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Killing Floor 2 Megapost

What the... why did this get moved to the off-topic forums?? :confused: I mean it is an idea/suggestion after all!

That's kinda of cruel of whomever moved it, as that will reduce the viewers DRASTICALLY, and i want reviews / critique on my ideas :(

Can this thread please be moved back to the Killing Floor Ideas & Suggestions forums? :eek:

I think it's been moved because KF2 doesn't even exist. (yet?) So there's no point in it staying in a forum for a game that actually does exist. :confused:
 
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I think that if killing Floor 2 is made it will need to have many changes, almost fundamental changes. In my opinion the worst thing that could happen would be KF2 with just a face lift, it may look good but it is still the same ol' game.
Don't get me wrong I LOVE killing Floor but I couldn't play it (avidly) for another 3 years. I have a list of things I would like to see changed and one of them would be an implementation of free aim like in Red Orchestra.
 
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In my opinion the worst thing that could happen would be KF2 with just a face lift, it may look good but it is still the same ol' game. Don't get me wrong I LOVE killing Floor but I couldn't play it (avidly) for another 3 years.

Aye, the current KF gamemode is an absolute blast, it does get stale occasionally, but I would never trade it for anything. Rather, I'd like to see some alternatives in addition to it!
 
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Killing Floor 2 shouldn't have free aim but should definetly have the same aiming in iron sights and scopes, that new 3d scope system looked sexy.

but I would never trade it for anything. Rather, I'd like to see some alternatives in addition to it!

@YoYoBatty, yes the 3D scopes would be perfect in KF2 its a must! with the free aim thing I just don't want my gun to be so static especially in iron sights, have em move around a bit more. free aim could have a tiny dead zone where it is hardly noticeable RO's version is too much for KF.

@C_Gibby, yeah fundamental like new game modes, story mode would be neat, or have a mode where you have to destroy the cloning machines, stuff like that.
 
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I would be almost tempted to say give KF2 a more RPG like perk system. Like Mass Effect or MAG especially if ever you have played them.

You get so many points and you can spend them on whatever you like, but of course the more sparse your abilities, the more options you have in game, but the less powerful you are with each.

e.g. Points need to be spent on the Medic tree just to be able to use the syringe for example.

e.g. A Berserker style player might be able to invest a large number of points in both damage resistance and armour, but will struggle making up points for damage and/or speed. Meaning he is solid until a FP starts chewing on his face :)

Of course this is a loose idea with 2 minutes of thought, and I am interested in seeing what your gonna bring to the fray Aze, but personally I'd like to see the perk system expanded into more custom perks allowing the player to define his own roles myself. :)

Heh, the intention of my ideas is a game which follows the same formula as KF1, but with more weapons etc, AND new gamemodes (like solo campaign, mission maps etc), and new specimen and so on.


However, your little "RPG" style gave me some quick ideas of how it could be done in an RPG/MMO:

3 Kind of classes you can choose from. Let's call them Soldier, Survivalist and Support. (everything is just random names)

Soldier has 3 trees to go into: Commando (about detection and automatic weapons), Sharpshooter (rifles, pistols and stability) and Firebug (fire and aggression)
The Soldier is about surving the specimen apocalypse by using a more offensive style of play. Be it by hunting them down and spraying them with fire or bullets or sniping them from afar.

Survivalist has 3 trees to go into: Berserker (melee stuff and toughness), Medic (healing and survival stuff) and Scavenger (speed and item-finding)
Survivalist is about using things to, well, survive, as good alone as with a team. Be it from running away, medical skills or from fighting with the most common weapons to find: Melee weapons. In essence, it means it's a longlasting class to play.

Support has 3 trees to go into: Engineer (turrets, welding and electronics), Demolitions (explosives) and Defender (shotguns and barricades)
Support is more about surviving the specimen apocalypse by fortification skills (be it mechanical or electronical), and fighting by barricading and killing lots of the specimen at once, with explosives, shotguns or other weapons or traps.

