• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Killing Floor 2 Megapost

I drew up plans for up to level 10 perks today. I didn't base them off your changes though, I based them off the existing levels. All I did was extend what was already there and followed the patterns more or less. I think it looks all right, but most people would probably not like it. They would say "it takes the challenge out of the game" or something. I personally think it looks fine though, but that might be because I'm insane and love games where you're capable of becoming so horribly overpowered that everything becomes a cakewalk.

The discounts go up to 90% at level 8, but I stop them at 90% because everything should cost at least a little bit. What to spawn with was a bit of work though. The only perk I actually changed any existing stats for was Berserker. Spawning with a chainsaw at level 5 is too much. Berserker is my only level 6 right now though, so I guess I know it the best of any of the perks.

Anyway, that's just my two cents. I always wanted higher than level 6 perks because of my crazy over-powered crap I like to do in games.

Also, what's up with having to have my posts moderated? Is it because I just registered or something?
 
  • Like
Reactions: Aze
Upvote 0
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.
Thank you so much! (Somehow i had missed your post! :confused:)
I have taken a lot of consideration with weapon combos, yes, but if i have missed something, please tell me!

My 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.
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 though :)

About the damage of the Med Shotgun: I'm not too sure about that actually. While it has the same potential punch as the regular Shotgun, it should also have way higher spread, only holds THREE shells at a time for non-medics and has less total ammo too! I think it's good enough as is. If you are deemed correct though, i'd definitely nerf its damage a tad though, but for now i will keep it as it is.

The Healpack needs some rebalancing, yes. The whole active power thing is still a major work in progress. For example, the autoheal when on low health could be scrapped entirely. It doesn't even have to be the suggested remote heal at all!

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.
In regards to the weapon "flavour" changes, i got a lot of inspiration from Yomommassis (who made the animations), so thank him too! ^^
About the stats: I thought that nerfing speed while keeping damage resistance more or less the same would make it more of a teamplayer perk than a lonewolf. Resistance makes you more of a tank (although, i guess the shield is enough of an idea for that?) to soak up some damage for the team, while excessive speed promotes kiting more imo. I think max 35% resistance and 20% speed is pretty much the "sweetspot" (+/- 5% units on either stat). You could still kite around a little (even in a teamwork aspect: to ease up the amount of specimen attacking a camping team), and be able to run back to the rest of the team when you spot a FP (as you would need help with it).

Commando 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.
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 though :)

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.
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!).
Cooking nades i might scrap actually (or maybe even make it a possible feature for ALL perks?), and replace it with a new silly idea which i recently saw suggested: When you die, you go out with a BOOM! :D That could be a fun and, in some situations, somewhat useful power too. I'd only be worried that some people might take it as some form of an insult to religious suicide bombers or something. *shrugs*

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.
Once again, nothing i have suggested is set in stone ^^ The weights might be changed, if deemed too strong ofc.
About the Jackhammer: If it is more incremental, wouldn't it be too similar to the welder? On the other hand, i like the idea, because that would differ it more from the SVT+Bayonet actually (on top of the welding nails and decreasing nail-damage over range). I'll think about it!
About the Gatling and Ammo box: Yeah, i think they might be too strong, in particular the Gatling. Ammo box could be totally retweaked, or even changed completely, only problem is that i can't find a better active power for the perk at the moment :/
Glad you liked the nade powers going away and the addition of the increased-visiondistance-of-weld-health thing ^^

Will post opinions/criticism on the rest later.
Looking very much forward to it! :)
 
Last edited:
Upvote 0
Dwood KF2 ideas

Dwood KF2 ideas

Okay 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. 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.
-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.
-third, keep the same amount of specimans. Okay maybe add one more.
-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.
-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?
-sixth, for server maybe better in-game chat.
-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.
-eighth- Different bosses. not necessarily for each map, but when you get to the final boss, a random one out of 5 are chosen.
-ninth- weight for armor. So light armor would weigh 0, medium armor would weigh 1, heavy armor would weigh 2.
-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.
-eleventh- No campaign. That way it wont look like another Left 4 Dead.
-mainly I just want better graphics and maybe physx support.
 
Last edited:
Upvote 0
Okay 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.
Thank you :)
However, i disagreed with you regarding the "anytime soon" part. Killing Floor 1 is already at its limits regarding what TWI can add. I BET that they are planning on a sequel soon.

