Announcement

Collapse
1 of 2 < >

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
2 of 2 < >

Forum Rules

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

Global Rules
  • Forum moderators may or may not be Tripwire Interactive staff members, but either way, please respect them, as they are the authority of the forums. Speaking to them with intentional spite will not be tolerated and may result in the loss of your forum privileges.
  • Any decisions made by any member of staff or moderator are final and not subject to discussion. Doing so may result in a ban from the site. The owners of Tripwire Interactive Forums reserve the right to remove, edit, move or close any thread for any reason, as well as to remove access to the forums for any individuals with or without warning for breaches of the rules.
  • If you have a complaint regarding another user, PM the appropriate moderators, or if you have an administrative issue, [RO]schneidzekk.

General Behaviour
  • Use the search function before posting. Chances are your question has already been answered.
  • Use a title that describes the content of your post. Don't use all caps or special characters to draw attention either in the title or the body of the post.
  • Up to 10 emoticons are allowed in a post
  • Political discussions are prohibited.
  • Flaming - We do not tolerate abusive, malicious, personal attacks. You will be banned if you persist in this behavior.
  • Trolls - Anyone deliberately antagonizing other forum users by posting 'flame bait' type messages is not welcome. You will be banned (possibly without warning depending on the severity of the issue) if you persist in this behavior.
  • Personal insults (directed at anyone) will result in a ban. If the behavior is not corrected, it will be made more permanent.
  • Constructive criticism is welcome. However keep in mind we (and other forums goers) may not agree with you. If you can't keep the conversation civil, you will be removed from the forums.
  • The use of hyperbole, one liners, and images as part of a forum debate is likely to get you infracted. You have many ways to participate and be a constructive part of this community, even when you disagree.
  • To make the highlighted bits above 100% clear to everyone, the following WILL NOT BE TOLERATED:
    1. Personal attacks, insults, antagonism of any forum-goers, moderators or Tripwire Interactive staff.
    2. Name Shaming and Public "Witch Hunts" are also not allowed.
    3. Breaches of confidentiality and privacy of any sort.
    4. Any form of racism, bigotry or attacks on race, creed or color.
    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.

  • There has been too much in the way of abhorrent personal behaviors in the past. These will cease. It doesn't matter who started it or who reacted to it - it will all result in moderator action. If you have to indulge your hatreds, for whatever reason, go do it elsewhere - and do not try and drag our forum-goers over to enjoy your hatreds.
  • We understand that people have strong feelings about our games, what we do for a living and how we respond (or don't) to comments on the forums. We all aren't going to agree about everything. So, BE CIVIL in your disagreements!

DO NOTs
  • DO NOT Transmit any message, information, data, text, software or graphic files, or other materials ("Content") that is unlawful (including illegal drug usage), harmful, threatening, abusive, harassing, defamatory, vulgar, obscene, libelous, hateful or racially, ethnically, sexually or otherwise objectionable. This includes publicizing private information, such as individual's real names, IP addresses and anything else that might be used to identify them to the freakier members of the internet. This also means you may NOT publically share private communications (PM, email or anything else) without the original poster's permission.
  • DO NOT Post or transmit any Content that contains a virus, Trojan horse or other mischievous Content.
  • DO NOT Post or transmit any unsolicited advertising, promotional materials, "junk mail", "spam", "chain letters", "pyramid schemes" or any other form of solicitation.
  • DO NOT link to posts on any other forums, or any other form of media, that breaches our rules. It will be treated just the same as if you had posted it here.
  • DO NOT Double Post, cross Post, "necro post" or restart closed threads.
  • DO NOT Intentionally or unintentionally violate any applicable local, state, national or international law, rule or regulation.
  • DO NOT Upload or transmit any Content that infringes any patent, trademark, trade secret, copyright or other proprietary rights ("Rights") of any party.
  • DO NOT post cheats or exploits; THIS INCLUDES ALL/ANY REFERENCES TO HACKING, PIRATED SOFTWARE etc.
  • DO NOT complain about being banned from a server and DO NOT complain about other players on servers - that is between you and the admin, no need to get the community involved.

