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Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
As long as all the skill upgrades are more engaging (No more Weld X amount please), or creeping horror at how much busywork it is (Kill 3,600 stalkers, assault rifle only, before somebody else kills them from a mile away) I will be happy. Every time I would accidentally kill two or three stalkers with my Support's shotgun aimed at other enemies and a commando was on the team, I'd feel so bad for them.

I mean, yeah I fully expect them to drag out leveling times as much as possible (to drive off us casuals :jerkbag:). But as long as it's stuff that will occur naturally while playing at similar paces to other requirements, I won't mind. Marksman getting headshots is his JOB. Needing to heal X amount with a Medic was just fine, and only unavailable if you were in a perfect untouchable machine of a team. Needing to weld/unweld X time or kill X enemies (Ones that a mean look from teammates could take out by the time you notice them, despite special vision) meanwhile just took you out of it, on top of the time sink nature.

I hated left for dead 1 and 2, but I enjoyed my short binge on Killing Floor. Maybe it's for this game's simplicity in it's goals? Get dosh, kill monsters, celebrate with a money fight. The first time I ever played KF1 was during the Christmass Event. When I didn't even know events were a thing. It was the most magical of surprises :allears:

I never did quite work out that sweet spot of damage against Fleshpounds, so I tended to lazily shoot them little bit at a time until somebody ELSE pissed them off so I could ram my double barrels up his rear end in a top hat worry free. It USUALLY worked out :v: Aside from that I made it my life's work to kill all these drat gorefasts and bloats that seemed to be invisible to 90% of pubbies. Mister Marksman, I know you make more headshots in a half hour than I can make in a year, but could you please shoot something other than clots and crawlers?

Section Z fucked around with this message at 01:25 on Jun 28, 2014

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Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
While the extra grenades and damage and such were great, my favorite upgrade on the Support was Weight.

Once I was able to use the stock pump action shotgun, and carry the double barreled hunting shotgun at the same time I was in heaven :allears: Or considering they weighed the same, Stock shotgun and the AA-12 if I was doing okay.

The combat shotgun felt like such a letdown to me, especially considering it was the second most expensive shotgun. Oh boy I get version of the Shotgun that holds less shots and reloads slower for the exact same damage, just for semi-auto. Which in my hands meant "Oops I shot that guy two or three times more than needed."

Alteisen posted:

The unlock system in payday 2 is loving awful and one of the worst things about that game. Its ridiculously grindy and unlocking stuff is a chore with the card system.

Yeah, in KF1 it was only grinding stuff for your Class, it was all perks and bonuses and things that made you feel like you were improving. Having to unlock weapons on top is just a step backwards. Whoa there son! Settle down, we don't care if you've collected 10,000 this wave. You need to EARN the right to buy a lever action rifle!

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Subyng posted:

Will we be able to dance battle against Stalkers? This feature is too important to leave out.

Also, if we throw Dosh at them will they stop to dance? I want to be able to literally throw money at my problems.

EDIT: vvv Will there be a special Duke Nukem Bloat in that map?

Section Z fucked around with this message at 02:18 on Aug 11, 2014

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I can't consistently headshot off the cuff for poo poo even with a scope even with :pcgaming:

Unless I was support, who didn't need to. I swear it's like my ability to aim headshots well is inversely proportional to how vital it is to function.

My take on PC vs Console right now aside from exclusive stuff still has a layer of "Me and my brother do not feel like buying two copies for our individual steam accounts or whatever." practicality for bigger/longer games we both have an interest in. Or just because we feel like it, basically.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I was a very simple man who loved once my carry capacity could handle it.
A: normal pump action shotgun, paired with, B: hunting shotgun.

I never really liked the Combat Shotgun, because it seemed like a more expensive gun that can hold less shots at once, for the option of wasting three more shots into a clot I've already killed like an idiot hammering on the trigger :downs: Plain old shotgun just had a nice rhythm to it. Even if I only ever really played normalish difficulty over a couple binges.

