You guy work on the details. Please just make the game. My three retail copies have a special place in my library. 3 rigs with guests over for the evening is a great deal of fun. Make it Ramm.
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Thank you so much! (Somehow i had missed your post! )The majority of this stuff sounds pretty awesome, and you've definitely put a lot of effort into coming up with reasonably balanced and versatile additions to all the classes, but I've noticed that you've buffed a lot of the original weapons by decreasing weight, and I'm just wondering if you've looked into the off-perked weapon combos that are available, coz it looks like there would be a few questionable combinations.
The weapon weights can change, that's no biggie. I first had the Med Shotgun weight at 5 (since it is so little), but then i added in the UMP (as the MP5M-replacer) and i noticed that with a weight of 6 on that one, you could carry the UMP, MP7 and the Med Shotgun (6+5+3 = 14). That's why i put the Med Shotgun up to 6 to prevent that. At a weight of 7 though, i think it would go a little too much beyond reasonable "realistic" weight for it, so i think it's enough as it is currently. Good ideas in terms of balance thoughMy 2c:
Medic weapons are really well done, I like that you've made sure you can't carry more than 2 at the same time. I think that the shotgun damage needs to be noticably lower than the support's shotgun, otherwise people will just get the medic shotgun if they want an off-perked shotgun. I also think the weights need to be adjusted a little, something like: MP7 - 3KG, UMP - 5KG, MSG - 7KG, M7A3 - 7/8KG. This way you'll still only be able to get 2 at a time, and you may not be able to get both the MSG and the M7A3 together (depending on M7's weight) which might prove to be more balanced. That remote control heal pack power sounds way OP though, especially if it autofires when they're low on health. I can just imagine a bezerker blocking a door with that thing on him, with a medic spamming heals too; you'd be invincible. Needs to be changed imo.
In regards to the weapon "flavour" changes, i got a lot of inspiration from Yomommassis (who made the animations), so thank him too! ^^I love the changes you've bought to beserker, throwing machetes and axes are great ideas. I love the idea of a rifle with a bayonet, and buffs+fuel for the chainsaw (it might actually go back to its pre-katana glory days!). Nerfing their kiting ability vs FPs is a welcome change too. Shields could work nicely as a cooperative thing, so if they're balanced right, I'd be happy to see them included. No complaints for beserker weapons, you've nailed them. Stats however... Beserker should keep its current speed bonus, but damage resistance can be dropped a little more in return. Sirens would be a bigger danger then, so the Riot Shield would be a wiser choice when holding a door (provided it blocked screams), and medics would get to use their new arsenal of healers to save them more often. It would also make them better at dodging attacks from FPs (and punish them harder if they failed). Love the idea for weapon skins btw.
Not all too bad of an idea (and i like how everything matches ^^), but i think your numbers might be a tad TOO drastic. I'll keep the idea in mind thoughCommando is great with his new weapons, no complaints aside from the weights. I'd consider the following:
- Decrease MP5's weight to 4KG and decreasing its fire rate and ammo capacity a little (compared to the bullpup)
- Decrease Bizon's weight to 5KG
- Leave M4 as is
- Decrease L85A2's weight to 6KG and maybe lessen bullet damage (this is good for demo too)
- Increase AK's weight to 8KG, increase damage
- Rename SCAR-H to the SIG weapon you suggested and increase weight to 9KG
- Leave Bren as is
My reasoning for this is quite clever; as we know, 14KG is the perfect weight for a loadout, so behold: 4KG MP5 + 10KG Bren = 14KG, 5KG Bizon + 9KG SIG = 14KG, 6KG L85A2/M4 + 8KG AK = 14KG. The best part is that you don't necessarily have to get these weapons, you can sacrifice some weight off the heavier weapons if you really want an off-perked katana or something. This way, all the weapons serve their own special purpose for their weight, and will make for great fill-ins when off-perked.
Wouldn't that make the Neopup too good off perk? Interesting idea though, this is something i would not mind at all (as long as it feels balanced!).Some decent ideas for demo, bouncing and timed nades would definitely be nice. Again, I'd mess with the weights a little: GIB put up to 8KG, Neopup maybe put down to 6KG. Love the reworked pipe bombs, but I'm not a fan of cooking nades.
