bloatking boss type right? Can't wait to go all Demo and cover him in 30 C4 charges at once.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

Psion posted:

Detonate them all at once and the boss will be your username, too!

Yeah, even in KF1 it was a bummer when they nerfed pipebomb DoT so you couldn't oneshot the boss anymore :smith:

On the rare occasions I'm actually trying to use C4 on a boss I'll try to stick them all at once, then just detonate them one at a time so they (theoretically) do full damage.

Looks like they've (temporarily?) re-worked Bloatking into Krampus, still a fatty dual-weilding axes and pooping shitzeds everywhere. Not sure I understand how the 3 little green healthbars under his main work, I assume they're for his helmet, armor and axes? And destroying each makes him take and do more and less damage?

I am digging the combo circus clown / wiccan body horror theme of the new holiday zed models, iceman Scrakes from KF1 always felt a little lazy compared to the other models.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Thought I'd noticed his health bar moving some while breaking the armor, maybe it just doesn't go below a certain % while the armor still exists? Weird though, why make it 3 separate things if it's just a blanket DR shield like Hans'? TW loving us again :argh:

e:
Yeah he takes some damage, I don't know if each piece gives him some % DR or what the heck


UNRELATED, I just fixed the latency spikes I was getting over wireless after literally years of just stringing an Ethernet across my floor. This reddit post tells you how to make Windows stop refreshing the wireless networks it can see every few seconds, and seems to have completely resolved my lag issue. Hooray.

Takes No Damage fucked around with this message at 07:00 on Dec 8, 2017

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
On Suicidal the enemies move faster, and with the poopzeds it's super obvious that they're just playing the animations faster. It looked like some bizarre out of control wind-up doll running around. Covered in poo poo. Fits nicely into the valley between hilarious and horrifying.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
The higher-res models do allow for some nice gags. I like the Twizzler tongues on Gorefiends and putting an old iron stove on the back of a snowman is pretty :psyduck: Also freezing and shattering ice Stalkers is weirdly amusing.

So one of my Dailys was a map on Hard, so I jumped into a crappy high-ping game with one other player in the hopes that I'd just be overleveled and could muddle through. More or less worked out that way, but I literally could not have done any worse against the boss and still survived. Pretty sure my Reactive Armor is what actually got the kill.

https://www.youtube.com/watch?v=E38wnSGuWTg
I am slightly proud of the sick laser dodge though :shobon:

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
I've been using Commando a lot lately and have settled into a system where I have one gun on semi-auto that I use to click heads, then another one on full auto for when things get too close and/or need to die faster. At the end of a game I like to have the SCAR for headshots and the AK for magdumping. The 20 round mag does suck but with the faster reload perk it isn't terrible, especially if you fire down to empty each time which actually plays a different, faster reload animation since your character doesn't try to keep the half-empty mag.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Steam said it patched KF2 before it would let me launch, and while I didn't see anything on the News page I did notice these from a post on the 13th:

{TM}Yoshiro posted:

the Mac10 SMG will be joining the arsenal in the early part of next year!
and

{TM}Yoshiro posted:

You, the community said you wanted an Endless mode

I'll be interested to see how they do an Endless Mode. I've played on modded servers with higher player counts and it always seems to devolve into Berserkers and Medics kiting the last 100 zeds for 20 minutes each wave. Not sure how to avoid that but I sure hope they do!

Also last week I finally got my last HoE map achievement in what was also the longest game of KF2 I've ever played. We kept wiping leaving 2 hero medics to kite 150 zeds like 3 waves in a row.

https://www.youtube.com/watch?v=OB2qIi921Zg

109 minutes... it was a Christmas miracle :shobon:

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
That's what I'd be afraid of. I was on a 36-man server in a game with 20something other players; zed health was scaled up so high it took minutes to kill each Scrake and FP. The last several waves I played it kept getting down to one godtier Berserker kiting the map chipping down 20 raging heavies. They'd have to balance things a lot differently to make waves beyond 10 even mathematically possible while keeping games from grinding to a halt like that. Using the new Defend an Area mechanic would be one way, but then the game would essentially become a FPS tower defense.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

John Murdoch posted:

Mr. Foster's private jet full of Dosh crashes at a lumbermill out in the French countryside. How long can you hold out alongside his drunk brother-in-law while securing as many bags of Dosh as possible?