You can basicly also call the Soldier, Survivalist and Support as "Killer, Kiter and Camper" xD
EDIT: Or, if going by more Fantasy RPG names: Ranger, Paladin and Warlock/Mage :D

But these ideas would all be for a free-roam KF-MMO game ;)
Why not start a new thread about that Jester? Take as many ideas you want from me :p
 
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Sounds simple enough for me, like the system changes, almost like the Skillz EX mutator for UT2k4, greatly enhancing each class and at the same time making it feel more... unique. Saying this I could live with most changes, but I don't like the medic. Not at all. Too many different weapon choices with too much stuff attached to it. I know some may want to hang me down the next tree (or feed me to a Fleshpound) for this, but I would go with SMGs for the most part: high rate of fire, relatively accurate but at the same time not too damaging, unlike the commando, leaving him being able to hold his ground or make room until help arrives, and for the active power, this could fall for group healing (speaking of Alien Swarm remake here...). Place a beacon on the ground, healing everyone within the radius and giving them a temporarily health boost by 25% for 1 Minute. Doesn't sound much, but a full heal (with cool-down times around 120-240 seconds) + health boost in the right time can amp your power a lot.

The other thing I noticed is the sheepshooter's active power, personally I wouldn't like the autoaiming option, but I could go with a better zoom-in and higher headshot damage. When cooperating with a gunslinger for example, you could possibly defuse situations with many big bugs such as scrakes and FPs.

Oh and you should include a few non-gameplay related things such as better filter options, favorite server options ingame (like adding a server to favs while being ingame), stop search functions, blocking options for servers and the like. A few explanations:
Server blocking system:
A server can block players that do not have perk levels matching requirements of said server, and can block perk levels below the requirements. So high level perk players have another option next to kick-voting.
Server finding options:
Stop search function, sometimes you have found just the server when the brink of new found ones washes that one server away. A stop function will help.
Searching for servers with specific names (example: server search: fair play perk level 5+), and it lists only those in addition to other filters. Very useful if you know the server name, but cannot find it otherwise.

ZEDs: Most things seem good here, key is not to overdo things with all the new ideas. A healthy mix of old and new would be good, although I'd be for the idea of minibosses (randomised!!!) after a wave, so after wave 5 (randomized value between wave 3 and 9), there could be a chance that before trader-time kicks in, a miniboss (and only 1 per game) spawns in addition to a few more ZEDs.
Also, with all the new additions, more ZEDs per wave, and later on, more heavy ZEDs per wave.
€ Miniboss meaning an amped big bug spawns (this one is larger than usual and has more health and damage, or it is faster... well you know the drill). So a teleporter miniboss can spawn as well as and early FP (after the third round... THIS will be a challenge...)

€ Had a quick idea about gametypes as well: Since it is so popular, this game ought to have a campaign, a cooperatively playable campagin next to usual arena survival.
 
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@Swanky (and everyone else)

I'm still not done with everything yet. I still have lots to write in the "other"-sections too, on top of finishing the perk sections. It will include gameplay modes, and non-gameplay related things and whatnot.

I will continue with all this after work today. Stay tuned :D
 
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BUMP!

I am now (somewhat) complete with all the perks and most of the "other stuff" as well (gamemode, settings, specimen etc)

I'd like to see more critique to the ideas, and please point out mistakes like like grammar/spelling/hard-to-understand stuff etc

Also some responses:

@Swanky:
Giving Medic only SMGs would not diversify the class so much. The Commando already has SMGs and ARs, so it's better to keep the Medic more versatile (he now has an SMG, a shotgun and a AR/Carbine). Since he has no weapon specifics, that's what makes these very different weapons fit him so well. Plus, the attachments quite fit with the weapons as well. Plus most people like these weapons so much, so i will very likely keep them there.

