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Old 11-22-2010, 01:52 PM
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Default KF 1016 Balance Patch Wave 6.5

So, only a small update coming today before we go AFK for Turkey Day:

- Fixed the SS not doing any damage with non-perked weapons
- Fixed the Fleshpound's Rage being based off unperked damage(and any other damage modifiers that were previously being applied AFTER the 2 second damage check)

These 2 things will make a big difference in people's votes, so we'll do new polls this weekend or next Monday to get everyone's final opinions on Wave 6.
  #2  
Old 11-22-2010, 04:25 PM
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coool...anyone playing? im gonna jump in a server now
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Old 11-22-2010, 04:29 PM
҈Oc†ө ҈Oc†ө is offline
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incoming in 5 minutes
EDIT: i'm in, suicidal lv6 server

Last edited by ҈Oc†ө; 11-22-2010 at 04:48 PM.
  #4  
Old 11-23-2010, 02:45 AM
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In addition to making the hardest difficulty harder could you also make a new gamelength setting? Currently long is the hardest because you get 3 fp waves. There could be one that spawns harder enemies more and earlier.
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Old 11-23-2010, 02:47 AM
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Making FPs spawn earlier on Suicidal and Hell on Earth would be interesting. Maybe wave 6 for suicidal and 5 for HoE.
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Old 11-23-2010, 05:33 AM
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Quote:
Originally Posted by SuperMultiKiller View Post
Currently long is the hardest because you get 3 fp waves.
4 waves. Around 15-20 pounds the whole game.
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Old 11-23-2010, 06:21 AM
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Quote:
Originally Posted by outofrealman View Post
4 waves. Around 15-20 pounds the whole game.
Yes, you are correct. Nevertheless the point remains the same.
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Old 11-23-2010, 10:20 AM
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Is there going to be a fix for duel hand cannons bug? sometimes when i find one then go to trader and buy another i have to reload them so it says 16ammo instead of 8ammo and if i just buy them both sometimes it just shows 8 and have to reload...no other guns have to be reloaded when bought :S why is this?
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Old 11-23-2010, 04:10 PM
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That's not really a huge bug, is it...?

On the other hand, picking up a second 9mm or HC off the ground can really mess with your ammo count. At first I thought if you reloaded and then dropped it again, you'd lose half of your total ammo with the second pistol. But I'm really not sure now.

And while we're on pistols, is there any reason for buying a Pump Shotgun also giving you 120 9mm bullets? :S
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Old 11-23-2010, 05:16 PM
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Quote:
- Fixed the Fleshpound's Rage being based off unperked damage(and any other damage modifiers that were previously being applied AFTER the 2 second damage check)
Hah, I was just looking at the code today while working on the Brute wondering why you were storing the damage before it was adjusted.
  #11  
Old 11-23-2010, 06:02 PM
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Quote:
Originally Posted by [TW]Xienen View Post
So, only a small update coming today before we go AFK for Turkey Day:

- Fixed the SS not doing any damage with non-perked weapons
- Fixed the Fleshpound's Rage being based off unperked damage(and any other damage modifiers that were previously being applied AFTER the 2 second damage check)

These 2 things will make a big difference in people's votes, so we'll do new polls this weekend or next Monday to get everyone's final opinions on Wave 6.

The FP rage fix we talked about in the previous SS thread definitely makes a big difference in game now. LAR and M14 are not vastly superior options anymore as LAR (504 damage) auto rages and M14 (352 damage) comes very close to the rage threshold with just 1 head shot. Since LAR and M14 need more shots to bring the FP down, this definitely swings the balance back over to the xbow, currently needing only 4 head shots. Unperked LAR head shots can still dish some hurt to an FP though, dealing 210 damage per head shot.

The fix also makes axe alt fire (343 per head shot) the attack of choice for zerker vs. FP as it also comes close to crossing the damage threshold with 1 blow. It also forces M32 users to aim for the upper chest or head to maximize damage as 1 grenade will auto rage the FP as well regardless of where you hit.

Last edited by scary ghost; 11-23-2010 at 07:15 PM.
  #12  
Old 11-27-2010, 04:54 PM
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Strange idea come to mind. This is for Hard difficulty.

What about an idea, that in Hard, there is still stunlock for Katana.

But, it deals no damage. So its only a defence for Scrake.

Kitelock video, not mine, can i lay it here?

YouTube - Killing Floor - Katana Kite Lock

So you can example do kitelock, but it deals no damage to Scrake, others must deal damage to Scrake.

Is it possebly, or is it worth of of trying?

Thoughts?

EDIT: "WT* is that ranger is suggestin again.."

So. This if for non Berserk suggestion. Berserk deals damage of course as normal. Non berserk with katana against Scrake is pretty much suicidal run when beta is out - well it should be like that. But i was lookin some different kind of defence, you have defence, hard to achieve still.
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Last edited by Old Ranger; 11-27-2010 at 10:07 PM.
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Old 11-27-2010, 05:18 PM
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Eh I don't really see what the point of that would be.
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Old 11-27-2010, 05:38 PM
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Quote:
Originally Posted by Deafmute View Post
Eh I don't really see what the point of that would be.
Its there for defence only. For other perks than Berserk. Berserk naturally deals damage.

