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Bullseye Update Preview Beta

R.I.P. KF2 - If this update goes live, with the new incap system....well no more gunslinger-kills, you cannot use the stumble as Commando; the rage-threshold of sc is like non-existent.....dunno what to do in the game or how to do anything in the game....hmmmm well i suppose I have to deinstall it to free some space on my harddrive?
The way to go on HoE is to just burst it and then hope for a stumble at the right moment....more rng pls to not control anything WTF :p

And this out of playing 5 min in the beta :p


EDIT: Zerk now adds nothing to the team anymore due to the parry changes on migitation. He still can EMP tough but tanking....nah....or engaging fp? you will suicide yourself with no ability to bash, knockdown or lock 'em with the pulverizer :p lolz just so ridiculous....


Only good thing....the performance is marvelous like back in 1027 which was then removed with the 1029 update. But hey, who cares with not being able to do ANYTHING?????!!!!!!

greets
 
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R.I.P. KF2 - If this update goes live, with the new incap system....well no more gunslinger-kills, you cannot use the stumble as Commando; the rage-threshold of sc is like non-existent.....dunno what to do in the game or how to do anything in the game....hmmmm well i suppose I have to deinstall it to free some space on my harddrive?
The way to go on HoE is to just burst it and then hope for a stumble at the right moment....more rng pls to not control anything WTF :p

And this out of playing 5 min in the beta :p


EDIT: Zerk now adds nothing to the team anymore due to the parry changes on migitation. He still can EMP tough but tanking....nah....or engaging fp? you will suicide yourself with no ability to bash, knockdown or lock 'em with the pulverizer :p lolz just so ridiculous....


Only good thing....the performance is marvelous like back in 1027 which was then removed with the 1029 update. But hey, who cares with not being able to do ANYTHING?????!!!!!!

greets

You need aspirin or something ?
 
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R.I.P. KF2 - If this update goes live, with the new incap system....well no more gunslinger-kills, you cannot use the stumble as Commando; the rage-threshold of sc is like non-existent.....dunno what to do in the game or how to do anything in the game....hmmmm well i suppose I have to deinstall it to free some space on my harddrive?
The way to go on HoE is to just burst it and then hope for a stumble at the right moment....more rng pls to not control anything WTF :p

And this out of playing 5 min in the beta :p


EDIT: Zerk now adds nothing to the team anymore due to the parry changes on migitation. He still can EMP tough but tanking....nah....or engaging fp? you will suicide yourself with no ability to bash, knockdown or lock 'em with the pulverizer :p lolz just so ridiculous....


Only good thing....the performance is marvelous like back in 1027 which was then removed with the 1029 update. But hey, who cares with not being able to do ANYTHING?????!!!!!!

greets

Bye, hope you had fun.
 
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Having fun with the beta, take all my data.

One thing thou, I've not seen it mentioned or written down in this thread but...Are weapon switching slower again? I constantly keep firing before the weapon change have occurred, my musclememory is either out of touch (Not likely since I played yesterday without this problem), or you lowered it? I would prefer if you didn't lower it.

Looking forward to the complete update.

P.S. Rae is gorgeous and for those complaining about her dresses. We got a former mechanic wearing leather-jacket with spikes, a guy with full battle-armour and a reverend in his ordinary clothes! And that's not even all. I think the dress fit perfectly into this post-outbreak situation, like she'd rather be comfortable then well equipped, really reflect her deranged personality.
 
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P.S. Rae is gorgeous and for those complaining about her dresses. We got a former mechanic wearing leather-jacket with spikes, a guy with full battle-armour and a reverend in his ordinary clothes! And that's not even all. I think the dress fit perfectly into this post-outbreak situation, like she'd rather be comfortable then well equipped, really reflect her deranged personality.
I'm ok with the way she looks for the most part, but her eyes and irises are a bit too big for her face and it makes her expression kinda goofy and cartoonish imho.
 
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Generally I'm liking the update. Few hitches like 9mm becoming all but useless, the resistances being quite the "block" on certain things too.

With Firebug (what did you expect pal!) I gotta say, it's a double edged sword. I like what you're trying to do with it but I'll try and set a scene:

Full team, Hard difficulty, 1 FB lv25 1 lv17 Medic and the rest were new sharpshooters. Went FB for the sake of keeping stuff off the sharpies, tried to avoid firing in their lanes and causing panic. Focusing on fuel usage (something I never do out of lack of focus) I still had to use an awful lot to trash clear. I was running out quite early!

As much as I'd like to work with the incap system and do the job of keeping zeds back, the current perk skills are suited for whatever his previous role was - sheer DPS I assume. Either way this has clearly changed and even when I move from things like Pyre and Heatwave I do not notice an improvement - Hell, I barely notice a difference. BBQ seemed to possibly cause more clots to die but otherwise, this perk will need a fitting skill tree before it becomes capable again I think.

Solo offline is certainly very difficult with this perk right now, and most infact, seeing as there are at least a few enemies out there who will just deny your damage no matter who you are.

Sharpie is top of the pile so far I see, and that's before any perk skills. Those weapons are able to take off heads where other perks (previously could) now cannot do at all without great expenditure of either time or ammo.

One more time, I like the ideas! I do! It even looks like to me like you're trying to make headshots in general less alpha-omega so that sharpie can specialise further into them. If that was the case I could get behind that. But in this strange place after launch but before release, the game is built for what is was previously and I think it's having trouble fitting its' different shape right now.

Given time I don't see that being a worry but for right now this make it difficult to play!