Something like this I can see working, some combo of area control and objective / story mode from the end of KF1's run. I guess with the Dosh Vault you can still reward players with something since by definition there's no way to 'win' at Endless Mode.


Revolver Bunker posted:

But some classes don't do as well on the high count servers. Swat and Commando are great but eat up ammo so quickly that you're really reliant on Supports with ammo packs to keep you going at the mid to end of each wave. Medic and Supports are required to keep the team going through the slog.

A bunch of us ended up going Firebug with the Napalm perk, that way even after we all died we continued to do DOT from zeds setting each other on fire for the rest of the wave :flame:

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Play with lovely pubs to get more heals, or go full combat medic and do it all yourself. The Medic shotgun and AR do pretty decent damage with all the combat perks and you still heal pretty good.

Unrelated:
https://www.youtube.com/watch?v=KnCFp7ii-lg
:flame:

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

Shumagorath posted:

Oh no I just hit level 25 and Pyromaniac is the clear winner there (honestly should be "Firehose"). I figured the explosion effect might not be worthwhile damage compared to giving myself improved DoT for kiting in those worst case scenarios.

Outside of very specific and silly circumstances I'd say go with Shrapnel. Every 5th zed blowing up and stumbling things around it is pretty noticeable and useful, while some indeterminate amount of additional DoT just doesn't seem to change the game for me in any meaningful way. Sure if you're kiting the last 3 guys by yourself Napalm would technically be better, but Firebugs have a hard time solo-ing Scrakes and FPs anyway so if you're in that position things are already pearshaped.

With pretty much all classes I end up choosing +damage over any other debuff-style perk. I don't need to stun FPs with my RPG when they just explode instead :pirate:

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Spent like an hour last night grinding out dosh boxes while reading Wikipedia in the overlay browser. There's some decent looking stuff in there I hadn't seen before. A Hello Kitty style Friday the 13th hockey mask? Yeah I'll take that :)

This feels like a dumb question, but how do you unequip cosmetics? I have enough crap now I'd like to start over with 'stock' character models but they're all stuck wearing various bits and baubles I now can't seem to get rid of.

e: Of course I find it like an hour after I post this, the big red circle-with-line-through-it None option :downs:

Takes No Damage fucked around with this message at 06:25 on Jan 13, 2018

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

Risky Bisquick posted:

Can a regen berserker even die on normal?

I was playing a map on Hard with my lv25 zerk, must have been a daily map, and for whatever reason I was giving up and tried to kill myself. I stood in a hallway completely surrounded by clots and crawlers and it took like 45 seconds for them to get me down to 0 health.

Pope Guilty posted:

I don't know how anybody can stand to play harder than Normal, even on Hard everything seems like a terrible bullet sponge.

Level up your mans and click heads. Headshots aren't optional beyond Hard.

Revolver Bunker posted:

The level 25 perk of infinite ammo and real time firing with the Vector is amazing on every zed.

I kind of want almost every class to have a lv25 option of 'infinite ammo and faster fire rate during Zedtime' for one of their perks. Unbalanced? OP? Maybe, it's just so much fun with Firebug. My Commando perk is +3% damage and fire faster, but that just empties my clip immediately and I spend the rest of the zedtime reloading. Medics could fire infinite heal darts that would have super tracking enabled, prioritizing players with lower health.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
The only real gamechanger for me between Hard and Suicidal is the Husk CQC flamethrower attack. It turns bumrushing them from a good tactic to avoid their fire canon into, heh, suicide :haw: . I see lv25 Berserks try to rush Husks only to get killed from half health because they keep forgetting they don't have extra burn damage resist (never happens to me of course, no sir).

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
It's so weird going down to Normal or Hard for a daily or something, the crawlers look like they're moving in bullet time after I'm used to seeing them zip around the map like they're wearing 6 pair of roller skates on HoE difficulty.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

aniviron posted:

Shame the Seeker 6 is so garbage.

Everybody says this, and it has been a while since I played, but I remember having a pretty good time with it. Since there's no penalty to using lock-on mode, I think it goes well with the +damage -but AoE perk, as well as the perk that increases direct hit damage, so that single rockets can take out a Gorefast and 2 or 3 for Sirens/Husks etc. Also seemed useful for getting reliable hits on Scrakes and FPs from the back of the team while other players engaged them up close.