Added your non-gameplay ideas too in the first "other" segment! :)

@RUSTIK, C_gibby and Yoyobatty:
The 3D scopes, sure! Free-aim, wouldn't that make it too hard for this type of game?

About gamemodes, the style in KF1 i will call classic and is (imo) definitely supposed to stay, and it could simply be called "Classic" gamemode.
I have added some gamemode ideas ("other"-segment), like solo campaign, mission games, PvP and so on. Please feel free to add more ideas!

Also, i VERY much agreed that the game should be increased in creepiness and horror for sure.
Some things that adds to it:
* The new Shiver specimen (Awesome spec by Hemi!), which teleports, looks very bloodied up and twitches with its head a lot
* A new thing (although suggested before by others) could also be to add some small visual differences on the same type of clone specimen. For example, a Clot could be clean, it could have more blood on it, one eye could be lost etc etc. If the specimen have been rampaging in the UK for a while now, they definitely would not all look EXACTLY the same...

This could add a lot of atmosphere as well.

Keep more ideas / critizism coming! :)
 
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thanks for giving me credit on a lot of things

when i saw the flare gun i was expecting to see this lol

http://forums.tripwireinteractive.com/showthread.php?t=43494

62984889.gif
 
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thanks for giving me credit on a lot of things
You're welcome ^^ Your work is really amazing dude :)

when i saw the flare gun i was expecting to see this lol

[URL]http://forums.tripwireinteractive.com/showthread.php?t=43494
Spoiler!
Hehe, for once i made something of my own! Oo xD
But, could i use that gif as a little demonstration that it actually works to (at least) make the flare? :eek:

Also (not only to you Yomammassis), if i missed to give credit to someone, please tell me so i can correct it!
 
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HiHi

HiHi

Ok I havn't read through the comments but I Read through most things in the thread main posts :)

MEDIC M7A3
Healing function: Shoots out canister with healing gas (think "healing grenade"), creating a small cloud of healing gas whenever it comes in contact with something (ally, specimen, wall etc)

Healing range: It falls in an arc much faster than the launcher's grenades, but still has a decent range
This is under the M7A3? I didnt thought that it had syringes not gas? and it becomes active hitting floor aswell?
It atleast says "Secondary fire: Shoot out a healing canister"


but I was kinda scared out when i saw that the m7A3 was going to be 16000 at default I went totally ":O"

I think that M7A3 should be seperated from shotty and med gun discounnt and added to the Armor Discount. Then the price could be lowered to 3500 and then at level 6 it would be 500?


MEDIC SHOTGUN
the shotgun dont have any "talk" about how the gas is firing. think you mixed the m7A3 and medic ****ty?

MEDIC GENERALLY
The Idea else was really good. but I think that movement speed should be lowered to 10% at level 6 because now medic has more weapons. it really dont need the extra amount of speed :) and removes kiting too some degree.


BERSERKER
hehe. I liked the Idea of Fuel to chainsaw. and a throwable for berserker i think is ok aswell because of the limited suply you can have.

But (theres always a but)

BERSERKER - COMMANDO - DEMOLITION. Other :)
I think that Berserker should be more nerfed "kinda" in the terms of resistance and speed. (hang with me here.) since I see "commando" as a "comander" I think that he should have the ability to buff a berserker and "demolition.
Idea is Berserker will have 20% damage resistance. and movement speed at 15 alone at level 6.
but when a Berserker is playing with a Commando. The Berserker will gain 50 damage resistance and movement speed is 40. at level 6.
This I would believe remove kiting to some degree.

I would also see more Demolition in "Friendy fire" servers. so Demolition playing with a "commando+Demolition" would give demolition to stun sirens with a direct nade hit from m79 and m32. and explosive vs player damage is lowered 50%? idk

Why I think commando should be giving buff. is that Demo. commando. and berserker. is originally a really good team. this will force people to use tactics and such. when choosing perk

Maybe do the same with Medic buffing support specialist and Firebug?

