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Stream Highlights and Archive

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    Today I wanted to follow up with some of the new information that was revealed in last week's Q and A live Stream with John, Bill and Dave. This will be just a highlights list, if you want to check out the archive of the Stream you can find it here on YouTube: https://www.youtube.com/watch?v=Qal-EVWcDn8
    • Early Access Reward Outfit
      • Horzine Trooper Armor variant only for early access players (should fit most characters)
    • New Zed Mechanics
      • Several mechanics from Versus mode are coming across into Survival
        • Alpha Rally
        • Crawler Gas Explosions
        • Bloat Mines (on death)
        • These special zeds will show up more often as you go up in difficulty
      • New Behaviors
        • Blocking
          • Fleshpounds, Scrakes, Gorefasts and Bloats will block
        • Evading
          • Crawlers, Stalkers and Slashers will try and be more evasive against being aimed at, direct fire and grenades
        • These will happen more often as you go up the difficulty scale
    • Next Perk Named
      • Swat
        • MP5 announced (and shown off- check the stream!)
      • Other Perk still To Be Announced
    • New Client Side Options
      • Welder on Weapons list
      • Disable Clot turn
      • Boss Health Bar
    • New Map in the works
      • New setting
    • More Community Maps Going Official
    • Do You Want Dosh Emotes?
      • When you throw dosh at other players (check the end of the stream!)
      • Let us know!
    • And many more answers from community questions



    And remember you can track the community issues we are tracking (and working on!) here on the Trello board: https://trello.com/b/ZOwMRlcW/killin...-issue-roadmap
     
    Crawler gas in Survival? Just no! for gods sake don't add that crap in survival. I hate the idea of how Crawlers can explode into gas, it's just stupid as hell. Everything else is fine. Swat was expected to be a SMG tanky perk, basically the medic from KF1. Also, what's the point of the rallying ability of clots on Hell on Earth if everythings sprinting anyway? Increased speed and damage? I also don't like how the block partially blocks the head(should block it entirely except from the sides or the behind). Hope the block of the Gorefast and Fleshpound is good enough too as it wasn't shown.
     
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    I just have to nitpick that SWAT isn't so much a job title (like "Commando" or 'Field Medic") as it is an American name for a police unit. It's not consistent with the other classes' names. It's also out-of-place in Europe.

    The others are job titles (Commando, Field Medic, Firebug), end with "er" (Berserker, Gunslinger, Sharpshooter), or an "ist" (Support Specialist, Demolitionist).

    If I may suggest-
    Raider
    Point Man
    Assault Specialist
     
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    TheTCREngineer;n2264018 said:
    Crawler gas in Survival? Just no! for gods sake don't add that crap in survival. I hate the idea of how Crawlers can explode into gas, it's just stupid as hell. Everything else is fine. Swat was expected to be a SMG tanky perk, basically the medic from KF1. Also, what's the point of the rallying ability of clots on Hell on Earth if everythings sprinting anyway? Increased speed and damage? I also don't like how the block partially blocks the head(should block it entirely except from the sides or the behind). Hope the block of the Gorefast and Fleshpound is good enough too as it wasn't shown.


    gas crawlers is dumb, it doesnt fit witht he zed at all.

    spiders have nothing to do with gas.
     
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    I thought I had given a reasonable and convincing argument against bloat mines in the HoE players feedback thread:

    I don't like the bloat mine idea though, not for kiting. Bloats are already a major pain when kiting because they block your path. With the addition of mines, if you did kill it, you'd either have to run into the mine and lose a lot of health and armour (and vision), or turn back in the other direction where all of the zeds probably are.

    I will be happy to test it out before dismissing the idea though. I just don't see that it will be a good addition. I think it would hurt kiting MUCH more than it would hurt zerk walling. Unfortunately many teams are already very reluctant to kite, I hope this doesn't make them more so.

