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View Poll Results: What needs more work? And why?
Berserker 17 32.08%
Demolitions 8 15.09%
Medic 8 15.09%
Sharpshooter 18 33.96%
Firebug 1 1.89%
Support 10 18.87%
Commando 14 26.42%
Clots 1 1.89%
Fleshpound 7 13.21%
Scrake 3 5.66%
Patriarch 11 20.75%
Grenades 21 39.62%
Other 10 18.87%
Multiple Choice Poll. Voters: 53. You may not vote on this poll

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  Click here to go to the next developer post in this thread.   #1  
Old 10-20-2010, 11:06 AM
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Default What still needs more work? And why?

Which classes overall do you think need more work? You may vote for multiple perks here. Also you may select other if you feel something not listed needs work. If enough people agree I will add it to the list.
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Old 10-20-2010, 11:24 AM
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Being the first person to vote, I pick support!

My main change is the price of the hunting shotgun ammo. It's £25 for two shells, and that can be around £700 to fill the gun! I propose that this is reduced to £10 for two shells (not something set in stone).

Also, I would say that the AA12 isn't an overly efficient weapon. I personally think that it has so little damage and does much less damage per shot than a £500 base shotgun, while the AA12 is what, £4000?

I propose that the AA12's price is reduced to £3000 or £3500, and maybe given one more magazine? I don't want to change anything about the damage values.

That's my two cents for today.
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Old 10-20-2010, 11:46 AM
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I agree with the hunting shotty ammo needing to be cheaper.
The price for that is and has always been just outlandish.
Not so sure about the aa12 needing more ammo.
The support seems quite balanced to me and making the aa12 more spam-friendly might change that too much.
It's still basically a pump shotty with a tad weaker shots but twice the ammo.

However beyond that, other ammunition prices need adjustments too.
Like hand grenades. For what they do (which is not much) they should not cost 40 per piece.

Dual pistols should not have ammunition that only costs half as much as single pistol ammo.
Refilling dual 9mms costs 80, single costs 160, same goes for dual handcannons...

M79 grenades should also not be more than twice as expensive as M32 grenades.
Or more like M32 grenades should cost just as much per piece as M79 ones.
Make it 60 per 6 grenades so it matches 10 per 1 grenade.
It's the same explosion, the same ammunition but if the stronger gun shoots it, it costs way more than if the cheaper one shoots it?

While we're at stuff that explodes, 30 per LAW rocket is too much for what you sacrifice to use it.
20 or 15 sound more appropriate. They're still more expensive than m79 grenades but not THAT much more expensive.
The LAW could also weight less so you can at least carry pipe bombs with it as a demo.

That's all I can think of right now.

Last edited by 9_6; 10-20-2010 at 01:24 PM.
  #4  
Old 10-20-2010, 12:14 PM
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Chainsaw.

Katana > Chainsaw in every way.
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Old 10-20-2010, 12:17 PM
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The LAW needs to be lighter or to bring something to the table besides the comedy.
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Old 10-20-2010, 12:55 PM
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I'd say support specialist, but I'm waiting till Friday to vote, because I want to test everything more carefully before giving it a final vote.

For now I´ll just say that Support needs more work, and Berserker is perfectly fine now.
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Old 10-20-2010, 01:52 PM
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hunting shotgun ammo needs looking at

also the price of grenades for demo
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Last edited by Yomommassis; 10-20-2010 at 02:02 PM.
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Old 10-20-2010, 01:56 PM
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Quote:
Originally Posted by Fedorov View Post
For now I´ll just say that Support needs more work, and Berserker is perfectly fine now.
Zerker's Katanna is too overpowered
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Old 10-20-2010, 02:03 PM
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stalker attack speed should be increased to lower the players ability to dodge/kite them

gorefasts should always walk attack, never stationary attack

bloats should only walk and attack
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Old 10-20-2010, 02:12 PM
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Quote:
Originally Posted by Yomommassis View Post
stalker attack speed should be increased to lower the players ability to dodge/kite them

gorefasts should always walk attack, never stationary attack

bloats should only walk and attack
One should be REALLY careful about how much the difficulty is increased. Many new and / or more casual players already have quite some trouble with the game, even before all of those beta changes make it into the public version. Although the game has been a little too easy for quite some time now, it shouldn't be changed to be too hard, either. :)
  #11  
Old 10-20-2010, 03:23 PM
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One thing I want to see you guys fix is the Stalkers. They have always been useless since release due to one major flaw to them. They do not have a "lunge" attack.

If you just keep on moving, they will never touch you as they are forced to stop before they attack.

Could this be fix?

Just for proof YouTube - Killing Floor - Get Out of Here, Stalkers

Last edited by Stilkdog; 10-20-2010 at 08:14 PM.
  Click here to go to the next developer post in this thread.   #12  
Old 10-20-2010, 03:42 PM
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Quote:
Originally Posted by Zonker View Post
One should be REALLY careful about how much the difficulty is increased. Many new and / or more casual players already have quite some trouble with the game, even before all of those beta changes make it into the public version. Although the game has been a little too easy for quite some time now, it shouldn't be changed to be too hard, either.
I'm trying to keep things in check. It's gonna be hard to strike the right balance, but we appreciate the few casual players that have joined in on the beta with us.
  #13  
Old 10-20-2010, 04:00 PM
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I think the husk cannon should be buffed by removing the ability to dodge it by jumping

it would remove the annoying bunny hopping of players and make them more threatening
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Old 10-20-2010, 04:20 PM
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Quote:
Originally Posted by Yomommassis View Post
I think the husk cannon should be buffed by removing the ability to dodge it by jumping

it would remove the annoying bunny hopping of players and make them more threatening
Personally, I think at long ranges, the Husk cannon should have a bit of spread going on.

