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Killing Floor 2 Second Twisted Christmas Beta Is Here

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
    14,522
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    twistedxmaslogo.png



    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!
     
    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.
     
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    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.
     
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    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.
     
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    Vapid;n2327219 said:
    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).
     
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    Veny;n2327234 said:
    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....
     
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    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.

    Coffee009;n2327227 said:
    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?

    Veny;n2327234 said:
    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.
     
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    Coffee009;n2327227 said:
    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.
     
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    shouryuu;n2327226 said:
    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 MP7 dose not do more damage at the same weight than the tommy gun, but the MP7 is underpowered for the cost and weight.
    But ya even the p90 with the same mag size, less recoil, cheaper ammo, more reserve ammo, and a red dot sight dose more damage if they are both at the same weight.

    The SA80 L85A2 has the same problem most everything out classes it and its not worth using it and not have a tier 5 scar.
    and if you leave the Bullpup at tier 4, a tier 5 AK would out class it in every way.
     
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    Coffee009;n2327227 said:
    Are we getting the weapon upgrade rebalance this update at some point? I coulda swore they said christmas...
    Tripwire didn't change anything externally. Internally, however, they made quite a few changes to how the weapon upgrade system works, adding in a lot of new upgrade types to potentially be added. I made a list of the changes in simplecat's Weapon change log thread here. So, not this update, but it's coming.
     
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