• 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/
Yoshiro

Killing Floor 2 Grim Treatments Opt In Beta Is Now Live!

Yoshiro
  • Thread
  • Replies: 24
To opt into this beta, join the "preview" branch available in the Beta drop down list. Admins will need to use the following SteamCMD flag:
  • app_update 232130 -beta preview
Event
Grim Treatments
  • Prepare for the tricks and treats in this year's ghastly Grim Treatment update! Wander inside the Ashwood Asylum and witness the haunting halls filled with countless, creepy creatures ready to hunt you down. Return to Nuked to save Kevin Jr. with the help of Dr. Ogada Buyu. Thankfully, the Horzine Research Group has refurbished a selection of weapons to deal with the oncoming challenges. Along the way, you may find some spooky accessories to customize your looks for the grisly Grim Treatment event! See you on the frightful floor!
  • Beta 1 Start 9/5/2019, Beta 2 Start 9/17/2019 (Dates are subject to change)


New Additions and Highlights
  • 1 New Map
    halloween1.png
    • Ashwood Asylum
      • Compatible with Survival, Weekly, Versus Survival, and Endless Game Modes.
      • Dispatch Zeds while witnessing the horrors of the terrifying Ashwood Asylum!
  • 1 Objective Map
    • Nuked
      • Mercenaries assist Dr. Ogada Buyu in an attempt to rescue a young boy named Kevin Jr. from the remains of the destroyed city.
  • 5 New Weapons
    • HRG Nailgun for the SWAT
      hrgnailgun.jpg
      • An alteration of the Vlad-1000 Nailgun that fires nails at two different rates depending on the fire mode set. Both fire modes are automatic to allow for a string of penetrating nails.
      • Trader price is 1100 Dosh.
    • HRG Buckshots for the Support
      hrgbuckshot.jpg
      • An alteration of the .500 Magnum Revolvers that fires buckshot shells.
      • Trader price is 550 Dosh for single and 1100 Dosh for duals.
    • HRG Healthrower for the Field Medic
      hrghealthrower.jpg
      • An alteration of the Freezethrower that fires a stream of chemical gas that heals players and poisons Zeds. Alt-fire fires a medic dart for quick, long-range heals.
      • Trader price is 1000 Dosh.
    • Rhinos for the Gunslinger (Not available during BETA)
      rhino.jpg
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
      • A set of scoped revolvers that fire fragmentation rounds. These rounds burst into shrapnel pieces whenever they strike a Zed or the environment.
      • Trader price is 550 Dosh for single and 1100 Dosh for duals.
    • Ion Thruster for the Berserker (Not available during BETA)
      ionthruster.jpg
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
      • A mechanical sword that absorbs and stores heat generated by kinetic energy and friction. Each attack scorches Zeds, and the stored energy can be released upon reaching 100% for a massive, fiery slash!
      • Trader price is 2000 Dosh.
  • Dosh Vault (Not available during BETA)
    • Added Killerwatt | Vault | Vosh | Precious
    • Added Helios Rifle | Vault | Vosh | Precious
    • Added Seal Squeal | Vault | Vosh | Precious
    • Added Hemoclobber | Vault | Vosh | Precious
    • Added Rhino | Vault | Vosh | Precious
    • Added Ion Thruster | Vault | Vosh | Precious
  • New Steam Achievements
    • Ashwood Asylum and its collectibles
    • Nuked Objective game mode completion
  • Time-limited Halloween Objectives, Tickets, and Cosmetics (Not available during BETA)
    • Ashwood Asylum and Nuked Halloween seasonal objectives to earn the Kriss | Beyond Horizon | Space Elite weapon skin
    • Halloween Event Tickets
    • Halloween Cosmetics
  • Zedconomy (Not available during BETA)
    • Ion Thruster Weapon Bundle
    • Rhino Weapon Bundle
    • Halloween Hunter Outfit Bundle
    • Dragon & Koi: Tier 3 Weapon Skin Pack
    • Dragon & Koi: Tier 4 Weapon Skin Pack
    • Dragon & Koi: Full Weapon Skin Pack
    • Horzine Supply Crate | Boneyard Series
    • Beyond Horzine Encrypted USB
    • Added Bronze, Silver, and Gold Bundle Packs for :
      • Horzine Supply Crate | Boneyard Series
      • Neon MK III Encrypted USB
      • Beyond Horizon Encrypted USB
      • Ticket Bundles


Beta 1 for this update contains a lot of exciting new features! As such, feedback is going to be incredibly important. Stay tuned for a link to a survey where you, the community, will be able to provide your feedback directly to us! Thank you!