Username, Avatar and Signature Rules
  • Multiple registrations result in a ban.
  • No offensive user names
  • Avatars:
    Avatars are disabled.
  • All signatures should not exceed the following size limits, you can have both text and images
  • - For text signatures: 4 lines normal size, 8 lines small size and up to 100 chars per line. Font sizes above 2 are not allowed. (Blank lines count as lines.)
  • - For images in signatures: 1 image up to 400 pixels wide, 150 pixels tall and 100kb in size plus 2 lines normal size text and up to 100 chars per line
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.
See more
See less

Thoughts on new content in Beta 1069 (Halloween Update)

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Thoughts on new content in Beta 1069 (Halloween Update)

    Visually, most of Halloween skins look great. The only gameplay related issue I have is the DAR's little nub, left when you bust their head but don't actually fully destroy it, is like non-existant.

    As for balance on the new guns:
    • HMTech-501: A bigger supply of medic grenades is very strong. I haven't used it myself, but on paper the magazine/ammo capacity and damage looks about right. As commando you'd have a gun that does slightly less than an SCAR unupgraded but it can fire medic grenades and could have up to 75 magazine capacity.
    • MKB42: It's got a few things higher and lower compared to the AK, which I think make it just as good in different ways (5/4 damage, 9/10 max ammo, 5/6 fire rate) and it has Single Fire instead of burst as the Alt. In my opinion burst is kinda bad in KF2 so I always prefer single-fire + full auto on assault rifles so this gun gets an OK for me.
    • FNFal: It seems like an all around worse version of it's alternatives for both classes it's available for. The ammo pool is just over half that of the SCAR, yet the damage is like 20% higher. An upgraded SCAR, just for the ammo pool, has more than enough damage to last an entire wave with only that, even on higher difficulties like Suicidal and HoE, so for commando, it'd need to be stronger to compare.

      Now for Sharpshooter, it's no contest. The M14 is simply better. It is essentially a weaker (70 damage compared to 80) version of the M14, with the only advantage being the Full Auto option. This isn't really that good on SS though due to it only getting bonuses on headshots. In addition to this, the M14 can be upgraded twice for 30% bonus damage, where the FNFal caps out at +15% from 1 upgrade. Also the Fal is a T4, so it costs more, and upgrades cost more.

      Balancing for 2 perks is tricky, but it clearly feels like a T3 for the price of a T4. I think a good spot for both would be to increase it's damage to around 90 and increasing it's upgrade damage to 20%.

      This would give it damage more in line with other Tier 4s, potentially allowing a stationary scoped Sharpshooter to down a FP on HoE with 1 mag if every shot except 1 is a headshot.

      It'd also allow Commando to get 2 hit kills on bloats and 3 hit kills on Husks (SCAR kills bloat in 3 hits, Husk in 5 full upgrade with no damage perk skills), as well as kill a scrake with around 2/3 the ammo.

      These changes would make a good alternative option to its counterparts for both perks
    What are your thoughts on these new weapons and the new zed skins?
    I make long posts on the KF2 forums to burn time in my easy CS classes :D and I still get bored...

  • #2
    I'm in two minds about the HMTech501. On the one hand, more medinades is very useful, on the other being able to run out of them feels a bit sucky. I'd far prefer it if it had the medic recharge for the grenades, but it recharges very slowly to limit your grenade use.
    Maybe it costs 20% to fire a grenade, and regens 20% per minute or something *numbers will need balancing.

    So you can drop 3 grenades if you need to, but you better be prepared to wait for the regen.
    Favourite classes: Sharp/support/demo (not a stupid demo don't worry).
    I don't like medics.
    Mostly play on HoE thesedays.

    Comment


    • #3
      Originally posted by Althamus View Post
      I'm in two minds about the HMTech501. On the one hand, more medinades is very useful, on the other being able to run out of them feels a bit sucky. I'd far prefer it if it had the medic recharge for the grenades, but it recharges very slowly to limit your grenade use.
      Maybe it costs 20% to fire a grenade, and regens 20% per minute or something *numbers will need balancing.

      So you can drop 3 grenades if you need to, but you better be prepared to wait for the regen.
      The nade regen idea is pretty brilliant TBH.

      Comment


      • #4
        Nade regen would be immensely overpowered. It's endless ammo that kills enemies. If it didnt that'd be different.

