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Old 11-02-2010, 09:34 AM
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Default Killing Floor 1015 Balance Patch 3

Change log:

Scrake:
- Put the anti headshot multiplier back to 30% (started at 30, went to 40, now back at 30)
- Improved his rage ability (was not always raging at low health when he should have been)
- Stopped the Take Hit animation from playing when the stun should be locked (after first stun has been achieved)

Fleshpound:
- Put the anti headshot multiplier back to 30% (started at 30, went to 40, now back at 30)

Chainsaw:
- Increased headshot multiplier to 1 from .5

Patriarch:
- Improved his directional hit (should now only be hitting things in front of him and pushing them back)

Pipebomb:
- Improved pipebomb pricing irregularities

Scar
- Increased damage on SCAR to 65 (From 57 post 1014, down from 85 pre 1014)
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Old 11-03-2010, 05:23 PM
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A quick note on this. I love that you guys are giving so much feedback on everything, but I'd like to forewarn you all that the changes made have only been incremental. We're trying to wrap things up and continue to keep the changes made to the game as minimal as possible. So, while we love the ideas of adding penetration, laser sights, modifying the clot's grab, fixing the bugs, etc., we won't be implementing these things in this update. We had some very concise goals and we believe we've gotten pretty close to meeting them.

Everyone's not going to be happy with the balance changes made, that's inevitable. I also wish we could implement some of these awesome ideas, but we simply can't do it all. All in all, we hope that things have at least improved for most people, even if you didn't get everything you wanted out of it.
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Old 11-04-2010, 10:21 AM
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Let's get back on topic and continue to simply disregard the over-the-top requests.
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Old 11-04-2010, 10:29 AM
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Quote:
Originally Posted by Yoshiro View Post
- Stopped the Take Hit animation from playing when the stun should be locked (after first stun has been achieved)
What does this mean exactly?
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Old 11-04-2010, 10:32 AM
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We stopped allowing the Stun animation to play after the first hit, but that in turn allowed the Take Hit animation to be played, which essentially stunned the Scrake anyway, so Katanas could still stun lock him, basically.
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Old 11-04-2010, 10:35 AM
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Righto. Didn't realize there were two separate animations.

Glad to see Pat's melee has been improved. Hopefully I'll get in a 6-man game at some point and test things properly.
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Old 11-04-2010, 10:37 AM
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Quote:
Originally Posted by Yoshiro View Post
Scar
- Increased damage on SCAR to 65 (From 57 post 1014, down from 85 pre 1014)
Thank you, now i can stop nitpicking. Commando won't feel underpowered anymore when this beauty goes live. I am happy now.
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Very true if your a medic facing a FP unless you have some beast guns you might as well pull down your pants and bend over.
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Old 11-04-2010, 10:52 AM
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Quote:
Originally Posted by Deafmute View Post
What does this mean exactly?
FF to 1:45 to see what Yoshiro is talking about. Basically Katana spam gives you a chainsaw to the rib. Btw, TWI I think there might be a bug in your scrake code now. Starting at the 3:10 mark, I am somehow to interrupt his rage animation. The first attempt, he just runs into me and doesn't attack. The second attempt, I interrupt his rage animation with an alt fire axe swing and he doesn't bother me anymore. Regardless, mindless melee spam doesn't work and I can only pull this off (2nd attempt) with good spacing and timing, as that 1 and only attack interruption is very critical. Do it wrong, and the scrake is mad, putting chainsaws in you.

YouTube - Killing Floor - 1015 Beta Patch 3 - Fleshpound and Scrake Changes

Last edited by scary ghost; 11-04-2010 at 12:42 PM.
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Old 11-04-2010, 11:58 AM
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So 4 shots of xbow can only decap a fp, and zerkers cant really take down scrakes unless you have a long enough hallway to backoff.

No comment.
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Old 11-04-2010, 12:09 PM
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Quote:
Originally Posted by outofrealman View Post
So 4 shots of xbow can only decap a fp, and zerkers cant really take down scrakes unless you have a long enough hallway to backoff.

No comment.
It's suicidal.
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Old 11-04-2010, 12:32 PM
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Quote:
Originally Posted by Galslacht View Post
How noticable will the ''- Put the anti headshot multiplier back to 30% (started at 30, went to 40, now back at 30)'' be?

With what can I relate this? Aside from that, love the fact that you at least put some effort in patching the game.
10% less damage. 1 more xbox shot.
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Old 11-04-2010, 12:40 PM
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Suicidal doesn't mean "Unbeatable" I think you are missing the point of having a higher difficulty mode. no one will play suicidal if its not possible to beat it. which makes it just like a "lets giggle a bit and see how long we survive on suicidal" we had a game last night, Its almost impossible to hit scrakes in the head with the xbow in places that are not completely flat and made like a hallway, and we were playing on hard, with Law, Pipe bombs, a commando and an xbow, I had to sell the EBR because it felt useless, even the Winchester deals more damage, it took 1 head shot to kill a Husk, but the EBR? dint counted because it felt weak dint killed anything with it and even crawlers were happy camping around me. honestly I don't understand why it takes you so long to change numbers in a text file. its not like you have to remake all the animations or something every time you change some values for the damage and timings.