General
  • Added new main menu and Ashwood Asylum music titled "Asylum" by Rocky Gray.
  • Added a Request Skip Trader key to the Key Bindings options on only the PC version of Killing Floor 2. This is not assigned to any key by default.
  • Adjusted the red coloration of the HUD damage indicator to improve the awareness of damage and low health state.


Addressed Community Feedback
As mentioned in the 2018 Killing Floor 2 "State of the Game" our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the "general" section on our official forums at: https://forums.tripwireinteractive.c...illing-floor-2

Balance
  • Zeds
    • Armor
      • Reworked the armor system to separate resistances from the Zeds. Now, we can adjust resistances to the armor separate from the Zeds. This change will allow us to better tweak armor values against certain damage types. Due to the changes to the armor damage calculations, Rioters and E.D.A.Rs do not have the critical spot thresholds that would normally cause them to instantly die from high damage when you hit a Rioter's head or an E.D.A.R.s chest. As such, we are currently working on iterating and improving gameplay against them, and this will not be ready for the 1st Beta.
    • Abomination
      • Abomination Spawn explosions deal moderate damage to his armor. If all his armor pieces are broken, the explosions deal minor damage to him. The explosions can stumble the boss.
      • Head damage modifier increased from 1.1x to 1.2x.
      • Torso damage modifier increased from 1.0 to 1.2x.
      • Back damage modifier increased from 1.0 to 1.2x.
      • Helios Rifle damage modifier reduced from 0.9x to 0.7x.
      • Stun, Knockdown, Stumble, Gun Hit, Melee Hit, Fire Panic, and Freeze affliction vulnerability for chest, legs, and arms increased from 0.05x to 0.1x.
      • Base head armor health increased from 1000 to 1100.
      • Base chest armor health increased from 4000 to 4800.
      • Base back armor health increased from 3000 to 3600.
      • The Fire damage type modifier for armor increased from 0.5x to 1x.
      • The Bleed damage type modifier for armor increased from 1x to 5x. This only applies to the Bleed damage done by the Hemogoblin.
      • Removed auto-enrage when an armor piece breaks. Instead, breaking the armor can knockdown the boss.
      • Readjusted the health enrage thresholds to 80%, 60%, 40%, and 20%.
      • Fart gas particle and damage radius time reduced from 10 to 5 seconds.
      • Fart explosion base damage increased from 14 to 15.
      • Vomit base range increased by 33%.
      • Vomit base damage increased from 12 to 20.
      • Gorge base damage increased from :
        • 30 to 40 for Hard
        • 40 to 50 for Suicidal
        • 40 to 50 for Hell on Earth
      • Gorge delay reduced from 0.91 to 0. Gorge will attempt to pull players immediately if they are within its range.
      • Gorge will only prevent players from moving and aiming now. Players can shoot, swap weapons, and do everything else while being trapped in the gorge ability.
      • Gorge range increased by 22%.
      • Sprint speed increased by 18%.
      • Walk Speed increased by 30%.
      • Rage speed modifier reduced from 1.62x to 1.25x.
    • Abomination Spawns
      • Base health reduced from 450 to 250.
      • Removed lingering gas after explosion.
      • Leg and arm stun vulnerability increased from 1x to 2x.
      • Explosion animation delay reduced from 0.95 to 0.66 seconds. This will cause them to explode faster when they detect a nearby player.
      • Walk speed increased by 13%.
      • Explosion damage radius increased by 17%.
      • Explosion base damage increased from 15 to 20.
    • Bloat and Abomination Puke Mines
      • Base health reduced from 100 to 50.
      • Explosion damage radius reduced by 56%.
    • Scrake
      • The Hemogoblin impact damage type modifier reduced from 1x to 0.75x.
    • Rioter
      • The Bleed damage type modifier for armor increased from 1x to 5x.
    • E.D.A.Rs
      • The Bleed damage type modifier for armor increased from 1x to 5x.