Not sure how I feel about not getting incremental perk upgrades associated with Prestige, thought that was kind of the whole point. Doesn't seem like it would be worth it to reset your mans for pure cosmetics :shrug:

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Yea fair. When I used it I would always have a secondary weapon, either the pistol or the grenade launcher, using those for short/long range and the S6 for mid-range stuff. I usually just shot one rocket at a time into crowds, killing the target and damaging the rest for my team to clean up, but if a heavy gets close to you then you don't have much stopping power. I still think it has a place chilling out behind the rest of the team, sniping trash with lock-on, but if you want a more active role in blowing poo poo up it's not ideal.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Raising the shambling zed of this thread to point out KF2 is going to be free in the Epic store for a week starting this Thursday:
https://www.epicgames.com/store/en-US/free-games

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

Theta Zero posted:

On an even more unrelated note, they added "thank you" lines to every character. Some only have one, however, and you can easily spam them with how short they are. I highly recommend Ana's or DJ Skully's "thank you" lines if you feel like annoying people.

One of the things I miss most from KF1 is all the silly inexplicably British-slang voice clips. I remember having every single letter and symbol key on my keyboard bound to something once I figured out how to custom bind any voice clip, so I could trigger ones that aren't listed in the options like calling out specific monsters. I'd rather have one or two clip packs for all the characters again to get back I'M BRICKING MESELF! and I AM WELDIN' THIS DOAH!









:homebrew:LOADSAMONEY:homebrew:

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
In HoE solo chat:
https://www.youtube.com/watch?v=o9zR8ZWphHU

Though I refuse to believe this isn't a TAS somehow :mad:

Also now it's KF2... in spaaaaaaaaaaaaaaaaaaaace.

Tripwire posted:

Event
Interstellar Insanity
You made it! The moon landing was performed without any complications! Well, almost... Anyway, this research station has gone quiet for a while so you must check if everything is going well. But considering that communications were cut off a few days ago, the situation does not look good, so don’t let your guard down. On top of that, there are also 2 alternative scenarios that you may experience that will imply an additional challenge level: Arachnophobia and Scavenger weekly modes. But there is some good news! At least you will be able to use the new fancy tools from Horzine Research Group, the HRG Bastion and HRG Blast Brawlers, that were being developed in this station. Final advice: it may take you some time to get used to the moon’s gravity.

1 New Map
Moonbase
Compatible with Survival, Weekly, and Endless Game Modes.
Takes place on a secret Horzine research outpost on the Moon which you arrived into via the Steam Powered Rocket.
Features low gravity across the map.

2 New Weekly Modes
Arachnophobia

Custom Zed spawn composition, with more Crawlers than usual, which have much more HP than usual.
Stomping capacity has been improved and now it will cause devastating damage, so it's the recommended way to deal with the Crawlers. Stomping on them will also regenerate a portion of the player’s health.
Making several stomps in a row will grant the player a damage bonus for some seconds.

Scavenger

Traders will be empty of weapons. Armor and Grenades are the only available things to purchase.
The weapon pickups spawn rate is increased.
The weapon pickups pool will vary on each wave, including weapons of different tiers depending on the wave.

4 New Weapons
HRG Blast Brawlers for the Support
An alternative version of the Static Strikers for the Support Perk.
The default fire mode will shoot blasts out of each fist like if they were shotguns.
Some of the melee capacities are kept from the original weapon, like the block and the heavy attacks.
Trader price is 1600 Dosh.

HRG Bastion for the SWAT
An alternative version of the Stoner 63a LMG for the SWAT Perk.
It counts with an energy barrier that can be activated or deactivated with the alt-fire button.
Energy Barrier reduces incoming damage but will deplete if all energy is consumed. The energy automatically refills when the barrier is not active.
Trader price is 2000 Dosh.

FAMAS Masterkey for the Commando and Support
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
It is a tier 3 assault rifle with an underbarrel shotgun attached. It’s also equipped with an ACOG Zoom Scope.
Default fire mode is 3-round-burst fire from the rifle. Alt-fire is pump-action from the underbarrel shotgun.
Primary and secondary ammo are managed with separated box-fed magazines.
Trader price is 1200 Dosh.