And Gunslinger with Sharpshooter? even If gunslinger is not added. the Sharpshooter is atm the Versatile class having both the M14 and Xbow so it doesn't need a buffing partner :)

Commando
Commando is not my sort of perk. but i liked the vision sights :) and maybe a aimpoint could be added to the googles? :)

Demolition
I'm not the Demo type but, adding that L85 for demo is in my eyes a "nono" since it removes his close vs trash weakness :)

where is the m32? :O

The LAW.
I think that the LAW should have waaay more impact power. that if you hit a specimen with the LAW. it should give a ridicoulus amount of damage. and remove bit from the explosive damage given from the LAW. to make it more "snipey" and more used on other waves than just on patty wave. weapon for killing Big Trash. (big trash aaw thats lol)


ok. dont have more time to read. come back later :)
 
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This is under the M7A3? I didnt thought that it had syringes not gas? and it becomes active hitting floor aswell?
It atleast says "Secondary fire: Shoot out a healing canister"

but I was kinda scared out when i saw that the m7A3 was going to be 16000 at default I went totally ":O"

The current M7A3 that IJC made has normal healing darts. I changed it in my suggestion to be an AoE heal so it's not the same in terms of healing as the MP7, to make sure it doesn't make the MP7 obsolete.

It costs 15000, not 16000, so at level 6 Medic it costs 450. And it's supposed to be like that for balance.

I think that M7A3 should be seperated from shotty and med gun discounnt and added to the Armor Discount. Then the price could be lowered to 3500 and then at level 6 it would be 500?
If it had the 70% discount, like the armor, and you put it to 3500 baseprice it would cost 1050 at level 6 which i would say is too much.

the shotgun dont have any "talk" about how the gas is firing. think you mixed the m7A3 and medic ****ty?
No you just need to read more carefully:

For the Medic shotgun:
"Healing function: Shoots out a broad line of gas (think of a puff of flame, but as healing gas), healing all allies it hits"

For the M7A3:
"Healing function: Shoots out canister with healing gas (think "healing grenade"), creating a small cloud of healing gas whenever it comes in contact with something (ally, specimen, wall etc)"

In short:
The M7A3 has an AoE heal (area of effect, similar to grenades)
Medic Shotty has a Line heal (similar to the flames of the Flamethrower)

I will add some more clarifications to the weapons and their changes though.

MEDIC GENERALLY
The Idea else was really good. but I think that movement speed should be lowered to 10% at level 6 because now medic has more weapons. it really dont need the extra amount of speed :) and removes kiting too some degree.
While i understand you here, he still likes the speed due to the Syringe.

BERSERKER - COMMANDO - DEMOLITION. Other

snip
No weird "auras" please. Doesn't fit too well with the game.

Commando is not my sort of perk. but i liked the vision sights :) and maybe a aimpoint could be added to the googles? :)
The Sharpshooter already gets some kind of aim-assist on its active power, no need to have similar powers on 2 perks.

Demolition
I'm not the Demo type but, adding that L85 for demo is in my eyes a "nono" since it removes his close vs trash weakness :)

Well, the L85's bullets get absolutely NO bonus when you play the Demolitions perk, only the grenades do. And yes, he is supposed to be trash-weak (in terms of them coming up close) but remember, he is sacrificing 7 weight and lots of grenades (compared to ANY other Demo weapon) just be somewhat decent at killing lone closeup ZEDs. That said, remember that the L85 i implemented can ONLY shoot in 3-round bursts, which means its not very ammo effective at taking out single ZEDs, it's better for clumped together groups, which is where the Demolitions already is good :)
So, while it does give SOME closeup defense, it is still not that good. Besides, you can (in KF1) run with M32 and LAR already for example, and that is already very strong as a defensive weapon... And the L85 has bullets as weak as the 9mm weapon (35 damage per bullet) remember that too...

where is the m32? :O
What you mean? It's still there:

1) Handgrenades (tier 0, weight 1 (like in the first game))
2) L85A2+AG36 (tier 1, weight 7)
3) M79 (tier 1 / 2, weight 4)
4) Neopup PAW-22 (tier 2, weight 7)
5) M32 MGL (tier 3, weight 7)
6) LAW (tier 4, weight 13)"

It just didn't have any changes thus no need to mention any details about the weapon we already know about.