        Comment


        • #5
          Originally posted by infntnub View Post

          The nade regen idea is pretty brilliant TBH.
          +1 totally agree

          Comment


          • #6
            Disagree with medic grenade regeneration, I think the extension over the previous maximum of 5 (thrown grenades) is already a game changing point, being that one is able to heal 6 people simultaneously in one go. One may argue that the regen rate will balance things out, but if you are using medic-grenades solely for offensive purposes, I argue that you are doing it wrong.

            Comment


            • #7
              Don't really like 501, honestly. Same reason as M16 - too much reloading on top of constant weapon swapping. Sometimes you just want to heal a slightly injured person with one single dart and you have to swap your weapon because it would a waste of grenade. I wish there was a version with regular darts. It also looks like a toy, all Medic weapons do, but this one especially.

              Mkb so far is my fav, i do love slow firing weapons with decent damage per bullet. FN FAL is cool too, although i think it needs more ammo like + 3-4 magazines and less damage in full auto mode (60-62 or something) while single fire should stay where it is. Also ACOG is just too close and looks kinda small, i like M14's version more.

              Not a big fan of locking bat behind the pay wall, while i might eventually pick Road Redemption on sale, i'd prefer it to be included into Digital Delux. At least it doesn't show up in trader pod with the red text on it when you play Solo saying that you lack something.

              Map looks cool, but the entire interior area is too tight and all these obstacles around the place... I vote it to be the most "get cornered and die hopeless" - friendly map of all time. And being unable to jump over stair railings is just sad

              Also, what's the deal with these mini version of grenades projectiles TWI added recently? They are in files but not it use, except for Medic's one. And this mysterious weapon definition file named Medic32. Seem to be a leftover, but who knows, imagine all-perk M32 that shoots miniature versions of you Perk's grenades.
              Killing Floor 2 stats (spreadsheet)
              http://docs.google.com/spreadsheets/d/1GDpg2mN1l_86U_RaDug0glFx8cZCuErwxZLiBKl9SyY

              Comment


              • #8
                You dont use it offensively, hardly ever. But when you use it on someone, they practically cannot be grabbed by clots. Use it in a smart place and you're going to heal your whole team AND poison alot of zeds. Having a limitless supply of that would be absolutely busted.
                Using it on choke points while your team is moving around the map is really good, being a buff focused medic with this would be ABSOLUTELY ABSURD.
                I promise you, it's just too powerful.
                If you really cant see why I just dont know what to tell you.

                Comment


                • #9
                  The new zed skins are absolutely wonderful. I'd go as far as to say that I'd wish for them to stay all year long. All of them are great, but my favourites are definitely VR cyst and Scrakenstein (with a slight fondness for the plant crawler...FEED ME SEYMOUR!)

                  As for the guns, I haven't tried the Mkb42 yet (I'm so close to getting it but work got the best of my previous few days ~~~~ ) , but I enjoy the other two, even if as you said, I believe they were designed more with the commando in mind... Both could use some extra mags though (only one or two, nothing incredible!)

                  The HM-Tech 501 is awesome with both perks but since the healing grenades are kept even while playing Commando, you don't have many reasons to pick the medic over the tremendous boosts the Commando is offering... Namely extra damage and a huge mag.

                  It's even worse with the FAL as you said. It kicks so damn much in full-auto that a Sharpie simply cannot use it otherwise than as a DMR...But then, you're better off using the M14 which is less expensive and slightly more powerful. But in the hands of the 'mando? That thing is a beast... It melts everything.

                  Comment


                  • #10
                    The recharge grenade idea is very cool. If it recharges slow like you said, I think it'd be balanced. Most waves don't last very long so if the average wave lasts say 5 minutes, you could make recharge such that you get 4 nades in that 5 minutes (so 75 seconds per 20%; although it wouldn't fill between waves so in a way this would be worse besides the fact that you save money).
                    I make long posts on the KF2 forums to burn time in my easy CS classes :D and I still get bored...

                    Comment


                    • #11
                      Originally posted by PurpleFanta View Post
                      Nade regen would be immensely overpowered. It's endless ammo that kills enemies. If it didnt that'd be different.
                      I think you're envisioning regenning nades constantly when you say 'immenseley overpowered".

                      When I read the suggestion I was thinking you may regen 1 (MAYBE 2 if it's a long, long wave for some reason).