Stunlock is gone, major thing that made Scrake unfeareable puppy is gone (major thing with xbow).

Katana is there for "shield", not gonna work in most middle wave situations. This is good for example Demo, last change when he cant use weapons, exept Katana defence.. Not gonna work in solo also.

Or this is for low ammo situations.

In multiplayer game. Perhaps only kitelock could be in there, its harder to make happen.

When Katana is used against Scrake by other perk than Berserk, you surely will call Help. In that point you cant to anything but defence, crawlers etc in your back. If you hit for example crawlers, Scrake deals damage immediately.

This idea came to mind when i was playing 6 men Hard Difficulty game, i had Katana as Demo. There is stunlock in 1015. I took damage from crawlers when Scrake was stunlocked and nobody took em. Finally Scrake died because of Katana damage. If it havent died, situation was bad and more damage was about to happen. Team help would be appreciated.

Maybe hard add this in game, but it came to mind. Ignore if needed. Had to say this, it would be kind of fun. Scrake thing. Different.
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Last edited by Old Ranger; 11-27-2010 at 10:22 PM.
  #15  
Old 11-27-2010, 10:56 PM
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Quote:
Originally Posted by Wannas View Post
is there any reason for buying a Pump Shotgun also giving you 120 9mm bullets? :S
Noticed this recently as well. In 1015 you can start a game as support, then buy a pump-action after the first wave, which fills your 9mm ammo up for some reason.
  #16  
Old 11-27-2010, 11:06 PM
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Quote:
Originally Posted by Lewt View Post
Noticed this recently as well. In 1015 you can start a game as support, then buy a pump-action after the first wave, which fills your 9mm ammo up for some reason.
When I played about 9 or 10 months ago, support used to spawn with full 9mm ammo. This was a regular thing, but was never mentioned in the perk. I noticed lately when I entered the trader to buy guns, my 9mm ammo went from 7 mags to full. It is actually kind of nice, as I use my 9mm a lot as support, even on higher difficulties. I fire fast bursts of 3-4 rounds fairly accurately, I can kill 3-4 clots per mag(on HoE), and it saves me money on shotgun ammo. I also waste single or a couple weak enemies with the pistol.

I think it would be cool and fitting as a part of the higher level of this perk to spawn with full 9mm ammo.
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Last edited by Rainydaykid; 11-28-2010 at 09:35 AM.
  #17  
Old 11-28-2010, 10:37 PM
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This is late mentioning, but if the AA12's reload was 1.5x or 2x longer, I wouldn't mind. I've been playing the support a lot lately, and the aa12 is an absolute beast at fixing mistakes. Making the reload a bit longer to help prevent the AA12 from being repeatedly used rapidly would help balance it.

Also "Hell on Earth" sounds a bit "doomish."
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Old 11-29-2010, 01:12 PM
҈Oc†ө ҈Oc†ө is offline
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I dissagree, AA12's reload animation is long enought to kill you!

I mostly play Support, and i discard the AA12 many times due to it's slow reload + not possible to cancel reload animation + less damage per shot than the pump shotgun. Yes it CAN inflinge more DPS but depends if the gun is fully loaded or not. If not, and you have lets say 5 shots left to reload, and a FP + some zeds spawn near you, you have to take a lot of care of what you do if you don't wanna get owned while reloading.

Please no more nerfs and even less to the well balanced perks like Support.

If i'd have to change something to the Support that would be making the HS spawn with at least 30-36 bullets (15-18 alt fire shoots), and let him (and all perks) cancel the reload animation or dissable autoreload.
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Old 11-29-2010, 01:17 PM
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Quote:
Originally Posted by nutterbutter View Post
This is late mentioning, but if the AA12's reload was 1.5x or 2x longer, I wouldn't mind. I've been playing the support a lot lately, and the aa12 is an absolute beast at fixing mistakes. Making the reload a bit longer to help prevent the AA12 from being repeatedly used rapidly would help balance it.
I don't think this is really needed, as the reload is dangerously long already. The AA12 is rather expensive and the ammo isn't enough to "being repeatdly used rapidly", especially on higher difficulties. The balancing is ok on this one, in my opinion.
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Old 11-29-2010, 02:23 PM
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Quote:
Originally Posted by ҈Oc†ө View Post
If not, and you have lets say 5 shots left to reload, and a FP + some zeds spawn near you, you have to take a lot of care of what you do if you don't wanna get owned while reloading.
Reload while the FP is walking. Kill the zeds without shooting the FP if possible. If you can't do that, kill the zeds while the penetration will hit the FP. When the FP starts to rage, reload immediately. The concentrate the firepower on the FP.

The reload of the AA12 isn't that long. I'm reloading the AA12 constantly. Anytime there is a slight pause in the action, the weapon should be reloaded. Even after a single shot.
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