Designer Note :
The Abomination and its spawns received multiple adjustments across their many attributes to help alleviate a lot of frustrations with their mechanics. We received a lot of feedback about how the boss felt unfun and unrewarding to deal with, so we attempted to create opportunities for the players to interact with the boss in unique, effective ways. We want the experience to feel like a strategic back-and-forth tussle between the players and the boss, and in its previous iteration, it didn't land that mark. We hope these changes provide a more exciting and fun experience with the Abomination boss.

Lastly, we adjusted some of the damage modifiers for the Hemogoblin on the Scrake, Rioter, and E.D.A.R.s. It felt very ineffective against armored enemies, so we adjusted the damage modifiers to a point where it should feel less frustrating handling these Zeds. We also toned down the damage of the impact shot on the Scrake to alleviate concerns of raging them when the base damage exceeded the rage threshold. The bleed damage over time is based off of the impact damage of the shot, so the adjustment should keep the damage against Scrakes very close to the previous Hemogoblin damage.
  • Stand Your Ground
    • The player restriction for the zone to be considered active is one player regardless of number of players.
    • The Zed restriction for the zone has been removed.
    • The rewards start at 0 and tick up for every Zed killed while any player is inside the designated zone until the maximum reward amount is reached. 75% of the Zeds must be killed to receive the full reward.
    • All players receive the objective reward when its complete. Reward amount is given regardless of the maximum reward being reached.
    • Difficulty modifiers added to the rewards. The modifiers are as follows :
      • Normal - 1x
      • Hard - 1.1x
      • Suicidal - 1.2x
      • Hell on Earth - 1.3x
    • Some of the base Dosh, XP, and Vault Dosh rewards have been altered per wave to better align with the new Stand Your Ground reward design.


Designer Note :
Stand Your Ground was a variable experience between different difficulties and player counts. A lot of feedback pointed towards the higher difficulties feeling unrewarding for the amount of effort needed of them. As such, we redesigned the experience to always reward the player of any progression they make on it. We removed some restrictions and the decrementing dosh amount for a system that requires at least one player in the zone killing Zeds to earn rewards for them and their entire team. We hope this experience helps create better opportunities for players to work and earn rewards together when the event occurs.
  • Weapons
    • Husk Cannon
      • Removed auto-fire functionality when weapon would be forced into a different animation state while charged or charging. For example, the Husk Cannon would fire if you attempted to swap it out while it held a charged blast. Now, it will not do that.
    • Vlad-1000 Nailgun
      • Base damage per nail increased from 25 to 35.
      • Number of nails fired in spray mode reduced from 8 to 7.
      • Spread of nails in spray mode reduced by 14%.
      • Fire rate of single fire mode increased by 33%
      • Nail penetration increased from 2 to 3. This means that it can pierce through up to three cysts.
      • Projectile speed of nails increased by 100%.
      • Second upgrade damage modifier increased from 1.25x to 1.3x.
      • Ammo price per magazine increased from 20 to 39.
      • Initial spare magazines on Trader purchase reduced from 4 to 3. This means that upon purchase, this weapon will begin with one less magazine clip.
      • Nail model jutting from the front of the gun removed to help improve accuracy while iron sighted.
    • Hemogoblin
      • Base damage of tube impact increased from 50 to 100.
      • Bleed damage over time reduced from 15 to 10 per tick, effectively reducing overall bleed damage from 60 to 40.
      • Weight reduced from 8 to 7.
      • Dart recharge rate increased by 17%.
      • Dart charge cost reduced from 40 to 30 per dart.
      • Reload speed increased by 16%.
      • Spare ammo capacity increased from 91 to 98.
      • Bleed affliction application rate increased by 100%.
      • Ammo price per magazine reduced from 35 to 30.
      • Initial spare magazines on Trader purchase increased from 3 to 4. This means that upon purchase, this weapon will begin with one more magazine clip.
      • Unequip animation speed increased by 13%.
      • Equip animation speed increased by 13%.
      • Added impulse on kill shots.
      • First upgrade damage modifier reduced from 1.4x to 1.2x.
      • First upgrade dart recharge rate modifier reduced from 20% to 10%.
      • Second upgrade damage modifier reduced from 1.8x to 1.4x.
      • Second upgrade dart recharge rate modifier reduced from 20% to 10%.
    • C4
      • Changed its HUD inventory position to the top of the Equipment list.
        • This should function with the Last Used Weapon key input if a player has that key assigned.
    • Eviscerator blades and Crossbow bolts
      • Width range to pick up increased by 25%.
      • height range to pick up increased by 150%.


