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  #41  
Old 06-29-2012, 09:33 AM
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Originally Posted by TheMutant View Post
+1, I absolutely agree with that. Like poosh said before, overpowering the sharpie again is not what this thread is meant to be.


IMO that's the role the actual sharpshooter fits in perfectly.
Why do we need another powerful weapon that has high per shot damage? This would just lead to an imbalance in the sharpshooter's loadout. (Ok, the M99 looks badass and you may feel like a real sniper but these are no reasonable reasons.)

Back to topic:
To my mind, I agree with "Left 4 Dinner" that another difficulty in not needed that's just too much.
Furthermore, I'm against the idea to just overhaul "Hell On Earth" this would make it too different from the other difficulties, so beginners have no chance to prepare for the new HoE by playing lower difficulties.
I suggest an basic AI improvement that concerns all difficulties (adding more random behaviour). This unpredictable behaviour weighs the more the higher the difficulty is and maybe some special abilities or resistances could be added from difficulty to difficulty. So you can slowly learn from difficulty to difficulty but the old knowledge is not useless.
Unfortunately, I think this is will be a too huge change to be done by TWI as this completely differs from the current KF. So again we, the modders and community, have to make sth. to keep KF interesting.
Thank you for being on topic. I guess all the random changes I was thinking of, would be a bit too much for people going from suicidal to hell on earth, and another level of difficulty is something that just shouldnt be. If I had one thing that I would wish that was implemented, then it would have to be "smarter" AI for zeds. This would increase the level of difficulty for players, but not so much that it causes problems. Even if its as simple as crawlers and stalkers attempting to flank the team, or husks waiting til they barely reach the corner before firing away, it would cause the team to work harder in preventing the zeds from swarming them.

Last edited by Left 4 Dinner; 06-30-2012 at 01:41 PM.
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  #42  
Old 06-30-2012, 01:03 AM
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Originally Posted by TheMutant View Post
IMO that's the role the actual sharpshooter fits in perfectly.
Why do we need another powerful weapon that has high per shot damage? This would just lead to an imbalance in the sharpshooter's loadout. (Ok, the M99 looks badass and you may feel like a real sniper but these are no reasonable reasons.)
The M99 isn't really imbalanced. Weight is high, you can carry a pistol or a machete and that's it. Kinda like a LAW.
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  #43  
Old 06-30-2012, 07:37 PM
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Originally Posted by iwantoseeprofiles View Post
I disagree, I think it's OP. If you compare the two weapons, then the LAW only stuns scrakes whereas the M99 kills them (or stuns if you miss the head I guess, but the M99 has a much better "scope" than the LAW). As for FPs, an M99 headshot leaves them with so little health that an off-perk LAR headshot will finish them on 6-man HoE; a LAW doesn't come anywhere near that (and also has less range). The M99 is also better offperk since it doesn't lose ammo like the LAW does. And lastly, even though both weapons weigh a lot, the M99 doesn't affect the sharpshooter as much because the weapon you're left with (9mm) is perked for the sharpshooter.

I think the only thing the LAW really has over the M99 is its ability to kill trash. But then again, if you want to kill trash as a demo, you'll go M32/M79. I mean yeah, the M99 weighs a bunch, but it can solo all the scrakes for the entire wave by itself and do 99% of the work for killing the FPs provided at least 1 teammate can also aim at the head.
The ADS speed is altered, so you really don't get a fast follow-up shot. You either safely get a long-distance shot with it or you don't get a second ADS'd shot. The low ammo count is a bit lower than the LAW, IIRC 15 or so total rounds. Yes it has high damage, but you really need a team behind you to carry you.
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  #44  
Old 06-30-2012, 08:46 PM
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Quote:
Originally Posted by CandleJack
The low ammo count is a bit lower than the LAW, IIRC 15 or so total rounds.
Actually, it's 25 rounds total.

As a Sharpshooter:

Spoiler!


And even off-perk, it still has 25 shots total:

Spoiler!


And that's with IJC 2.7, the latest version of the pack. Compare that to the LAW.

As a Demo:

Spoiler!


And off-perk:

Spoiler!


So that's one big edge it has over the LAW.

Plus it can kill 2 HoE Scrakes with a single shot if they're lined up. Something that will take 3 shots with the xbow:

Killing Floor: Barrett M99 (aka The OP Stick) - YouTube

So I have to agree it is pretty overpowered.
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  #45  
Old 07-01-2012, 04:20 AM
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Did the M99 used to have fewer shots than it currently does? I have used it all of about 3 times, but I remember being ultra-cautious with my ammo, and if it had 25 shots I don't think I'd have been as careful.
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  #46  
Old 08-09-2012, 06:16 PM
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Originally Posted by Left 4 Dinner View Post
Lets add even another difficulty on top of the already hardest difficulty, where <2% of players have completed any given map on said difficulty.


I really can't believe people talk about having an even higher difficulty when despite the above, ~30% of KF owners haven't even killed 100 specimen.


Tripwires time could be much better spent with other things than actually giving specimen brains. HoE is plenty hard, if you say its too easy its because you've peaked out on KF skill, or you and your friends are a well oiled machine. There are plenty of mutators out there to already increase difficulty if you really insist on making things harder. If anything goes wrong in a hole up situation, things can go to hell in a handbasket in just seconds on HoE.

KF doesn't need to have another top difficulty, its fine just the way it is.
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  #47  
Old 08-10-2012, 09:09 AM
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Originally Posted by Arblarg View Post


I really can't believe people talk about having an even higher difficulty when despite the above, ~30% of KF owners haven't even killed 100 specimen.