And the most laughable thing, is that it feels like a Frustrated Berserker/Medic made the suggestions for the Nerfings because it made all the other classes feel Weak compared to them. at least you dint nerfed the hand cannons and the winchester, since now the winchester is the most powerful gun in the Sharpshooter inventory. Im glad that the ammo is cheap and that it has good accuracy.

What you really need to fix is the Spawn values of Scrakes and Fleshpounds, you cant Spawn 2 fleshpounds and 3 Scrakes at the same time in wave 7 or 8 when only 3 players are playing on hard mode.

Last edited by Cap_Hotkill; 11-04-2010 at 12:42 PM.
  #13  
Old 11-04-2010, 12:43 PM
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Quote:
Originally Posted by 9_6 View Post
10% less damage. 1 more xbox shot.

One more shot to DECAP. Not kill.
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Old 11-04-2010, 01:25 PM
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Quote:
Originally Posted by outofrealman View Post
So 4 shots of xbow can only decap a fp,
That is correct, sir.

Quote:
Originally Posted by outofrealman View Post
and zerkers cant really take down scrakes unless you have a long enough hallway to backoff.
Not true really. Chainsaw is pretty efficient in killing them. 9_6 was able to do it in first floor Offices.
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Old 11-04-2010, 01:31 PM
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Quote:
Originally Posted by Deafmute View Post
9_6 was able to do it in first floor Offices.
I was killed in the process of getting away from that encounter though. Mainly because that scrake was fighting back and I didn't know of such shenanigans yet.
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Old 11-04-2010, 01:57 PM
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Quote:
Originally Posted by Deafmute View Post
Not true really. Chainsaw is pretty efficient in killing them. 9_6 was able to do it in first floor Offices.
What he's getting at is that if the zerker wants to kill the scrake without getting hit in return, he needs some space to move so he can utilize the stun on an enraged attack attempt. Chainsaw alt fire does kill scrakes very fast but not fast enough to avoid damage; the scrake will get in a hit on 6 man suicidal. I believe your game was 4 man(?) at the time and 9_6 wasn't able to kill him fast enough to avoid damage from his target scrake.

In the next game though, when a scrake was on me, another zerker hit the scrake from behind stunning the scrake (hunched over, head hanging down stun). With the back stab fix, backstabbing presents an alternative way for zerkers to down a scrake with some teamwork where as before, it was hold m1 and go to sleep.
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Old 11-04-2010, 02:46 PM
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Quote:
Originally Posted by outofrealman View Post
So 4 shots of xbow can only decap a fp, and zerkers cant really take down scrakes unless you have a long enough hallway to backoff.

No comment.
Why is it that you always make it seem like the SS is the only one doing anything to the FPs.... the rest of the team help as well.
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Old 11-04-2010, 02:53 PM
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Quote:
Originally Posted by Novfanaion View Post
Why is it that you always make it seem like the SS is the only one doing anything to the FPs.... the rest of the team help as well.
I can answer that for you, If you make a FP angry it runs towards you damaging everything at his path, SS is the best perk to catch it from the distance to have time to kill it or weak him off, the problem is that when you are in full wave with Dozens of Zeds coming towards you its hard to make all the team focus in one FP, not to say that if there's more than one or one followed by Scrakes or Syrens you are screwded. people that likes to play on normal have it easy, all guns feels "Overpowered" in normal, but if you play on Hard and Suicidal guns feels like BB guns and slingshots.

So the answer is, try to not piss off the FP or you will get killed by it.
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Old 11-04-2010, 03:02 PM
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SS really isn't the best perk to be catching an FP from distance when its raging. If its running in a perfectly straight line on level ground at you then yes. If its running past you the Xbow doesn't have a chance in hell of hitting its head and thats when you call on the infamous Demo and his M32 and Pipe Bombs.
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Old 11-04-2010, 03:07 PM
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True, though some friends have managed to kill it on the run, its hard to do, another problem i find is that the Zeds Dodge the grenades in a Automatic and so Annoying way that you never hit them with the full blast if they are in a open space, even on tunnels i have seen them going backwards to dodge it and that's not normal. they should fix that, remove it a bit so they don't dodge them so fast or make it more random.

Things like that makes situations unfair and stupid, a pack of Zeds that Dodge a grenade are a scrolling target in movement.
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