EDIT: "Even the scalpel will glow" :allears:

Section Z fucked around with this message at 03:44 on Dec 18, 2014

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Geight posted:

Also Clots aren't scary. :colbert:

Imagine if Clots stole your money instead of your life.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

closeted republican posted:

The shotguns are satisfying as gently caress to use; it's just that you don't get a lot of chances to use them because Commandos and Firebugs kill trash too fast for you to line up and land a good shot, while killing enemies like the Scrake and FP is a lot easier for Sharps and Demos.

Shotguns are a jack-of-all trades weapon class, but with every pub being filled with Sharps, Commandos, and Firebugs, you really don't get a lot of chances to shine with shotguns.

It's been ages since I played and I tended to bop around on mostly normal with some hard, but my support experience was "Nobody wants to shoot gorefasts for some reason" which left me fun but not wasteful targets to shoot. Though there was also a lot of "Will somebody who has a scope on something please shoot that Husk in the face he's been shooting at us for ages."

I'm super horrible at scopes, ironsights, and deliberate headshoots unless for some reason it's with a shotgun in most games. maybe it's a precision thing, maybe it's a mindset thing, but my ability to aim dead on seems inversely proportional to how important it is to do so with a weapon/class.

One thing odd quirk of my not quite getting the hang of being "Good" at KF I'm looking forward to in the sequel is that since they have mentioned not screwing with enemy HEALTH depending on the difficulty, I may finally stop loving up on either shooting Scrakes too just one shot too many. I also hope I can still carry Pump+double barrel because as amazing as the AA12 was that was just more satisfying.

closeted republican posted:

That shotgun pentration is nuts. I hope that shotgun penetration isn't that bad starting out and that leveling up yourself to the max means that a shotgun is the best way to thin out a crowd instead of making shotguns weak PoSes that you have to level up a bit in order to penetrate through small groups.

As long as I can have an average of 3 Clots per pump action shot ratio before side stat increases, I will be happy with penetration. Those support picks actually seem like some good choices in "but I want booooth". The only questionable one to me is "Chance to stagger" vs "reload speed" since, well, always there constantly used bonus vs praying to the RNG.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

DatonKallandor posted:

Every enemy looked a lot faster on HoE (which lines up with what they've said before about enemies getting new abilities instead of just stat boosts on higher difficulties) - you can check those fat zombies hauling rear end in the HoE video sprinting in.

As a terrible casual, this is the kind of design decision I like not just because is it a legitimately cool thing, but because it gives me more confidence in working my way up to higher difficulties since it feels more natural and is more clear what is getting meaner instead of invisible statistic changes meaning I need to relearn how many pump action shells it takes to kill/Aggo X.

Like, it feels less bullshit if my bad at viddy games rear end died because the zeds didn't skip leg day instead of being able to take more bullets to the face torso.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Broose posted:

KF2 is sitting at the coming soon part of steam between other titles with dates between April 1st, and 2nd. But my wishlist knows how reliable that could be by having titles that were on the first page of the coming soon list months ago that still haven't been released.

Alas, when it comes to steam that can mean basically anything. Another game I want still says "March 2015" on steam even though, well, yeah. Some fans are excusing this as "You can buy a beta key on their website to play now so it counts! shut up!" in that case admittedly.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

StealthArcher posted:

Now that this game is closer to coming I need to figure out what song I'm going to parody at whining people on steam forums to make the TWI staff laugh and give me a free copy like with KF1. I got traditions to keep up here!


Honestly though my wallet is probs gonna vomit the money faster than I can write.

Buy game, work your magic, gift result it to a friend.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

dorkasaurus_rex posted:

I generally play Support if I'm really being a try hard, and go Combat Shotgun with AA12 for FP and the single shot grenade launcher for my off perk weapon.

I could never click with the combat shotgun. But that was in large part because being able to hold less ammo in exchange for semi-auto fire meant I would waste more shots than usual on "He's already dead, idiot" enemies, faster, :downs:

I'm sure if I had trigger discipline, I'd prefer to have the bigger ammo count of the plain old pump action though. I loved me some pump action+hunting combo once I unlocked the weight capacity for it, as badass as the AA12 is. It took me a while to realize it was because it made me feel like the Doom guy.

EDIT: The fact the drat thing was the most expensive by far outside of the AA12 itself didn't help my opinion. 2,500 dosh for the Combat shotgun, vs 750 for a hunting, 1,250 for the clip fed, and 1,500 if I wanted to gently caress around with the nailgun in hallways.