Thermite Bore for the Firebug
This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
It is a tier 4 weapon that launches thermite grenades that pin to enemies and to any surface. They explode after 4 seconds, creating residual fires all around.
Projectiles can be manually detonated with the alt-fire button.
Trader price is 1500 Dosh.

New Steam Achievements
Moonbase related achievements

Time-limited Objectives, Tickets, and Cosmetics
Seasonal objectives related to Moonbase
Complete all seasonal objectives to earn the Astronaut Companion Backpack
Summer Sizeshow Prize Tickets
Summer Sizeshow Golden Prize Tickets

Zedconomy
FAMAS Masterkey Weapon Bundle
Thermite Bore Weapon Bundle
Interstellar Insanity Weapon Bundle
Interstellar Insanity Full Gear Bundle
Premium Summer Sideshow Ticket Bundles come in three sets of tiers:
Bronze - 5 Premium Seasonal Tickets
Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets

Foundry Gear Cosmetic Bundle
Beyond Horizon MK II Weapon Skin Pack

Reminder since this usually comes up during update releases, the database update for ticket drops and setting up steam items for sale will occur at approximately 1pm EDT after all the patches go out in order to verify that the patches are deployed across platform.

Addressed Community Feedback
As mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the ‘general’ section on our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2

General
Skip Trader for the Versus mode
Skip Trader vote system implemented only for Survivors team players.
Zeds team players will not be able to vote.

Improve the reliability of Scrake stuns with Crossbow and Compound Bow.
Headshots with the crossbow arrows and the sharp compound bow arrows to the Scrakes will now apply the stun more consistently.

Balance
Weapons
Compound Bow
Cryo arrow explosion damage increased from 25 to 75
Cryo arrow explosion radius increased from 200 to 250
Cryo arrow explosion adjusted to have damage exponential falloff rather than linear (less damage reduction).
Ammo pool increased from 30 to 35 arrows
Initial spare ammo increased from 10 to 11 arrows
Ammo pickup scale increased from 3 to 4 arrows.

Hemogoblin
Impact damage increased from 100 to 120
Dart healing amount increased from 20 to 25
Ammo pool increased from 98 to 112
Reload speed increased by 20%

Perks
Berserker
Damage Resistance (passive skill)
Resistance bonus decreased from 3% every 5 levels (15% max) to 2% every 5 levels (10% max).

Skirmisher (level 5 skill)
Regeneration reduced from 2 to 1 health points each second.

Vampire (level 10 skill)
Healing for each kill reduced from 4 to 3 health points.

Resistance (level 15 skill)
Resistance to all damage decreased from 25% to 15%.
Additional resistance to Poison and Sonic damage decreased from 25% to 15%.

Parry (level 15 skill)
Incoming damage reduction decreased from 40% to 30%.
Duration decreased from 10 to 8 seconds.

Field Medic
Armor bonus (passive skill)
Armor bonus decreased from 3% per level (75% max) to 2% per level (50% max).

Symbiotic Health (level 5 skill)
Self healing decreased from 10% to 6% of total health.

Demolitionist
Extra Rounds (level 10 skill)
Extra ammo increased from 5 to 10.

Support
High Capacity Magazines (level 5 skill)
Extra magazine size increased from 50% to 75%.

Designer Notes :
We have integrated the skip trader vote system in the Versus game mode, which will make the process of skipping the trader easier and clearer for players. Only the Survivor players will vote.

We were aware of the stun reliability problems of the Crossbow and Compound Bow headshots against Scrakes, and the frustration that it may cause. We have worked on improving the system and now the headshots stun power should be applied correctly to the Scrakes, and stun them with more consistency.

The Compound bow was not in a bad spot but we think that one of their fire modes, the cryo arrow, was not performing as good as the other one, the sharp arrow. So we boosted the explosion of the cryo arrow to allow a higher damage capacity and more effective freeze effect against groups of Zeds. Finally, we increased the ammo capacity of the weapon to encourage the use of more cryo arrows to players that are usually conservative with ammo, regarding that this fire mode does not leave pickup as the sharp arrows.

