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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:

We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.

For more information about our privacy practices, please review the new Privacy Policy found here:
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Forum Rules

  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

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    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.[/COLOR]
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Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
[COLOR=darkred]Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.

Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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KF 1043 Tactical Response Update

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  • KF 1043 Tactical Response Update

    This changelog builds from the previous opt-in beta changelogs which can be found linked below:

    New Perk
    • SWAT
      • Flashbang Grenade
      • Tactical Knife
      • MP7 SMG
      • MP5RAS SMG
      • P90 SMG
      • Kriss Vector SMG

    New Map
    • Infernal Realm

    Balance Changes:

    • MP7 SMG
    • Damage reduced to 16 (was 20)
    • Mag size decreased to 30 (was 40)
    • Ammo cost per mag reduced to 16 (was 26)
    • MP5RAS SMG
    • Damage increased to 25 (was 22)
    • Mag size increased to 40 (was 30)
    • Ammo cost increased to 33 (was 22)
    • Total ammo reduced to 360 (was 390)

    Swat Perk changes
    • Removed Dosh assist bonus. This is not needed anymore due to the passive damage bonus now working.
    • Close Combat Training skill - Changed damage increase to 110% to match Commando’s Fallback skill.

    • Double-barrel Boomstick
    • Reload speed increased to 0.8 (was 2.0)
    • Elite reload speed increased to 0.57 (was 1.4)

    Support Perk changes
    • Passive ammo skill now gives 25% more ammo (was 50%)

    • Winchester 1894
    • Damage reduced to 80 (was 105)
    • Base fire rate increased 0.45 (was 0.75)
    • Refined iron sight shoot animations to have less movement.
    • Reload speed increased 20% for both regular and elite reloads
    • Ammo size increase to 12 (was 10)
    • Total ammo increased to 96 (was 70)
    • Ammo cost per mag increased to 32 (was 30)
    • Gun Hit Power reduced to 80 (was 100)
    • Stun Power reduced to 20 (was 25)
    • Crossbow
    • Reload speed increased to 1.1 (was 1.4)
    • Elite reload speed increased to 0.54 (was 0.65)
    • M14 EBR
    • Damage increased to 90 (was 75)
    • Rate of fire reduced to 0.22 (was 0.2)
    • Stun power increased to 15 (was 8)
    • Gun Hit power increased to 80 (was 50)
    • Max ammo count reduced to 140 (was 180)
    • Ammo cost per mag increased to 60 (was 40)
    • Railgun
    • Reload speed increased by 15%

    • Dual 1858 Remington Revolvers
    • Reload speed increased to 2.8 (was 3.6)
    • Elite reload speed increased to 1.86 (was 3.1)

    Gunslinger Perk changes
    • Quickdraw skill now has 50% reduction in hip recoil. (was Zero Recoil before)

    • Pulverizer
    • Knockdown power added to hard, light, and explosive attacks.

    • Siren
      • More vulnerable to damage from following weapon types
      • Sub Machine Gun increased to 1.0 (was 0.75)
      • Assault Rifle increased to 1.0 (was 0.75)
      • Handgun increased to 1.0 (was 0.7)
      • Rifle increased to 1.0 (was 0.75)
      • Slashing increased to 1.0 (was 0.75)
      • Blunt increased to 1.0 (was 0.85)
      • Explosive increased to 0.85 (was 0.6)
      • Max Scream Range decreased to 900 (was 920)
      • Scream Damage Frequency decreased to 0.5 (was 1.0) how often scream damage happens
      • Scream Damage decreased to 15 (was 18)
      • Scream Animation speed increased by 60%.
      • Scream Protective Shield time increased to 2.2 seconds (was 1 second)

    The goal is to make the siren more of a glass cannon so she's go down quicker
    now and scream a little less often but the damage from the scream is higher.
    • Bloat
      • In suicidal, if bloat explodes 3 bloat mines spawn (was 2).
    • Hans
      • Evade speed reduced 15%
      • Frenzy attack damage reduced 30%
    • Special Crawler
      • Special crawlers will now not explode upon death if a player manages to blow their head off first