Section Z fucked around with this message at 00:07 on Mar 31, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Well, hopefully this server testing has actual practical results. So used to "Launch whooo oh gently caress our servers are poo poo who could have possibly guessed".

Tamayachi posted:

Grinding the Welding stat was basically just having someone kite one clot around on that Aperture map while welding and unwelding that potato door.

I admit to finding a custom map server for my "weld goddamned doors" leaving a button held down while I dealt with other things, after an easy difficulty single player map with one or two clots left alive and a button weighed down wasn't cutting it anymore after a rank or two for "sometime this loving decade".

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Geight posted:

Killing every zed is a great way to support your team. The best way, actually.

This was how I made up for never thinking to weld doors unless asked to :downs: That and carrying a seemingly limitless supply of grenades.

Are you able to drop a few grenades in the sense of discarding them like weapons? Because I feel like handing a demo some free boom would be a nice gesture.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
The youtube superstars getting first crack means free advertising and you good at this players get to feel all superior when they make all the stupid mistakes you never would (but I definably will).

And I guess hopefully more incentive for them to go 'oh holy poo poo how did we miss that bug' before they hand it to us normal people.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
If I had to guess, it would be the basic fundamental nature of the game.

Everyone is here to have a good time, kill zeds, get dosh. You are not going to worry if that support is getting more kills per second killing three+ clots per shotgun shell when you are busy popping the heads off gorefasts or BBQing crawlers like it's going out of style.

And then everybody has a money fight when you wipe on the patriarch because you are all bads win the level yaaay.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I need to try and avoid action game amounts of mouse clicking and controller usage for incredibly mild but annoying health reasons right now, but I'm still buying this as soon as it hits early access even if it just sits there on my hard drive doing nothing.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Target Practice posted:

Gimme dat fuckin' AA-12.

AA 12 is sweet. I'm currently hoping.

A: I can carry pump action+double barrel, for that maximum "Whee! I'm the doom guy! :buddy:" feeling.
B: Combat Shotgun does not feel like such a trap purchase like KF1.
Pro: Semi auto.
Cons: less ammo. Slower reload. Base price costs 1k more or greater than any other support weapon that isn't the AA12 :wtc:

EDIT: Somebody please reveal to me the wondrous secrets of the Combat Shotgun outside of "Semi auto is cool".

Section Z fucked around with this message at 21:17 on Apr 7, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Question for you zerker pros. What is there a practical use of the default blade over the perk melee weapons when you actually have them in your possession? you can start with/buy? What do you think the practical purpose will be in KF2?

I think it's good to have that standby weight free melee no matter what, I'm just curious if there is a point where a Zerker would want to is it over the other melee weapons if you have them equipped. Fun stuff like "Zerker's gunna buy GUNS!" and having a basic blade that hurts more than anybody else's is cool but not quite what I mean.

I know waaaay back when I was playing The Specialists mod for half life, I preffered the combat knives over the katana because of how much faster they were, not just that I could throw them, and carry a stack of them so when people kung fu kicked my weapon out of my hand I just pulled out my 4th knife.

PS: I would probably pay money for a Killing Floor Developer made DBZ mod.

I'd be tempted by a beta key but I'd just waste it from getting distracted even if I didn't have "lay off the gaming levels of index finger usage, you idiot" stuff goin on right now. You are doing Goon God's work testing this game for the masses ASAP, key grabbers.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

moot the hopple posted:

Shotguns are the poo poo. I was going to go AA12 and the Mossberg pump until I got the faster reload ability, but I said gently caress it and made AA12 and the double barrel boomstick my loadout of choice.

Why? Because BOOM+BOOM :supaburn:

Holy gently caress. And I thought Pump action+Boomstick was sweet.

I'm also assuming this Pre EA beta has turbo charged experience gains. Because even accounting for poopsockers, I doubt we're going to have it that easy to reach double digits in a perk in one fun filled evening.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Geight posted:

:siren: PSA: The boss does not take damage while draining life from a player, he cannot be quick-killed like the Patriarch. Save your ammo, reload, and heal up!

Also the medic weapons are too drat fun and good. I love it. This game is gonna rule.

