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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: http://tripwireinteractive.com/policies/privacy-notice
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Forum Rules

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

Global Rules
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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
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.

Examples:
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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Killing Floor 2 Second Twisted Christmas Beta Is Here

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  • Killing Floor 2 Second Twisted Christmas Beta Is Here




    Event
    • Twisted Christmas : Season’s Beatings
    • Beta 2 Start 11 / 27 / 2018, Beta 2 End on Final Release


    Beta 2 for this update contains adjustments and bug fixes from the Beta 1 feedback! We appreciate your feedback and thank you very much for it. Stay tuned for a link to another survey to assess how you felt with the balance adjustments.

    General
    • Sound improvements to the Tommy Gun, Fire Axe, Battle Axe, and M32 Grenade Launcher.

    Balance
    Weapons
    • Berserker
      • Fire Axe
        • Heavy attacks now have a chance to stun
      • Battle Axe
        • Heavy attack speed reduced by 10%
    • SWAT
      • Tommy Gun ( cross perk with Commando )
        • Bullet spread increased by 195%
        • Recoil reduced by 13%
        • Upward recoil reduced by an additional 15%
        • Fire rate increased by 20% (600 RPM to 720 RPM)


    Designer Note - These adjustments were in response to provided community feedback via the BETA 1 survey. The Fire Axe lacked gameplay identity when compared to its other tier 2 weapon counterparts. As such, we added the chance to stun on heavy attacks, and head shots increase that chance substantially. This will be the first melee weapon that can stun.

    As for the Battle Axe, its heavy attack damage is substantially higher than all of our other melee weapons, and the speed of those heavy attacks felt a bit too fast for its damage output. We adjusted the speed down to counteract that immense damage.

    Lastly, the Tommy Gun’s recoil felt too high, and its fire rate felt too slow. We adjusted both values so that it is easier to control the gun and fire faster with it. We also increased its spread so that it is not effective long range. Community feedback mostly wanted this weapon to be effective close to medium range, so the spread adjustments should align it better to those ranges.

    Bug Fixes
    Top Community Issues
    • Fixed an issue where the player’s Pistol would disappear from the inventory when not having enough weight to pick up a second Pistol.
    • Fixed an issue where the M32 Grenade Launcher grenade ammo floated during one of the weapon check animations.
    • Fixed an issue where Perk passives that applied an increase to ammunition were not applying.
    • Fixed an issue where the Pulverizer was not using the intended values for its explosion damage and explosion radius.
    • Shopping Spree
      • Fixed an issue where crawlers were getting stuck at their spawns.
      • Fixed an issue where Zeds were unable to cross over a couch and enter the playspace.

    Gameplay
    • Fixed an issue where crashes would happen mid-game.
    • Fixed an issue where the M99 AMR had broken 3rd person reload animations.

    User Interface
    • Fixed an issue where the Weekly objective icons overlapped the text of the weekly description.

    Map(s)
    • Santa’s Workshop
      • Fixed an issue where the sleigh cart was unable to be welded during the 2nd and 3rd Escort missions.
      • Fixed an issue where untextured presents appeared near the sleigh cart.
      • Fixed an issue where lag spikes occurred during the 1st Escort objective.
      • Fixed an issue where code script text appeared whenever the sleigh cart exited a gate.
    • Shopping Spree
      • Fixed an issue where the splattermap was enabled on water meshes.

    Sound
    • Fixed an issue where when the player is defeated on an Endless game of Santa's Workshop, Santa's defeat voice lines are played instead of the Patriarch.
    • Fixed an issue where the Santa Trader VO lines for the 10 second reminder of trader time were too long.

    Art
    • Fixed an issue where the Main Menu cinematic would freeze after returning from a game session.
    • Fixed an issue where interrupting an Emote animation by equipping a cosmetic breaks all Emote animations.

    Localization
    • Fixed an issue where debug text displayed for the Battle Axe on the shared content window.
    • Fixed an issue where the Tommy Gun was missing a localized description in the Trader Menu.


    As always, we thank you for your continued support and feedback!
    Pretty, what do we blow up first? - Myn Donos

  • #2
    What is the justification for the Tommy Gun still being a Commando weapon? And yes, I'm aware it was in KF1.
    I'm that weird Medic on your team who goes after Husks with a scalpel.

    Comment


    • #3
      Very appreciated change for the fire axe. It feels like it’s got put in the place it belongs to, now.

      Also the m32 feels perfectly now, the sound changes fit it very well. Shock trooper is working, and the explosive shells are now the correct size for the reload animations. I couldn’t ask for more.

      Also thanks for fixing the lag spikes bug on the Christmas map, it is now enjoyable. I have yet to verify it’s working, but I am sure you guys fixed that up just right.

      Comment


      • #4
        First off, thank you for the Beta update!

        Now for some quick feedback on the Tommy Gun after some quick math and testing. The updated version of this weapon feels great, and it's scaling is amazing. The weapon power and fire rate make this a unique weapon for sure. There are just two issues I still have.