The husk is a nightmare as it is, buffing it would make it worse!
  #15  
Old 10-20-2010, 05:43 PM
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Default Medic

In regular modes waves the medic gun is nice; however, I would like to see a little bit bigger clip and more ammo. I would rather have it with more ammo and a bigger clip. I was able to carry a medic gun, katana, and a bullpup. The medic gun ran out very quickly.

I did notice on hard I was able to hit 3 darts, I think, at once instead of 2. This is nice. Trying to hit people in trouble on the run can be a little hard. LOL. 4 times may be a little to much but it would be nice also. I would rather have 4 darts at lower doses then two at high. Better chance of hitting someone.

Overall more ammo with a heavier backpack would be ok. That or add a healing dart to the bullpup and get rid of the medic gun.
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Old 10-20-2010, 06:04 PM
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Quote:
Originally Posted by [TW]Xienen View Post
I'm trying to keep things in check. It's gonna be hard to strike the right balance, but we appreciate the few casual players that have joined in on the beta with us.
I think the best way would be keeping Normal difficulty the way it used to be (extremely easy, basically) and making things a lot harder for Hard and Suicidal difficulties. Or do the values scale automatically according the difficulty?

But Im just saying, that if one difficulty remains the same and the harder difficulties become ALOT harder, everyones satisfied, right? Newbies can still one-shot everything with the crossbow and what not, while the KF veterans can keep themselves busy on next-to-impossible suicidal mode :P
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Old 10-20-2010, 06:18 PM
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Quote:
Originally Posted by Stilkdog View Post
One thing I want to see you guys fix is the Stalkers. They have always been useless since release due to one major flaw to them. They do not have a "lung" attack.

If you just keep on moving, they will never touch you as they are forced to stop before they attack.

Could this be fix?
I think the point of stalkers is surprise and disruption. If you know they're there, they've already failed in their main purpose.

When a stalker or two get by your firing line or come in from somewhere that no one is guarding, they can wreak a lot of havoc. I think they fulfill their purpose just fine. Maybe give them a bit more body HP, so that just blind-firing into their center of mass is less effective, and reinforcing the commando role (because the commando can easily see their head to shoot it).
  #18  
Old 10-20-2010, 06:25 PM
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Grenades still don't seem powerful enough, and that goes for launcher grenades too. I'd like to see the launchers have reduced ammo but with higher damage, which would encourage more skillful playing and fewer smokescreens. Not sure how it would pan out with a high amount of players though, since the amount of trash zeds would be much higher.
  #19  
Old 10-20-2010, 07:34 PM
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My main 3 balance issues, these are just my opinion but...

1. Scar. Ak is the better overall choice, especially now that carrying the katana as an off-perk weapon is now less desirable. Either rebuffing it or lowering the reload time would be good changes imo.

2. Grenades. Too expensive for how situational they are. Also, you carry too little for how weak they usually are, especially since Zeds intelligently avoid them. You could either increase the power, or decrease the price and allow everyone to carry more (of course keeping the Support and Demo carry bonuses).

3. With the Crossbow nerfed the AA12, M32, and Pipe bombs are the new FP killers. On Normal at least it feels very uneven with how easily you can kill them with these weapons compared to how difficult it feels with the new Xbow. Perhaps increasing the shotgun resistance for FP a tad (since this is still a tier-3 weapon, and one of the most expensive at that). This would make Demo the designated FP-killer, at the cost of a lot of smoke (so trash Zeds get a boost with FP appearances).


Also, I really agree with Keldi's idea for the Stalker. Giving her even a little more tolerance for bodyshots would make her more dangerous and time-consuming to deal with. Even without a Commando, I can simply see, say, part of her arm and deduce where center-mass is based on that. It's easy to guess where her body is but slightly more difficult to guess at the head.

Last edited by Salad Snake; 10-21-2010 at 09:16 AM.
  #20  
Old 10-20-2010, 07:52 PM
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Quote:
Originally Posted by Salad Snake View Post
My main 3 balance issues, these are just my opinion but...

1. Scar. Ak is the better overall choice, especially now that carry the katana as an off-perk weapon is now less desirable. Either rebuffing it or lowering the reload time would be good changes imo.

2. Grenades. Too expensive for how situational they are. Also, you carry too little for how weak they usually are, especially since Zeds intelligently avoid them. You could either increase the power, or decrease the price and allow everyone to carry more (of course keeping the Support and Demo carry bonuses).

3. With the Crossbow nerfed the AA12, M32, and Pipe bombs are the new FP killers. On Normal at least it feels very uneven with how easily you can kill them with these weapons compared to how difficult it feels with the new Xbow. Perhaps increasing the shotgun resistance for FP a tad (since this is still a tier-3 weapon, and one of the most expensive at that). This would make Demo the designated FP-killer, at the cost of a lot of smoke (so trash Zeds get a boost with FP appearances).


Also, I really agree with Keldi's idea for the Stalker. Giving her even a little more tolerance for bodyshots would make her more dangerous and time-consuming to deal with. Even without a Commando, I can simply see, say, part of her arm and deduce where center-mass is based on that. It's easy to guess where her body is but slightly more difficult to guess at the head.
All of this. It was very easy to kill FPs with a Support and Demo on the team. SCAR could stand to have the damage increased a little - not to the point it was before, but enough so that you can kill a Suicidal Crawler with one bodyshot.

Stalkers are hardly an issue; Clots are now far more scary with the new grab ability. More bodyshot tolerance would help, or the ability to move while attacking although I'm not sure if the latter would be too much work.
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