Stupid question. If shooting the boss during the life drain truly is useless, and it turns out shooting them does not make them drop the victim any faster.

Does trying to heal the victim while they are being drained help the victim any? So they don't get put down with basically no health? Or are they pretty hosed and unable to be helped until the boss is done.

Medic grenades might also be good since those heal players and can hurt zeds (If I read perk options prior in the thread right) so even if the drain toggles the boss into god mode and you're not allowed to direct heal, at least a well timed medic grenade is a risk free way to help the victim and tag the boss for some damage once the drain ends.

EDIT: vvv It speaks well for Killing Floor that teamwork is such a fast reaction :allears:

Section Z fucked around with this message at 06:16 on Apr 9, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
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Pillbug

I AM BRAWW posted:

Cheesed the boss for 6 minutes before ending it like this http://i.imgur.com/CF9gdkm.gifv

Please, PLEASE tell me that wasn't pre-placed pipe bombs, but that the boss killed himself with his own grenade spam splashing off the door or something.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Boxing Snatcher posted:

That's one of the reasons I'm glad TW is doing EA with this. I want these fuckin' guys almost impossible to cheese, no more tons of pipebombs or just generally being a zerk. I know it's difficult but it seems like they'll improve the bosses to deal with every situation.

Somewhere, the Demolition perk cries a single tear. Do you have any idea how much dosh went into those babies?

Also. Make throwing Dosh either distract or slightly damage the bosses TIA. Throw down at least 2k in a small area and the scientist drops his drain victim early and runs for it.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Boxing Snatcher posted:

I only have one very very very nit picky thing to say and it's not even going to bother me much. If I fire one barrel of the double barrel shotgun, he throws away both shells. Other than that I have loved everything, it's so frantic, popping heads by punching is so good, and the AA12 is sex to my ears.

I don't have the Beta or anything, but this drives me crazy in every single game this is A Thing with a double barrel shotgun that lets you fire one barrel at a time.

Though on that subject, I'm trying to remember what game/mod it was that COULD load one at a time, but had some bizarre situation where if you didn't wait an extra moment past when you snapped it shut to fire, it counted you as having only loaded one shell if you were reloading from empty. Or was it eating an extra shotgun shell? There was some weirdness in this half remembered whatever that was.

Section Z fucked around with this message at 22:12 on Apr 9, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

drrockso20 posted:

Ignoring the fact that my toaster of a laptop probably wouldn't be able to run KF2(and I don't have a PS4 yet), I'm starting to think I should probably avoid it due to the fact that they removed Beginner and apparently made the game overall harder cause I was playing KF1 on Normal for the first time in ages just a bit ago, and I had no fun at all, it was a miserable stressful experience on every level for me(which sucks cause Beginner is starting to feel too easy, but Normal is way too big of a difficulty spike for me to get any enjoyment out of), and yeah I know you guys will probably call me a wuss for saying all that, but whatever

I can understand this worry, as a filthy casual myself. However, you also start with cooler weapons from level 1. Which means I would not likely be doing things like "Round 1, I play Sharpshooter even though I am the worst at headshots in the planet because it makes it easier to go through the sleeper Wave 1 with my pistol before I Can buy anything cool". Then round 2 I'd switch to Support and get me a shotgun, when I was below the ranks that just loving GIVE you a shotgun to start with (I did wish you had the OPTION to choose between pump and hunting, when you hit highest Support ranks. I love both those guns, but it's just more practical to have a Pump for earlier waves than pistol+hunting).

Instead, no matter what Perk I go with I know I have a reasonable weapon to go alongside my default pistol. Wave one may be tougher in KF2, but so are you. This of course, is the mindest of somebody who is not in the Beta or anything.

Depending on how "Good" :airquote: I get, I could see myself if ranked up enough with commando Starting wave 1 as them with the "freebie Pistol does more damage!" skill.

Gestalt Intellect posted:

Really hoping there will be some LMGs in the final game.

Right now the tactical shotgun feels very weak for the cost to me, seems like you're almost always better off just saving for an AA-12 next wave. The reload takes way too long when you really need to go through shells as fast as you can line up shots and 6 ammo capacity is not very much. Maybe it evens out with faster reloads?

