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KF 1043 Tactical Response Update

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    http://www.killingfloor2.com/tacticalresponse/

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

    http://steamcommunity.com/games/232090/announcements/detail/959651367470775840

    http://steamcommunity.com/games/232090/announcements/detail/959650850589585472

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



    New Map
    • Infernal Realm



    Balance Changes:

    SWAT
    • 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.


    Support
    • 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%)


    Sharpshooter
    • 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%



    Gunslinger
    • 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)



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




    Zeds
    • 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.
     
    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...
     
    Upvote 0
    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.
     
    Upvote 0
    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.

    random;n2268080 said:
    -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.
     
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    "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:

    http://forums.tripwireinteractive.c...a-sharpshooter-feedback-stats-ongoing-testing

    anyway the main point of that post was more of a bug report on skills.
     
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    Upvote 0
    Yoshiro;n2268163 said:
    This is a steam client bug. It won't impact your ability to launch/play the game.

    I know. I was just letting you know.

    Also - I now have two times SWAT update bonus items (armor, elite pistols etc.) When we cant convert, trade or sell them - seems a waste! :)

    EDIT: Actually this has gone up again... .so it seems to be adding 1x new elite pistol/armor etc every so often.
     
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    random;n2268199 said:
    mixed feelings about that, better reload but more bullets contradict themselves on a single action/reload type weapon.
    The more bullets per mag doesn't offset what's effectively a 50% damage nerf against the majority of targets you'd use the weapon at, and the higher rate of fire looks nothing short of absurd AND doesn't offset the nerf either. Neither does the reload speed.

    As of now, it just looks like someone on crack cocaine is handling the weapon, and moreover it's a complete peashooter, it's absolutely worthless! How could they mess it up THIS bad in SO many ways all at the same time? We've been over this with Resistancegate, trash zeds shouldn't be this hard to kill! :/ I'm just really disappointed they ruined it because it was balanced so nicely and was so much fun to use, and then they went out of their way to make it useless and look stupid at the same time :/ .
     
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