We made some adjustments on the Hemogoblin to improve its viability as a medic weapon. Apart from the bleeding mechanic, the semi-automatic fire mode was a bit unbalanced, so we increased the damage of the primary fire, and speeded up the reload time. We also increased the healing of each dart to make it slightly more impactful, in a midpoint between the HMTech-401 and the HRG Incision.

We implemented several nerfs to the Berserker and Field Medic perks, mostly related to their surviving capacities, as we had a lot of community reports about both perks overperforming in that aspect, even more if their capacities were combined. We love to see the different synergies between perks and strategies that our community creates, but we would like to have every perk in a similar balance point, and each of the 10 perks to be equally relevant in the game.

Finally, we made some adjustments on Demolitionist’s Extra Rounds and Support’s High Capacity Magazines, to improve their viability, as they were underperforming compared to their counterpart skill and were less prefered by most players.

Bug Fixes
Also mentioned in the 2020 Killing Floor 2 ‘State of the Game’ our goal is to bring to the community a continued stream of community-reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.

Known Issues:
Dystopia 2029: Various LOD popping issues were introduced that will be addressed in future releases.

Top Community Issues:
Fixed an issue where the only weapon pickups available was the varmint rifle when there were 4 or fewer spawns on a map.
Fixed an issue where escort drones on any map could become unrepairable which forced an exit of the map to continue play.
Fixed an outstanding issue where all players leaving servers before match end could result in the server not ending the match leaving it in a bad state requiring a restart.
Fixed an issue where the weekly challenge UI would be out of sync from the current weekly cycle.
Fixed an issue where the finish tone after completing a Stand your Ground objective would repeatedly play until the end of the wave.
Fixed an issue with the Scavenger Weekly mode where using the DLC weapons would prevent the weekly from being completed and led to incorrect stats being reported at the end of the match.

Weapons:
Thermite Bore
Fixed an issue where the Demo skills were affecting the Thermite Bore.
Fixed an issue where the firing sound of the Thermite Bore was being heard even when the SFX volume was disabled.
Fixed an issue where ejected casings were not visible.

HRG Bastion
Fixed the SFX drop off distance of the shield activation/deactivation for the HRG Bastion.
Fixed an issue where the shield animation did not play fully after changing weapons.
Fixed an issue where some of the parts of the Bastion had no back facing textures leaving them to be seen through.

HRG Blast Brawlers
Fixed an issue where the tracers appeared behind the weapon as it was fired from the 3rd person perspective.

FAMAS Masterkey
Fixed an issue where you were unable to cancel the underbarrel reload animation.
Fixed an issue where the Masterkey’s spread was not reduced by the Support skill Tight Choke.

Seal Squeal
Fixed an issue where ejected casings were not visible.

Map:
Fixed an issue where the Trader Path would not path across the main street on Dystopia.
Moonbase:
General
Fixed an issue where film grain post effect was more noticeable in Moonbase corridors.
Fixed an issue with the frame cap removed on higher end graphics cards that would cause ragdolls, dosh, and weapons to float to the top of Moonbase.
Fixed multiple seams and gaps between the walls and floor plates in the Moonbase Lobby.
Fixed multiple seams and gaps between the walls and floor plates in the Moonbase Kitchen.
Fixed multiple ZED pathing issues throughout Moonbase.
Fixed multiple instances of floor indicator lights overlapping and not drawing on certain textures in Moonbase
Fixed an issue where the floor was a tile to deep leading players to be stuck in Moonbase.

Living Quarters
Fixed multiple seams and gaps between the walls and floor plates.
Removed multiple instances of collision volumes creating snag spots.
Fixed multiple instances of objects missing textures.
Fixed multiple instances of blood splatter not applying to various textures and objects.
Fixed various LOD issues throughout the area.
Fixed an issue where light fixtures and neon lights were not attached to walls and hung in the air.
Removed multiple objects in the area that were extraneous to improve the performance of the area.
Fixed various instances of z-fighting within the area.
Fixed an issue where one of the weapon spawns would appear mid-air.

Rocket Dome
Fixed multiple seams and gaps between the walls and floor plates.
Fixed multiple instances of objects missing textures.
Fixed multiple instances of blood splatter not applying to various textures and objects.
Fixed various LOD issues throughout the area.
Fixed an issue with the cables where they had no collision for grenades or projectiles.
Fixed an issue with the ceiling that had no collision for grenades.
Fixed an exploit spot around the ramps that ZEDs could not path to.