Combat shotgun is the only support weapon I didn't like in KF1, and I liked using the clip fed shotgun and nailgun too. Hopefully down the line they buff it so it is not "Worse than the Stock shotgun outside of Semi-auto" yet again. At least it will not be compounded by increased health in enemies though this time around.

Section Z fucked around with this message at 22:11 on Apr 10, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

CJacobs posted:

That's why I said it was understandable that they didn't do that

Yeah, but how will they come across as cooler than you if they don't ignore that detail?

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I like the concept of the backpack full of ammo Support skill, more than dropping some thing. I do agree there should be some more clear indicator a support has that trait without having to remind people of it themselves. The portable ammo shop example doesn't really fit as a comparison to the support's "Each player once per round" skill anyway.

Admittedly, I also like it because it means the support isn't dealing with extra fiddely bits if people want ammo. No worrying about the optimal time and place to drop down a dispenser (or people getting upset you had the nerve to place it down somewhere they don't like), and it's harder to overlook a man with a shotgun than it is some box on the floor. Plus you have more incentive to give a poo poo about the support himself and not some box.

It just feels like making it a deployable would add a needless layer, particularly if it is something that each teammate can use once per round. Walk up to Support and push a button at any time during the round when you need it, compared to hoping you actually needed ammo or are in a position to grab it safely when they throw a box down in the middle of a wave.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Akumos posted:

The dumb thing about the backpack perk is it's literally better than the other option in most cases. Why would you want increased starting ammo/20% capacity when another full supply of ammo will always be more than that amount per round? Sure, you can run around picking up ammo boxes instead and max it out maybe 2-3 times per round, but why waste the time when you can just fully restock your ammo instantly? Especially on the boss when I'd much rather be able to resupply than just have one extra clip ready.

Well, if it increases your max ammo capacity I can see the appeal from a personal standpoint because a support can't use his own free refill... Unless they can, in which case yes a free refill is the clear superior choice.

Yeah from an "optimal efficiency" standpoint, a walking ammo box per round for each teammate is much better. But on the other hand that's 20% more AA12 ammo the support could have to shoot things with at a time :black101: I suppose if people for realisies got upses you didn't pick the backpack, you could just bring their E Peen into question for "needing" free refills to get by.

Though this is probably the least of problems for perk balancing. Commando's Iffy night vision compared to group stalker awareness comes to mind. You'd probably also get yelled at as a Medic a lot more for taking the Free body armor+discount skill over "My health needles will heal 2% armor", if those old screenshots match what's in the beta.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
KF1 AFKing Welding a door with a lone clot alive is less exploit and more "don't want to kill myself", and even then if you are not using crazy trainer servers with self damaging doors it would take probably literal days to just hit one welding requirement in KF1.

Akumos posted:

I also noticed while playing solo that mobs can teleport through walls in rather annoying ways, when you're only like 10-20ft away.. In the video I posted you can see the mob randomly gives up on doors and warps across the map to another door, and this happens all the time when you move around. If you lock a door and run away across the map, mobs will teleport in front of you across the map.

"Anti Welding Exploit" confirmed.

EDIT: vvv Part of the appeal of to me of welding was knowing it will take Zeds that much longer to join the horde, even if that was only a handful of seconds. If a door being out of sight means it may as well not be welded, and it only really works if you are basically staring at it waiting for the monsters to come through like a horror movie victim, eh.

I mean I know welding is still useful. But the examples like "I welded a door, turned to run, and the enemies had just teleported to the other side of me" can easily make it FEEL like a wasted effort.

Section Z fucked around with this message at 18:29 on Apr 12, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Broose posted:

Whoa whoa whoa. Hans is invincible while he chases people around after throwing the smoke grenades? Not just the time where he is sucking the life out of people? Cause you can kite him for a pretty long time in some areas with a bit of luck and teamwork when he is like that. And it is a really lovely mechanic itself. The life sucking phase I can understand, but when he is just running around I should be able to still kill him. I bet if everyone didn't fire at him and just let him drain someone, ammo troubles wouldn't be a thing.

Why yes, let us let the players waste all their ammo thinking they are doing damage and being cool by dodging his nigh undodgeable attacks without telling them in any way shape or form that he is invincible. That is supreme poo poo design, and whoever thought that up should be ashamed.