    I'm not sure how the big zed blocking is going to play out. It might make it quite hard for sharpshooters to headshot them. I think this would be a great addition if and only if the block could be brought down with a stumble. So you could have another player stumble the zed (i'm thinking particularly medics shooting at the feet) so that the head is clear. And the big zed could bring the block back up fairly quickly if you miss the opportunity to headshot it. I also think bashes should bring the block down as it stumbles backwards so that the support double barrel takedown for scrakes (and same for RPG+M79) is still effective. Having a stumble bring it down would reward team awareness / punish a lack of coordination, which is good in my books if it is done in a sensible way. While I'm not against zed resistances, I think this mechanism would be a much more sensible approach to achieve most of the same results as you were hoping from zed resistances.

    Crawler gas explosions sounds annoying, but I will reserve judgement until I've actually tried it out. At least this one sounds like it might be more of an anti-camp attack rather than making kiting worse. Although a lack of visibility when kiting is a pain... Make is so that the husk can set fire to the gas to blow you up :p. Hm, actually, I think maybe to try to prevent zerk-walling you could have it so that husk fireballs can ignite the gas to reduce visibility further and increase the DoT. That would really force you to move. Also, maybe make it so that the crawler gas explosion starts off with a small radius and increases in size over time (to a maximum size) so that you can actually avoid the gas if you move. This would have the biggest impact on camping very small areas, and less of an impact on kiting and camping larger areas where you are free to move around more (e.g. the bottom of Burning Paris near the Eiffel Tower).
     
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    New Zed Mechanics
    • Several mechanics from Versus mode are coming across into Survival
      • Alpha Rally
      • Crawler Gas Explosions
      • Bloat Mines (on death)
      • These special zeds will show up more often as you go up in difficulty
    • New Behaviors
      • Blocking
        • Fleshpounds, Scrakes, Gorefasts and Bloats will block
      • Evading
        • Crawlers, Stalkers and Slashers will try and be more evasive against being aimed at, direct fire and grenades

    Just for that I am going to stop buying skin on the In-game store
    This is the only thing I can do to protest this

    I would like to see SS cut down by SC/FP because it block his Railgun and M14 head shoot
    I would like to see Support cut down by SC/FP because it block all his AA12 head shoot
    I would like to see GS cut down by SC/FP because it block all his .500 and DE head shoot
    I would like to see commandos cut down by Gorefasts because it block all his gun head shoot

    And Look like wiped on wave 5/10 on suicide and HoE is not a dream
     
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    ckincbloodmoney;n2264058 said:
    Tripwire, please add an option to change the song in the game. Add a sequential or even shuffle mode and set the "- and +" keys to switch between songs. I get sad whenever Despair comes on at the end of a round and I don't get to hear its awesomeness.

    I'd agree with this, KF2 is a good music game! Something I don't usually notice but this functionality would be pretty sweet alongside mod potential!

    I just saw the stream, very nice! I liked a lot of what was being said. Munk was great in that video I must say, I agreed with everything! I don't usually pay much attention to SMGs but that's sounding pretty nice, high rate of fire is really fun!

    It's a shame there is no local co-op - your reasoning is fair and I don't know how it works but it'd be great if you looked into it post-release? I have gotten a few people around here into KF2 when used with a gamepad and something like that really makes the difference!

    All I can say is I've noticed the changes since launch and I'm glad you're getting to make the game you want to.
     
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    could you at least make crawler gas not completely blind you on survival?

    Also blocking wouldn't be necessary if it weren't for 2 things:
    - AA12 can 100->0 a FP just walking up to it and spamming
    - M14 and GS t3 and t4s can 100->0 large zeds because of rhythm method and rack em up just by walking up to them and spamming at the head

    I think the game should be balanced a bit more before adding mechanics that make the game any harder, but I do think blocking is kinda cool. I just don't think it's really a solution to the two things above.
     
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    Reserved enthusiasm, I don't like those Bloat mines or gas explosions.

    Blocks...idk. Have to play it before I can say anything substantial, but if the big zeds are still as bullet spongy, then HoE is gonna be a pain. ;) IF implemented, then give us a counter (like stumbling) to "outplay" them. Skill should always be the top priority.

    Let's see how it works out.
     
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