The LAW.
I think that the LAW should have waaay more impact power. that if you hit a specimen with the LAW. it should give a ridicoulus amount of damage. and remove bit from the explosive damage given from the LAW. to make it more "snipey" and more used on other waves than just on patty wave. weapon for killing Big Trash. (big trash aaw thats lol)
It's already very, very strong. Maybe a tiny damageboost could be added, but not much. In a good team it already obliterates everything...
However, the "snipey" comment reminded me of one thing: When you aim with it, it doesn't "zoom in" at all, which could be something to improve it with (it's not the most easy to aim with imo)
 
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I did have this idea in another thread, but seeing as there might be fuel for the chainsaw, and the firebug has a flare gun. Flare + Fuel can for Improvised Immolation Device. Can set it to blow and toss it, or place it in a position like a Pipebomb, and then hit it with a flare gun/flamer burst/Incendiary 'nade for a wide area flame that has a burn time. Could make it ~5 seconds or so of active flame that lights up zeds in its area of effect. Lets you use one resource (Fuel Can) for two perks.
 
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Things I want:

Fire Bug:

Bonuses with the fire axe, 50% faster attacks, 100% better chance of criticals, 100% more critical damage.

Dragons Breath shot gun rounds

Berserker:

Many more weapons including crow bars, wrecking bars, sledge hammers, golf clubs, baseball/cricket bats, nail pullers, steel pipes, shovels, hoes, and other tools and objects that can either be bought or found on certain maps depending on the setting of the map.

Sledge Hammer that does -300% slower attacks, but 300% more critical damage, and 100% better chance of critical damage for all characters, but more useful for the Berserker because of his perks.

Gun Slinger, and Sniper

Add more pistols for the Gun Sliner, but make one high end pistol for the sniper. Something longer range and high damage, maybe with a scope?

Snipers perks should apply to ALL RIFLES SCOPED OR UNSCOPED, while used in single or burst mode, but NOT auto.

Medic:

The medic really needs some MPGs. I suggest the UMP45 or high soft target damage and the P90 for high fire rate, accuracy, and armor penetration. The UMP45 works great with lots of accessories can can have a total of 4 rails on it, it would be best to put a grip and a reflex site on it.

Tranquilizer gun to calm down Flesh Pounders, Scrakes, and Gorefasts. It doesn't make them slow, it just makes them move at normal speed even when they're attacking. It has no other effects.

Blood Vial that can be thrown to distract the hordes, and sometimes Kevin (50% chance?)

Drugs to get players moving faster when they've taken too much damage and there's no time to heal them.

Paddles for a chance to revive fallen players, which lowers every 10 seconds the player remains dead.

Medic bag, which when stored in their inventory doubles their healing abilities and can sometimes be found in emergency medicine supply cabinets in certain maps. (Many business have them, police stations, ambulances, clinics, especially restaurants and industrial businesses, and should be in lots of places in hospital maps.)

---

Some of these suggestions would make more use of content thats already in the game, which would be less work for the dev team while still giving us some results.
 
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I just thought about something yesterday.

If the berserker get throwable weapons. and medic get more guns.

Maybe it should be like that you can only buy weapons to your own perk.

In example means
In Tradertime, demo can only buy
- m32
- law
- m79
- pipes

and nothing else. but it can pick up weapons, like if a teamates drop you them. then there might be a increase in team play around trader time. and it might increase the importance of beeing early to the trader since they now will be standing and trading weapons and throw money to each other

And most important of all. the shop get more "tidy" and there might be more room for more weapons? :)
 
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