While I doubt you CAN parry the drain (or anything Hans can do), I am now imagining a Pro Zerker locked in an eternal parry stalemate with godmode Hans. Knowing the futility of his actions, but too proud to let himself get grabbed. His off perk hanzo steel demanding he uphold his E bushido.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

dogstile posted:

Or you know, it could have been an oversight and they didn't expect people to be dodging the attacks and kiting him. This is kind of what the early access is for, dude.

I'll grant you actively kiting for ten minutes when in a situation you would not have to. But not expecting players to want to avoid getting hit? Not so much, even if it didn't heal the boss to get hit by them, who wants to actually get hit if they can help it?

Or is wanting to avoid getting nearly killed to heal the boss, dumber than going "Well okay I guess I'll just stand here and let him grab me" ?

This subject aside, I'm glad to have been seeing and reading that this seems to basically be the one "big" issue of note.

Section Z fucked around with this message at 22:48 on Apr 12, 2015

Section Z
Oct 1, 2008

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Pillbug

Broose posted:

Edit: Also, cutting up monster corpses during buy time like it is soldier of fortune with less entrails.

Yeah I never played much zerker cause I am a huge baby wuss man who prefers "close combat" to mean "convenient for a viddy game shotgun". But this Mortal Kombat As A Child Imagined MEAT system means I'm gonna want to take a stab it (:haw:)

I thought the nailgun was cool and fun in KF1 even though it was more effective to stick with actual shotguns, well not counting the combat shotgun. So I hope it gets enough love that you can want to use it as an alternative to the rest of the Zerker perk weapons JUST BECAUSE.

You treat her right, you hear me you loving pro zerkers! :argh: :qq: You hate crawlers? Nail em to the floor and get a headshot on some gorefast from the ricochet! On that note does it still work like a shotgun, or is it like a Quake style "It's an SMG but we just say it uses nails". I can't find any KF2 nailgun footage offhand skimming through various videos selected at random.

Section Z
Oct 1, 2008

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Pillbug

closeted republican posted:

Hah, a guy from Facepunch found that that you can use the console to shrink or make yourself bigger.

Mini Floor

http://a.pomf.se/arqeva.mp4
"This crawler situation is getting out of control!"

Crawlers are loving EVERYWHERE, Zerkers are getting ankle bitten to death in droves.

"We need a berserker who can fight them at their level!"

Dramatic close up of DJ Foster, the ultimate combination of Mister Foster and DJ Skully.

"At EYE level!"

Zoom out, Tiny zerker with a tiny Evicirator, cutting the legs off Crawlers.

Orikaeshigitae posted:

Primary fire is a shotgun with ~6-8 nails and secondary fire is semi-auto one nail at a time.

:swoon:

Section Z fucked around with this message at 02:41 on Apr 13, 2015

Section Z
Oct 1, 2008

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Pillbug
I like switching perks (I keep calling them classes :downs:) mid round.

I can agree that switching the specific Skills/talents during around would be bonkers though.

Skoll posted:

You do realize KF 1 let you switch perks between waves, right? It wasn't uncommon to do the first round or two as a sharpshooter then switch to whatever it was you wanted to play.
This was me. My ability to headshoots is inversly proportional to how important it is for a class/weapon to do so, but considering you were stick with a baby pistol in wave 1 no matter what, yeah...

Yet another reason I'm glad KF2 will give you a perk weapon out the gate.

DatonKallandor posted:

On the stream I've seen the Commando passive bonus just said "weapon damage x%". Is that the way it's worded for every perk and "on perk weapons" is implied or does Commando have straight up extra damage on every weapon? If it's the latter he'd still be awesome for the boss.

While I'm not in the beta, according to the screenshots showing the skill lists it is all commando specific, and arranged in a way that can't stack. According to screenshots, the damage skills for the Commando are-

Default Knife and 9MM pistol +40% Damage (compared to +50% commando magazine capacity).
Commando weapons when in single shot mode, get +20% Damage (Compared to Tacticool reloads)
Commando weapons get +20% Damage, when in burst or full auto mode (Compared to +30% stumble chance using Commando weapons)

The only thing in there that theoretically could stack would be the Pistol boost and single shot boost, but I get the feeling the 9mm never counts as a class weapon...