    Bug Fixes:
    • Fixed a server side issue where when a Field Medic player joined a server it would result in all players being disconnected.
    • Fixed issue where voice comms radial menu would get stuck on the Boss intro.
    • Fixed Issue where boss intro lacked any depth of field effect.
    • Fixed bug where Boss name plate UI would occasionally show up during Defeat screen.
    • Fixed issue where party leader would get sent to a different server than the rest of party members during matchmaking.
    • Fixed Issue where Weapon Quick Select toggle would be reset upon map travel.
    • Fixed Commando and SWAT skill percentages for skills that grant damage bonus with 9mm and knife to listed description values of 110%
    • Demolitionist - Fragmentation Rounds skill now correctly adjust damage values to 70% of base damage.
    • Fixed Hide Boss Health bar setting from not being able to be changed in the middle of a boss wave.
    • Fixed death messages to change depending on the Zed that killed you (i.e. not all messages state “Eaten Alive”).
    • Fixed issue if you changed perks in the trader menu after that game was over you would revert back to the perk prior to your change.
    • Fixed issue where trader would not display the right amount of ammo for the M16 M203 Grenade rounds during initial purchase.
    • Fixed issue where characters would revert their customization to default after restarting the game.
    • Firebug Napalm skill - Changed how this skill works to make it more useful in game so that Zeds will more consistently catch fire while bumping into each other.
    • Fixed missing configure controller UI label within perk menu.
    • Fixed issue where last player slot in party was not selectable on browse server menu for party invites,
    • Fixed issue where players using controllers were able to highlight multiple perks within the lobby menu
    • Fixed issue where accepting an invite when the game is not running would not put you into the squad menu in game.
    • Adjusted Versus Crawler’s normal jump attack to be far less difficult to use in game.
    • Fixed issue in Versus where Slasher could evade in mid-air allowing them to dramatically increase their jump range.
    • Fixed issue where headshot count on the results screen was not consistent with the weapon wise breakup.
    • Fixed issue where players could not melee while running with an empty equipped weapon.
    • Fixed issue with the Boss Defeat camera not being properly adjusted and moved.
    • Improved error logging when the server shuts down because a map in the map vote menu is not within the server admin’s local files or is improperly set up within their PCServer-KFGame.ini config files.
    • Improved Matchmaking Menu UI so that elements would not overlap with each other.
    • Fixed issue where player could navigate menus with the Connection Lost Pop Up message still displayed.
    • Fixed incorrect perk icon display issues within the Versus lobby menu.
    • Fixed issue where Fleshpound rage grinder sound effect would get caught in a continuous loop.

    Pretty, what do we blow up first? - Myn Donos

  • #2
    I like it so far, gotta play first for more impressions. One thing though: You couldn't decide what kind of M4/M16 M203 mashup you are going to introduce. As fan of the M4/M16 series it feels kinda akward. A M16 with the old style A2 M203 Heatshield but flattop receiver and fullauto mode only? Why not a classic M16A2 with fix carry handle and burst mode only?
    Or remove the heatshield and go for a full style M16A3 with M203. This would be fine with fullauto...


    • #3
      Great work on all those fixes and changes, Looks good so far, some early feedback:

      -Zed time skill Ranger not working with LAR and EBR
      -rack em up going down by time is not great for sharpshooter, even impossible to use with railgun.
      -those LAR changes are a bit odd, better reload but more bullets makes the cycle about the same.
      -Firebug not getting any dot if choosing shrapnel and ground fire.
      -Support has weight problems when changing skills mid game or leveling up.
      -acidic rounds work only on some zeds, intentional? very very low dmg
      -Zedative doesn't poison.


      • #4
        These seem like generally steps in the right direction, namely buffing the MP5 and nerfing the MP7, they do feel like a tier 1 and 2 now.
        I'd like to see them further differentiated by weight, though, with MP7 lightened to 3, maybe at the cost of even more base mag capacity loss, down to 25 or 20.