Once again, nothing i have suggested is set in stone ^^ The weights might be changed, if deemed too strong ofc.I like the idea of a smaller carry capacity and lighter shotguns, because essentially it will just help them get used off perk a little, but I think you've overdone it on the discounts and 'lightening' of some of them. Hunting shotgun shotgun should be at least 9KG, AA12 should stay 10KG. Discounts shouldn't be so extreme either, the cost of support is one of the things that balances it. Love the idea of the Nailgun+Jackhammer, but I think the Jackhammer should be more 'incremental', taking less power to activate and doing less damage per hit, but with crazy fast fire rate, which would make the energy drain like crazy. The Gatling gun would probably be OP, it's been suggested heaps before and the general consensus is that 6 of them would just win at anything. Besides, I like the idea of support just getting shotguns. Ammo box ability is little OP too. The nade ability has had to go since the introduction of demo, and the ability to see welded health from a distance is a nice one.
Looking very much forward to it!Will post opinions/criticism on the rest later.
Thank youOkay so let me start off saying that I love this thread and some of the ideas! But, personally i do not see a killing floor 2 happening anytime soon.
I'm not too sure how new the UE3 is, but i bet they can use that engine or BETTER!But i thought i might as well contribute to this forum with a few of my ideas.
-First: What would be awesome is if the Unreal Engine 3 was used. Honestly this game could look ridiculously good.
I personally think TWI made a good choice. 6, imo, is the perfect sweetspot. More and people will split up in smaller groups too much. Less, and it feels like too few for a real "group" feel.-Second, i would like an easier way to change the amount of people on a server. I really think the maximum should be the number of perks times two.
Personally, i think the Shiver concept (a teleporting one) is perfect. The Fatale is pretty much just an "explosive" variety of the Husk. But i agreed, it's not good to add too many. Those 2 are good though.-third, keep the same amount of specimans. Okay maybe add one more.
What makes Killing Floor stand apart from other games is that the weapons are BALANCED around their utilities like scopes, lasersights, flashlights etc. So i disagreed with this. I'd keep KF2 as simple as the first one regarding this!-fourth, I would like to see a few weapon upgrades but nothing ridiculous. Maybe the ability to add scopes to some weapons, laser pointer things. Idk if they have a specific name. Like the ones you could get in left for dead 2.
You mean, besides pipebombs?-fifth, maybe a way to trap specimans. I don't have ideas on how but I think it would be useful.I guess there could also be a perk for making the traps?
In-game chat is perfectly good enough, i don't get what think is wrong with it? Please explain?-sixth, for server maybe better in-game chat.
Well, that's an idea, but personally i'm against that.-seventh- be able to sell the 9 mil after you have a second weapon. so if i buy a shotgun after the second wave, then i can sell the 9 mil.
Well, i fleshed out a second boss (Heavy Patriarch), but i guess it would be quite easy to add more variety in this regard-eighth- Different bosses. not necessarily for each map, but when you get to the final boss, a random one out of 5 are chosen.
I've heard this idea before. I think it's a neat concept, but it would be quite hard to balance i think. Or at least 0 weight for normal armor and 1 or 2 weight for a bit better one, that could work i guess?-ninth- weight for armor. So light armor would weigh 0, medium armor would weigh 1, heavy armor would weigh 2.
Already have that suggested It's in the "OTHER Part 1". There are lots of other stuff down there as well.-tenth- Whenever I am demo, I always get an M79 and a bullpup. whenever i push the button those weapons are binded to then it always would take out the bullpup. I think that it should take out the weapon that goes with your perk.
Why not multiple gamemodes (including the classic ofc)? That would certainly add replayability and variety, no?-eleventh- No campaign. That way it wont look like another Left 4 Dead.
Graphics isn't THAT important (i think the current one is good enough imo ), gameplay feel is where it's at!-mainly I just want better graphics and maybe physx support.