EDIT For Beaten Question: Does anybody know if you get a proper amount of class experience for getting 9MM or default melee kills? A damage perk for the 9MM and Knife if they still give you less Experience than using a "commando" weapon could make it less appealing.

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Oct 1, 2008

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Questioner86 posted:

Don't worry, I've already laughed in Jared's face about this.

You guys really do know how to get Developers across as "Regular people, just like you". :allears:

DatonKallandor posted:

Yeah I'm not talking about the Skills (though those are some pretty high bonuses, even if he's got a general percentage on everything from the passive). I'm talking about the passive scaling percentage bonuses.

Oh :downs:

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Oct 1, 2008

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Dr. VooDoo posted:

Kinda surprised they didn't use that advanced goretech stuff on player models. I know in KF1 you could get dismembered. Seeing a teammate get shredded and fly past you from a Fleshpound would certainly hit home the "Oh fuuuuck" feeling the game gives when things go south fast

While that would definitely be cool, it's probably easier with the Zeds because they all basically look the same as well as not having to deal with fiddly things like "How well does their pants keep their legs from flying in opposite directions?". The players are all different models with different outfits.

I'm sure they could work out some generic "You got gibbed!" stuff, severed heads and stuff. But wholesale MEAT system carnage would probably take longer. Or so I'm assuming.

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Oct 1, 2008

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Akumos posted:

"Fix for the changed welding rate giving people too much XP"

lol

I'm waiting for the patch note reading "Fixed welding giving people XP", while still leaving it listed as a support rank up source.

I do hope at least that welding is the worst people have to deal with in KF2 as a source of perk experience. I can imagine if firebug requires kills rather than damage, it could be iffy for example (okay did that count as a fire kill, or a 'headshot by bullets' kill?).

At least now with general experience you aren't completely hosed without X amount of welding.

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Oct 1, 2008

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Broose posted:

Then again, I would have thought sharpshooter to be a core class since the ability to project huge amounts of damage accurately and far away is a total game changer. I imagine having to boost Hans and other bosses as more classes get added.

I am incredibly biased, but I think working on classes that work in a more general sense before working on on the class based on if you can click heads well or not makes sense.

A commando, medic, support, and zerker are all expected to function with plenty of body shots, headshots being a bonus. Sharpshooter meanwhile can be pretty underwhelming if you are not all headclicking all the time when you are using weapons more expecting you to do such things (As opposed to a sharpshooter with an AA12 of flamethrower), so is harder to work out the balance for right out the gate even before you account for how well players can headshoots.

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Oct 1, 2008

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Games>lods of emone, What's that spell? Killing Floor 2! (Probably)

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Oct 1, 2008

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Akumos posted:

Sorry I crashed you dev game earlier, but I asked a question I think a lot of people weren't aware of the answer to.. on the 21st, they aren't adding more perks, or at least not all of them. Apparently the 21st is still basically going to be the same as the beta and be in early access for a while, I was under the impression is was more of a bigger release and there would be a lot more perks but I guess not.

The beta was basically to try and catch the first batch of bugs they missed of the :cripes: variety, before putting it out into pay for entry steam Early Access. Because they wanted to spend more of their EA time working on gameplay, and less of it on fixing "So, the Pause/break button PAUSES MULTIPLAYER :downs:"

They've been stating at various times the EA will start off with just the 4 perks, but admittedly I only know that because I have been reading the thread so can understand if people were expecting a major difference between the beta and start of EA outside of "We fixed some bugs already".

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Oct 1, 2008

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dorkasaurus_rex posted:

One thing that's kinda whack is that your perk bonuses don't apply to off-perk weapons anymore.

I.e., if you were a level 6 Support you could take the Trenchgun and still make it fairly useable because you got penetration bonuses on it, and it encouraged you to play a bit more of a diverse style that way.

I'm pretty sure you don't get damage/penetration bonuses with the Medic shotgun playing Support in KF2, but that might make Support too good.

Oh, huh. I know it's not as "efficient" as the medic shotgun but I'm actually thinking about how the zerker nailgun wouldn't get extra penetration in that case :saddowns:

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