        Homer, I think the unusual configuration for the rifle with the m203 is fine, even preferable. It's plausible enough for horzine to have 3d printer files for whatever they preferred or had on hand to scan, instead of limiting themselves to what is or was standardized by other organizations. I certainly would not suggest TWI going back changing it, just for the sake of making it look more generic. If there were any changes to it for "realism's" sake, just changing the name to be less specific would be my suggestion; AR+M203.
        Also, with the bad way KF2 handles burst mode, firing it all regardless of letting off the trigger, makes me very thankful that they don't use burst mode for anything that can't be redeemed by switching it to a mode that's properly done and satisfying to use.
        The paper-thin rear aperture sight with no protector wings looks really flimsy, but for gameplay purposes, that sight picture is excellent, so I'm glad they made it as they did.
        To make it cross-perk so that commando gets full passive/skill benefits for its rifle and demo gets full passive/skill benefits for its launcher, would be great.

        Originally posted by random View Post
        -rack em up going down by time is not great for sharpshooter, even impossible to use with railgun
        It is over-limited in use with the railgun, but not impossible. It barely reloads fast enough now, and even when it didn't, it was possible to up the score with a lar and then switch, for a bonused railgun shot.
        Last edited by Azukki; 08-27-2016, 12:56 AM.


        • #5
          Tbh I like most of the zed changes, good job guys


          • #6
            There are some bug... The server browser doesn't work well, it can't find with certainly option. And when a VS survival match ends it doesn't show the maplist for the next match, so you have to disconnect.


            • #7
              I noticed that with SS, headshots with crossbow or rail gun not always stun scrakes even with ballistic shock.
              Support Keybind + Auto Run
              Berserker Auto Fire


              • #8
                "It is over-limited in use with the railgun, but not impossible. It barely reloads fast enough now, and even when it didn't, it was possible to up the score with a lar and then switch, for a bonused railgun shot."

                true, but that's not exactly the main point, it kind of suits the gunslinger but on the SS is out of character to put it some way, playing "sniper" feels more rewarding when taking your due time and choose your targets skillfully, on the other hand rack em rarely changes the number of shots on heavy hitting weapons. other way to look at it would be that some skills are very sided to some weapons only, rack em with EBR is quite nice, however being consious of the falling counter still feels somewhat wrong. just my point of view. more details here if you are interested in SS discussion:


                anyway the main point of that post was more of a bug report on skills.


                • #9
                  Hey guys look here these 2 videos.
                  Do you think it is normal chances of discovery.
                  Notes Mint?
                  This key 5 out of 5
                  And on the second video Medical USB not open at all.
                  You test the game before release?
                  And you take the money for the keys.


                  • #10
                    And 3 video open case #9
                    Not work.


                    • #11
                      Anyone else who was using the Steam preview build also have [preview] tag next to "Killing Floor 2" in their steam library list, after the live update?
                      'Aim-bot' whats that, some kind of perk skill? | LOL map exploits!! ^^ | "Wayne Rooneys smarter than you!!" :p


                      • #12
                        [QUOTE=dvoinoy;n2268153]And 3 video open case #9

                        Please try this:

                        As far as we can tell its an issue with the Steam backend and we are working with Valve on it.

                        Pretty, what do we blow up first? - Myn Donos


                        • #13
                          Originally posted by 2Clicks View Post
                          Anyone else who was using the Steam preview build also have [preview] tag next to "Killing Floor 2" in their steam library list, after the live update?
                          This is a steam client bug. It won't impact your ability to launch/play the game.
                          Pretty, what do we blow up first? - Myn Donos


                          • #14
                            Yeah I've had that on each build, it disappears in time.

                            Haven't tried this yet but will later!
                            Nothing like a good smoke.


                            • #15
                              The reload speed on the 1858's and the siren changes are huge improvements. They're both pretty deadly now.