Tripwires time could be much better spent with other things than actually giving specimen brains. HoE is plenty hard, if you say its too easy its because you've peaked out on KF skill, or you and your friends are a well oiled machine. There are plenty of mutators out there to already increase difficulty if you really insist on making things harder. If anything goes wrong in a hole up situation, things can go to hell in a handbasket in just seconds on HoE.

KF doesn't need to have another top difficulty, its fine just the way it is.
lol, didnt notice that about 30% of people haven't killed 100 zeds. I think thas due in part to the fact that some people have bought it, played it, didnt like it, and now just leave it, because anyone who plays KF, should be able to get at least 100 kills. Also, the whole purpose of this thread, was to just give way to the possibility that if a higher level for perks was created, that there should be another level of difficulty, or else the current hardest difficulty (HoE) would be too easy for level 7's. Now, this could be passed as a mutator, since level 7 is currently not released. Although, I don't know how to create mutators, so Im just letting this hang here.
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  #48  
Old 08-10-2012, 09:25 AM
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Quote:
Originally Posted by Arblarg View Post


I really can't believe people talk about having an even higher difficulty when despite the above, ~30% of KF owners haven't even killed 100 specimen.


Tripwires time could be much better spent with other things than actually giving specimen brains. HoE is plenty hard, if you say its too easy its because you've peaked out on KF skill, or you and your friends are a well oiled machine. There are plenty of mutators out there to already increase difficulty if you really insist on making things harder. If anything goes wrong in a hole up situation, things can go to hell in a handbasket in just seconds on HoE.

KF doesn't need to have another top difficulty, its fine just the way it is.
New Specimen: Tank Scrake. A larger and more intimidating version of the Scrake. It carries an enlarged chainsaw and rages at 5% hp, as well as having more hp total.

Nutgrabber: The horrific abomination of a Fleshpound and Clot having gay sex and a baby coming out of it. It has all the strengths of a clot and fleshpound.

Banshee: A Stalker and Siren put together. Screams while invisible.

Goreallyfast. Self-explanatory.

Bloat Mother: More overall hp than a regular Bloat, if it vomits at you and misses, it spawns 2 Baby Fleshpounds.

Custom mods increase difficulty so much.
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  #49  
Old 08-10-2012, 04:23 PM
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Quote:
Originally Posted by Left 4 Dinner View Post
lol, didnt notice that about 30% of people haven't killed 100 zeds. I think thas due in part to the fact that some people have bought it, played it, didnt like it, and now just leave it, because anyone who plays KF, should be able to get at least 100 kills.
so Im just letting this hang here.
Well that is a problem right there. People that lose interest right at the very start. Correct my math, but I believe 100 specimen is ~2.5 waves on beginner in solo. I understand that some of these people are those who bought the game on sale and just never installed it, but for the others who played and quit on the first game, its just a sad statistic.

More content needs to be added to help new players before we add more content for those with all maps completed on all difficulties all perks level 6 and over 1000 hour players. There is plenty of un-explored mod content out there that can easily add hundreds more hours of fun time.

Quote:
Originally Posted by Left 4 Dinner View Post
Also, the whole purpose of this thread, was to just give way to the possibility that if a higher level for perks was created, that there should be another level of difficulty, or else the current hardest difficulty (HoE) would be too easy for level 7's.
I can never stand to see people say "too easy" when it comes to HoE. Like I said in my last post, if it honestly is "too easy" its because you're so good at KF and so is your group of friends. Proper strategy and people that know their roles make HoE survivable. It is by no means easy regardless, as you are still at the mercy of what decides to spawn at that current time. I've experienced numerous unlucky failures on the late waves because the game put its troll face on and spawns 2 fleshpounds, escorted by a squad of sirens a scrake and a husk. Teamwork works both ways. Both for you and for the specimen.

Quote:
Originally Posted by Left 4 Dinner View Post
Now, this could be passed as a mutator, since level 7 is currently not released. Although, I don't know how to create mutators, so Im just letting this hang here.
Perhaps look into learning how to script | mod for the unreal engine. The only way content gets created is by people having the desire and the know how to make it. Sitting around suggesting stuff is great and all, but judging by TWI's track record, it would either take too long or not be possible at all to do what you've proposed in this thread. I'm not saying anything you suggested is straight up a bad idea, its just a little asinine for the time and conditions of the game right now.
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  #50  
Old 08-24-2012, 01:28 PM
Helifano Helifano is offline
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Originally Posted by Althamus View Post
the zerker kiting the FP is a bad example as it is an exploit (IMHO), since a FP should rage 10-15 secs when he has unbroken LoS to a player, but making him attack resets this counter, when it IMHO shouldn't.
I can agree that it's an exploit, but I don't feel like it's broken. It's simply a Berserker's process of handling a Fleshpound. Each class sort of has one. It definitely shouldn't be considered broken or unfair because it is still a lengthy, dangerous process that requires a plenty of room to backpedal, especially on higher difficulties, even for a level 6 Berserker.

Besides, why shouldn't him attacking reset the counter? People handle rage by hitting things. Swinging out of anger helps him get some rage out! Makes near-perfect sense to me.
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  #51  
Old 08-24-2012, 01:31 PM
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Originally Posted by CandleJack View Post
The M99 isn't really imbalanced. Weight is high, you can carry a pistol or a machete and that's it. Kinda like a LAW.
I simply think it needs a longer reload and MAYBE a very slight downward tweak on the damage. Add a second onto the reload time and BAM, no longer too OP. Then Fleshpounds are already raging and harder to get a second headshot on, laeving some intensity for the rest of the team, even though by that time it is already thoroughly weakened.
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