Green Dome
Fixed multiple seams and gaps between the walls and floor plates.
Removed multiple instances of collision volumes creating snag spots around the scaffolding.
Fixed multiple instances of objects missing textures.
Fixed multiple instances of blood splatter not applying to various textures and objects.
Fixed various LOD issues throughout the area.
Fixed an issue where tvs were hanging in the air.
Removed multiple objects in the area that were extraneous to improve the performance of the area.
Fixed an issue where the poles had no collision for grenades.

Tech Dome
Fixed multiple seams and gaps between the walls and floor plates..
Fixed multiple instances of objects missing textures.
Fixed multiple instances of blood splatter not applying to various textures and objects.
Fixed various LOD issues throughout the area.
Fixed an issue where Zeds spawning from the ventilation could become stuck in the air.

Corridors
Fixed multiple seams and gaps between the walls and floor plates.
Fixed multiple instances of objects missing textures.
Fixed multiple instances of blood splatter not applying to various textures and objects.
Removed multiple objects in the area that were extraneous to improve the performance of the area.

Modes:
Fixed an issue where the Scavenger weekly was available on Holdout maps.
Fixed an issue in Vs. Survival where Zeds did not appear in the player list or on the scoreboard.

UI:
Fixed an issue where the FAMAS Masterkey and the Thermite Bore were unable to be sorted by perk and weapon type.
Fixed an issue in WebAdmin where the thumbnail for Moonbase is not visible.
Fixed the sorting order of the maps correcting the placement of Moonbase.

Localization:
Altered the text string for the HRG Incendiary Rifle in the trader pod in Russian to allow it to fit within the UI.
Altered the text string for the HMTech-501 in the trader pod in German to allow it to fit within the UI.
Altered the text string for the Limit Results filter in the store in German to allow it to fit within the UI.
Fixed an issue with the FAMAS Masterkey shotgun shells name not fitting within the text box in the Trader.

Cosmetics:
Fixed an issue where the Conquest variation of the Reaper Outfit did not apply to Anton Strasser.
Fixed an issue where the Witch Hunter body did not apply the correct colors to Hayato Tanaka.
Fixed an issue where inventory icons for the FAMAS Masterkey and the Thermite Bore are showing as broken images in the Steam inventory.

Store:
Fixed the spelling of the HMTech-001 Scalpel in the Neon MKVII Weapon Skin Pack.
Flagged the Gravity Imploder to allow it to be tradeable.

Console:
Fixed an issue on PS4 where receiving any dosh before opening the vault would prevent the 500k initial launch reward from being received.

Misc:
Fixed log spam referencing “Cannot 3D-Scale rigid-body primitives” so that it no longer occurs.

As always, thank you for your continued support!

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Oof, might want to hold off on buying that next DLC pack for a while...

https://twitter.com/jasonschreier/s...genumber%3D1298

:smith:

vvv :stonk: I turned the vocals off in KF2 almost immediately anyway because it was distracting, seems like I dodged a husk rocket there as well.

Takes No Damage fucked around with this message at 01:19 on Sep 6, 2021

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Yeah that's badass, way to put your money where other people's mouths are :getin:

I played KF1 almost daily from 2010 to 2012 then less frequently right up until KF2 launched. And then I played a poo poo ton of KF2 but like many others I haven't started it up in a long time and until this guy's name is off the lease I can't see that changing. We had a good run :sadwave:

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
It's been a long time since I cracked open KF1, but towards the end of it's run I was also on some of those modded servers. I think I even worked up a keybind that would send !rtd to the chat so I could trigger it more easily and accidentally spawn 10 FPs, OOPS!

Also KF2 is free on Epic this week, for the negative one million people still reading this thread who also don't have the game yet.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
Interesting. KF1 was one of my most played games right up until KF2 launched, and while I spent a good deal of time there as well I did eventually lose interest and stop playing. Doesn't look like it from the trailer but I hope they work back in some of the comedic charm of the first game, dropping all the cockney slang and sassy weapon merchant felt like a step back.

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Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer
I was a fan of the FB perk that gave you Matrix speed and infinite ammo during Zed Time:

https://www.youtube.com/watch?v=KnCFp7ii-lg

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