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'm not too sure how new the UE3 is, but i bet they can use that engine or BETTER! :)

-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.
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.
-third, keep the same amount of specimans. Okay maybe add one more.
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.
-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.
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!
-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?
You mean, besides pipebombs? :D
I don't think there needs to be a whole PERK about it. But maybe a lesser trap of some sort would be neat *shrugs*, i'll keep it in mind :)
-sixth, for server maybe better in-game chat.
In-game chat is perfectly good enough, i don't get what think is wrong with it? :confused: Please explain?
-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, that's an idea, but personally i'm against that.
-eighth- Different bosses. not necessarily for each map, but when you get to the final boss, a random one out of 5 are chosen.
Well, i fleshed out a second boss (Heavy Patriarch), but i guess it would be quite easy to add more variety in this regard :)
-ninth- weight for armor. So light armor would weigh 0, medium armor would weigh 1, heavy armor would weigh 2.
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? :)
-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.
Already have that suggested ;) It's in the "OTHER Part 1". There are lots of other stuff down there as well.
-eleventh- No campaign. That way it wont look like another Left 4 Dead.
Why not multiple gamemodes (including the classic ofc)? That would certainly add replayability and variety, no?
-mainly I just want better graphics and maybe physx support.
Graphics isn't THAT important (i think the current one is good enough imo :)), gameplay feel is where it's at!

Thanks for all the thoughts and suggestions! ^^
 
Upvote 0
Huge bump!

Added a whole bunch of things:

General
* Major rebalancing of all weapons, including the new weapons from the Halloween update. Some weapons have been completely removed though (those that added no new function at all, namely the Tommygun, MKB42 and the Scythe).

Sharpshooter
* Lee Enfield - A british bolt-action rifle with a bayonet (!), which reloads with stripperclips (or individual bullets if less than 5 bullets are missing). Has stats in between the LAR and the Hunting Rifle. This weapon counts as both a Sharpshooter AND a Berserker weapon (Sharpshooter is better with the rifle part, the Berserker with the bayonet part. Both have discount for it)
* AWSM - A british sniper rifle with a scope that can toggle nightvision (not a necesarry feature, but added for uniqueness). Stats are somewhat similar to the Crossbow

Berserker
* Lee Enfield - As mentioned in the Sharpshooter-section.

Support Specialist
* Perk bonus: Faster flashlight recharging. Replaces the grenade amount bonus
* Perk bonus: Can view welded door's health further away. Replaces the grenade damage bonus.
* KS-23 - A shotgun that can be described as having the power of a (single shot) Hunting Shotgun and functionality similar to the Pump Shotgun.

Demolitions
* Perk bonus: Explosion upon death!
* Perk bonus: Handgrenade cooking. You can now hold your grenade longer in your hands before throwing, to make a sooner explosion of the handgrenade after throwing it. Be careful though, or it might explode in your hands...

Gunslinger
* SIG P226 - A lightweight pistol with slightly more power than the 9mm, but has penetration. Decent offperk weapon if you have the spare cash and space.

A little pistol-discussion
The pistols have had quite a few changes ammo-wise and weight-wise compared to KF1. In general, a dualwielded pistol weighs about 2x of a single one, and also has about 2x the ammocap. This little list coming right here also shows you the options you have when you want to choose a lighter offperk sidearm:

2-weight pistols: SIG P226 or Dual 9mm
Dual 9mm has lots of ammo, is really cheap, big total magazinesize, is easy to spam, but packs a weak punch though
SIG has penetration, decent ammoreserves and is quite cheap but has a light punch (can decap HoE trash in one shot though)

3-weight pistols: 44 Magnum, Flare Revolver, MK23, Glock
44 Magnum has a quite powerful punch, good penetration and decent ammoreserve.
Flaregun packs a powerful punch (kills Crawlers in one shot) as well as deal damage over time, but has low ammoreserves, and has a traveltime on its projectile and the projectile can be destroyed by Siren screams.
MK23 has a lasersight (thus accuracy), decent power, high ammoreserve, but no penetration.
Glock has lots of ammo and very high rate of fire, but low power and no penetration.

4-weight pistols: Handcannon, Dual SIGs
Handcannon has a really powerful punch, great penetration and decent ammoreserve, but is expensive
Dual SIGs have a lower punch (can still decap trash though), but has lots of ammo and has penetration too

Pistols above weight 4 (Dual 44 Magnum, Dual Flare Revolvers, Dual MK23, Dual Glock 18, Dual Handcannon, Taurus Raging Bull): You are now probably using pistols as your main weapon and should then preferably be playing as Gunslinger anyway!

With the current suggestions for the pistols, they all have their roles and styles. So it's all up to the player to choose which one is best in their hands!


Things still to be fixed:
Firebug's Sterling Incendiary
Support's Horzine Nail Cannon (it's not the same as the Vlad the Impaler)
Medic's new weapon... still got no idea what weapon it should be :/
 
Last edited:
Upvote 0