        At any given weight, this is the weakest option for both classes. Lowering the base weight by 1 would make it a competitive choice at all tiers.

        The max ammo pool needs to be increased by 100.

        Comment


        • #5
          Thank god for those crash fixes!

          Also:
          Are we getting the weapon upgrade rebalance this update at some point? I coulda swore they said christmas...
          I like me.

          Comment


          • #6
            I've noticed on the beta that I can't get completion for the seasonal objective that involves keeping the sleigh at full health at the end of every escort wave in santa's workshop. I've done it on groups and solo (on suicidal) and I've verified the sleigh is at full health every time, but I still never get completion. Has anyone else been unable to complete this one? It's the only thing keeping me from the battle axe.

            Comment


            • #7
              Originally posted by Vapid View Post
              What is the justification for the Tommy Gun still being a Commando weapon? And yes, I'm aware it was in KF1.
              Well, same question could be raised for any potential Commando+SWAT crossperk weapon. Does that mean we should not add any?
              Technically, it is impossible to come with a weapon that is both SMG (used by SWAT) and Assault rifle (used by Commando).

              Comment


              • #8
                Originally posted by Veny View Post

                Well, same question could be raised for any potential Commando+SWAT crossperk weapon. Does that mean we should not add any?
                Technically, it is impossible to come with a weapon that is both SMG (used by SWAT) and Assault rifle (used by Commando).
                That's why Carbines exist, and why it makes little sense that the AR-15 Varmint isn't crossperk yet.

                There's an AR-57, for example. Basically a shortened custom AR that feeds from P90 magazines from the top. For that M4 family feel and familiarity while giving a much longer barrel to P90 capacity.

                Still, those Tommy changes light me up. I still wish its damage was bumped up a bit, but that doesn't matter as much now. From the sound of it, the real core issues were fixed. Especially that gunfire sound. They called it the Chicago Typewriter, but it wasn't supposed to LITERALLY sound like a typewriter.

                I gotta head to work for now, but as soon as I get home tonight, I'm firing the game up to give this a try. I'm curious to see how inaccurate this gun is now. A fair price to pay for being able to control it. Now if only we could say the same for Dual AF2011s....

                Comment


                • #9
                  It's going to be interesting to see how relevant the spread increase for Tommy is. The usual KF2 pattern of accurate guns limited by recoil is great to have as being standard, but for variety's sake, rare exceptions being a bit more spray-and-pray is good, and the Tommy providing that is a good fit, with that being the classic way it's depicted in other media.

                  Fixing the floating ammo in the weapon check animation of the M32 is good, but even better is that the reload animation has been improved. The grenade in the hand during the reload animation looked terribly sloppy before, (tiny, floating out of hand, overlapping, put too far in, teleporting to another chamber, last one got put into a full chamber) thank goodness that wasn't final.

                  Originally posted by Coffee009 View Post
                  Are we getting the weapon upgrade rebalance this update at some point? I coulda swore they said christmas...
                  I believe at PAX they said the upgrades were getting revamped in December, but I would guess that's been pushed back?

                  Originally posted by Veny View Post
                  Technically, it is impossible to come with a weapon that is both SMG (used by SWAT) and Assault rifle (used by Commando).
                  There's no both, but there are cases of a gun being in neither category, while between them, which would be perfect for SWAT/Comm crossperk. Namely, M2 carbine.
                  Last edited by Azukki; 11-27-2018, 09:41 PM.

                  Comment


                  • #10
                    Originally posted by Coffee009 View Post
                    Thank god for those crash fixes!

                    Also:
                    Are we getting the weapon upgrade rebalance this update at some point? I coulda swore they said christmas...
                    Yeah this was definitely the target date for that. My guess is either that they are holding it back until the full release for whatever odd reason, or they are waiting until later next year. I do hope it's not the latter, because that would mean the Survivalist rework is getting pushed back even longer.

                    Comment


                    • #11
                      Not a whole lot to sink our greedy teeth into, but a very welcome update nonetheless! Glad for the numerous fixes and tweaks.

                      Now again, I would liiike it even better if the iron sight of the tommygun could be a little less blocky. But that's nitpicking at that point

                      Comment


                      • #12
                        Originally posted by imnrk View Post
                        because that would mean the Survivalist rework is getting pushed back even longer.
                        That is music to my ears. I don't know why, but I really have a bad feeling what may become of that perk...even with all the feedback on this board to work with.

                        Comment


                        • #13
                          Originally posted by infntnub View Post

                          That is music to my ears. I don't know why, but I really have a bad feeling what may become of that perk...even with all the feedback on this board to work with.
                          Anything is better than the current perk!

                          Comment


                          • #14
                            Originally posted by imnrk View Post

                            Anything is better than the current perk!
                            Amen to that. There's really not much room for a downgrade concerning the survivalist.

                            Comment


                            • #15
                              Nice changes. I like 'em!

                              Nitpicking slightly about the M32, it's grenades seem to not act like the M79s grenades in regards to returning down to earth when firing up in the air.

                              Do you want to M32 a Fleshpound?

                              Comment

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