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Self damage from Thermite Bore and Crossboom isn't fixed, hope it won't be left like that
https://forums.tripwireinteractive.com/index.php?threads/killing-floor-2-january-2024-quality-of-life-changelog-game-version-1149.2340109/#post-2359875
Weapon self damage change does not work with Thermite Bore (wrong damage type specified - impact instead of explosive), and does not work with HRG Crossboom's primary (only alt-fire works). These weapons now do full damage to player usually killing in one hit.
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Doomstick alt-fire (all 4...
I hope your support still removes extra dupes, cause i hate them :(
That's because change was made for a wrong type of damage - ballistic, instead of explosives. This weapon now does full damage to players.
It's a game feature and it was like that in KF1 too.
They start fighting back once recieve certain amount of the damage from the other ZEDs though they don't intentionally damage each other, just getting caught by friendly fire.
there're more balance changes in this update:
- HRG Stunner primary damage increased from 60 to 80
- SWAT's G18 now has less spread in full auto, from 0.06 to 0.045
- Duration of Reducto Ray's Shrink incap reduced from 10s to 0.5 (dissipation rate from -10 to -200), meaning that after not...
Unlike Commando's Tactician skill (during ZED Time reload in real time), Support's Penetrator
- does not work with AltReload state (can't fast reload Masterkey of Famas or emp grenade of S12)
- does not work with single and dual 9mm / 93r
There are 4 zeds that can become your targets - gorefield, rioter, scrake and quarter pound. First two are really dangerous, since their damage output is trippled at the last stage, i think it needs to be toned down a bit.
For them fleeing away - it's on timers, they stop doing that at last...
Another little detail:
Like other dual mag fed pistols, Dual HRG 93Rs do have half-empty reload animation for a situation when 1 gun is dry but the other still holds ammo but it never occurs in the game, neither it is visually displayed (pistol slide stays closed)
simulated function name...
One more detail. You might consider giving Bloat, Husk and Abomination (at least Bloat) an unique resistance % to HRG 93R.
Currently Bloat takes 35% of handgun damage but 65% from 9mm. Since damage type check is gone by name, 93R does not gain such advantage over 9mm.
Fortitude's 10% extra damage resistance currently does not work:
KFPerk_Support
function ModifyDamageTaken(out int InDamage, optional class<DamageType> DamageType, optional Controller InstigatedBy)
InDamage variable is not assigned with a new value in this function
this line is missing...
I don't remember if it was a thing before this update but right now you can not have 2 full charges from a fresh magazine.
Magazine size is 50 and it takes 25 units of ammo to charge this weapon from level 0 to level 3 (maximum firing duration is 2.5s)
1st charge from 50 down to 25 ammo works...
Recharge rate of healing darts is completely busted. It's reduced for medic and greatly increased for other classes.
Do not bother understanding this, just show it to a person who did coding
KFWeap_MedicBase, KFWeap_HRG_Healthrower classes.
function StartHealRecharge()
{
local KFPerk...
Bounty Zeds:
according to this comment from script file these ZEDs are supposed to be much more resistant to incaps:
BountyHuntSpecialZedBuffAfflictionResistance=5f, // EXTRA 500% affliction resistance for all Bounty Zeds (from KFWeeklyOutbreak_Event class)
but in KFPawn_Monster it is done...
Acidic Rounds sounds like a nerf:
Now even without this perk HMTech series weapons, Hemogoblin and Healthrower do 5 points of toxic damage per dart hit. HRG Incision - 75. That's a single application of damage, no DOT.
Acidic Rounds doubles impact damage and adds DOT with a total scale of x8...
Looks like this is only for visual effects of body returning back to normal size, not a game play change.
It still works the same way it used to be. With each hit Reducto Ray adds 100 Shrink Power to ZED's counter. Eeach 100 Shrink Power increase ZED's Current Effect value by certain amount...
Report on steam forum https://steamcommunity.com/app/232090/discussions/1/6717729343883810305/
Most likely if you're getting other reports of S12 explosion not working, this is the reason why:
Category: Code
Summary: There appears to be an inconsistency in calculation of spawn location of...
The explosion emmited from ZED's death location does not heal you nor your teammates. However, it still does damage to other ZEDs.
Based on my tests, it still applies medic buffs so to be more accurate it heals for 0 HP. My guess is that in KFExplosion_ZedativeCloud class the variable...
Just a simple suggestion.
Abomination spawn aka poop monster will detonate once it gets within a certain radius from the player. While it's currently possible to incapacitate it with stun, knockdown, stumble etc.. it matters not since it's AI doesn't do checks for these and will explode...
Bump again, still experiencing this despite logs claim it was fixed.
- Make a fresh game start (exit / start).
- Make sure it's not Survivalist selected as a perk in main menu (if it's - restart, just in case).
- Start a game (tested in solo) as that other perk.
- When 1st wave is in progress...
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