                      Original suggestion said something about regenning 20% of a nade per minute.

                      Based on that a wave would need to last 10 minutes to regen 2 nades. I'm not sure about you, but most of my game's waves never reach that.. so yeah, not sure how that would be overpowered.
                      Last edited by infntnub; 09-13-2018, 08:32 AM.

                      Comment


                      • #12
                        Fire power of medic-grenades aside, I would much prefer buying a set amount of m-nades that I can ration out over a wave than having to worry whether I'll get enough over the wave-- Unless you are suggesting (which I think not) that one can buy and regen grenades at the same time, which frankly makes me roll my eyes at the thought.

                        Perhaps the extended mag ability (Combatant Doctor) under the Medic's right tree also increases the grenade pool (unless it already does)?

                        Comment


                        • #13
                          Originally posted by infntnub View Post

                          I think you're envisioning regenning nades constantly when you say 'immenseley overpowered".

                          When I read the suggestion I was thinking you may regen 1 (MAYBE 2 if it's a long, long wave for some reason).

                          Original suggestion said something about regenning 20% of a nade per minute.

                          Based on that a wave would need to last 10 minutes to regen 2 nades. I'm not sure about you, but most of my game's waves never reach that.. so yeah, not sure how that would be overpowered.
                          Your waves currently don't reach that because you aren't waiting for your grenades to regen. If the nades did regen you would start seeing people avoiding zeds just for the regen to take effect, and it's not very fun to wait for a wave to end minutes longer than it should because of that. Even if it wasn't that big of an actual problem it would still be a mechanic that promotes players extending game time at the expense of others because it's more efficient, like when medic could restore armor if players kept taking fall damage while someone else kept kiting the last zed. Players will optimize the fun out of games they play if you give them the chance.

                          And if it takes five minutes to restore a single nade what would the point of that even be? You can currently run around picking up ammo boxes and get much more ammo in the same time, if not drastically less. Hell you'll probably get more ammo in this fashion randomly stumbling over ammo boxes while trying to avoid and kill zeds. Even if it were somehow perfectly balanced, why put all the effort in of designing and creating such a mechanic when ammo boxes already exist and their effect is objectively better anyways?

                          Lastly and this is a bit of a subjective thing but I find the mechanic of finding ammo boxes more interesting and involved than waiting for a timer to finish. You have to debate whether re-positioning is safe enough to do, whether your need for ammo is greater than your teammates, and survive long enough to even find one. It adds skill and variety instead of taking it away.

                          Granted medic darts do operate on a recharge system but I think they are better suited to that than using ammo crates. They're not effective against zeds, I'm pretty sure their healing is weaker than nade healing, they can only heal one player at a time, and how often/how easily do you want your medic to be able to heal you? Them being unable to heal because someone took ammo they needed would open up possibilities for griefing and would generally suck if you're in dire need. Being out of the 501's grenades doesn't stop players from healing with their syringe and slapping regen on the 501's grenades would either trivialize other forms of healing entirely or be completely pointless. Maybe as a compromise the 501 could use medic darts when out of grenade ammo, I dunno.

                          Comment


                          • #14
                            I do not expect the proposed regen mechanic to be implemented - just to be clear. I find it interesting though.

                            Originally posted by pie1055 View Post
                            Your waves currently don't reach that because you aren't waiting for your grenades to regen. If the nades did regen you would start seeing people avoiding zeds just for the regen to take effect, and it's not very fun to wait for a wave to end minutes longer than it should because of that. Even if it wasn't that big of an actual problem it would still be a mechanic that promotes players extending game time at the expense of others because it's more efficient, like when medic could restore armor if players kept taking fall damage while someone else kept kiting the last zed. Players will optimize the fun out of games they play if you give them the chance.
                            I could definitely see derpy medics doing this on lower difficulties (and getting away with it), however, I could also see a lot of medics dying trying to wait out the regen time on sui/hoe so I really don't see it coming up very often.

                            But yeah, there is more of a chance to see players trying to drag out a wave.

                            Comment


                            • #15
                              If the cloud from the grenade ONLY healed, I would be fine with it, but because it has offensive capabilities, you would see people taking 5 minutes to clear a wave. I dont want that in multiplayer.

                              Comment

                              Working...
                              X