On the upside I have some ideas for that tutorial of yours I think could help - I'll make a thread on it shortly. I have to say lots of little touches make this update great though, things the game needed. Loading screen tips, the tutorial, communication with the player and guidance in general - this update covers a lot of that kind of stuff pretty well and I am very happy to see it.

Sorry for the massive post, but you asked for it with your massive update!
 
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I do LOVE the overall new feel of the game, I really do, but yeah there seems to be definitely something wrong with the incap system. Taking 40+ 9mm shots to head-pop a husk is just something that takes the term ridiculous to a whole new level. Zeds feel more like bullet sponges now as well.

Though, other than that, great job on it. Love the new scrake sounds as well
 
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I like the Sharpshooter a lot. He's fun to play, but I have to admit he's overpowered. He just trivializes scrakes and fleshpounds as soon as they spawn, and I don't even have any perk skills yet. What is the point of having so many separate damage perks if you already take only three railgun shots at level 0 to kill the most powerful enemy in the game? In fact, what is the point of the nitrogen grenade (which is in serious need of an AoE and timer buff) when you have an aimbot anyway?

The new resistances system...I have to say I hate it. I honestly want to see it gone completely, because there was absolutely no reason for it to change in the first place. It feels like a hamfisted way to force teamwork instead of having team synergy happen naturally through each perks' natural strengths and roles. Now it just feels like certain classes are worthless against certain enemy types, even within the trash mob category, and now you have to over-rely on your teammates. I do not like this. I hate when games go over the top trying to force communication and teamwork when it should just fall into place naturally.

I have a lot of other small praises and nitpicks, but there's really no reason to go into them in this thread. Overall, the update feels nice, but it needs adjustments.
 
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I've been trying to play solo, and I mean TRYING without succeeding (I can normally manage suicidal 75% of the time). It doesn't feel right at all that I can't deal with every type of enemy without mixed-perk loadouts. It doesn't feel right that stalkers take 2 hits from the double barrel to kill. The resistance system is more flawed than I ever expected, because of how much it modifies the damage of everything. I'm not prone to hyperbole, but this is a major issue.

Rae seems cool, though! Constructive criticism, though, her eyes are too big, and she can wear Anton's helmet in what seems like a bug.
 
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Nothing much has been said about the new parry damage mitigation. I'm just wondering why it was lowered so much. It raised the skill ceiling of zerker significantly, and I don't see how parrying will be all that effective now. Especially not for trying to intercept a raged scrake that is going after someone else. I think it should definitely be higher than the mitigation for blocking... it actually requires timing.

Now I'll have to avoid getting hit rather than just parrying... :(
 
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Nothing much has been said about the new parry damage mitigation. I'm just wondering why it was lowered so much. It raised the skill ceiling of zerker significantly, and I don't see how parrying will be all that effective now. Especially not for trying to intercept a raged scrake that is going after someone else. I think it should definitely be higher than the mitigation for blocking... it actually requires timing.

Now I'll have to avoid getting hit rather than just parrying... :(

keep the reduction as it is, but let zerker block all attacks plus unparryable attacks.
 
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100.gif


God damnit, this is what I was afraid of...
 
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Can the Boss health bars be toggled? Part of the charm/suspense of KF's bosses is not knowing how long we have left til they die. Colour coding (start off as green/die at bright red) worked really well IMO. Also, it kind of makes the Commando's skill of showing energy bars slightly redundant. That or perhaps only show the energy bar on normal, disable it for hard and above.

This bothers me as well. I don't really care about it being a toggle or not. If I play commando I'm not gonna bother calling out health anymore anyways.
 
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keep the reduction as it is, but let zerker block all attacks plus unparryable attacks.

As far as I am informed I think you can block every attack on every ZED, if it is a melee attack (not like Husk's flamethrower or the like). The only "bonus" you get by parrying over blocking with the new update is a stumble on parryable attacks. Glowing attacks or and other can still be parried, at least now you get a parry animation but no stumble. So if a SC for instance goes into enrage and does a glowing spin you just gotta run which you can only do with the movement-speed skill (on HoE ofc) efficiently or block the whole attack, because it is 40% migitation for both parrying and blocking now. I did no further testing but I have a slight sense of foreboding that blocking the spin without avoiding the attack will kinda get you killed if not full HP and armor even with the +50% HP skill.
About the Hans parry-lock...well it maybe needs 2 Medics now in order to keep your health and armor up. Tough with the chance to finish it off now and with the new damage values maybe it is not as bad as suspected.


greets
 
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As far as I am informed I think you can block every attack on every ZED, if it is a melee attack (not like Husk's flamethrower or the like). The only "bonus" you get by parrying over blocking with the new update is a stumble on parryable attacks. Glowing attacks or and other can still be parried, at least now you get a parry animation but no stumble. So if a SC for instance goes into enrage and does a glowing spin you just gotta run which you can only do with the movement-speed skill (on HoE ofc) efficiently or block the whole attack, because it is 40% migitation for both parrying and blocking now. I did no further testing but I have a slight sense of foreboding that blocking the spin without avoiding the attack will kinda get you killed if not full HP and armor even with the +50% HP skill.
About the Hans parry-lock...well it maybe needs 2 Medics now in order to keep your health and armor up. Tough with the chance to finish it off now and with the new damage values maybe it is not as bad as suspected.


greets

ye i know that but if you try to parry an unparryable attack, you automaticly lower your arms thus removing the block for the next attack and you have to press mmb again. and now the damage migation. people never used the parry anyway, now you have to spam rven more lmb. this game gets too easy and casual ( consoles friendly) with the auto aim railgun 3 shotting fp, new melee stumble ( they cant attack back, its fun but broke) etc.
 
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