Designer Note :
The Vlad-1000 Nailgun and the Hemogoblin received a wide array of tunes to address a lot of concerns with these two weapons. A main concern with the Vlad-1000 Nailgun was that it did not feel effective as a Berserker weapon because some Perk skills did not apply to this weapon. As for Supports, it did not compare well with their own shotgun weapons. As such, we promoted certain values and adjusted others down to provide a more compelling version of it to help alleviate a lot of its weaknesses compared to other weapons and similar buy price.

As for the Hemogoblin, it's main role as a debuffing weapon didn't shine through very well due to its restrictive bleed application rate. On top of that, community feedback has listed it as feeling underwhelming in multiple elements, and this resulted in a lackluster experience. We looked over it and made many tweaks to improve its damage, healing, and debuffing capabilities. We want the weapon to feel like it can hold its own as a tier 3 weapon, and we hope these changes will help improve its weapon gameplay identity.
  • Perks
    • Commando
      • Added a new recoil reduction Perk Bonus that increases by 2% per level.
      • Removed text for the Night Vision Capability from the PERK BONUSES list.
        • The ability is not removed and Commandos can continue using Night Vision if they press down and hold the flashlight button input.
      • Level 20 Hollow Points Round
        • Removed recoil reduction.
        • Updated text description to reflect change.
    • Berserker
      • Level 5 Skirmisher
        • Now applies to all Berserker weapons instead of only melee ones.
        • Updated text description to reflect change.


Designer Note :
We removed the recoil reduction bonus from Hollow Point Rounds and incorporated it as a passive Perk bonus that improves with each level. Community feedback provided multiple suggestions for trying this out to help better align the comparisons for the Hollow Point Rounds and Eat Lead Perk skills. We look forward to seeing how this change plays out for the Commando Perk.

As always, we'd like to hear the community's feedback on these changes. You can do so by visiting and posting in the "general" section on the official Tripwire Interactive forums at: https://forums.tripwireinteractive.c...illing-floor-2

Bug Fixes
Also mentioned in the 2018 Killing Floor 2 "State of the Game" our goal is to bring to the community a continued stream of community reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.c...illing-floor-2 and posting in the "PC" or "Console" sections.

Top Community Issues:
  • Fixed an issue where The Bloat's puke mine would become invisible and remain after a wave was completed. (A very special thanks to InsertNameHere and our other community mod community members who helped us track this down!)
  • Fixed an issue where the Escort Cart on Santa's Workshop would spam the Web Admin.
  • Fixed an issue where player explosions caused other players to have extreme camera shake. The camera shake tension should be reduced substantially.
  • Fixed an issue where Perk icons above a player's heads were too small for their prestige borders.
  • Fixed an issue where Zed players could initiate and partake in a vote kick of human players in Versus Survival.
  • Fixed an issue where custom weapons did not earn dosh.


Gameplay:
  • Fixed an issue where players can reset the match start timer when they are the only one not queued up.
  • Fixed an issue where the SWAT's Battering Ram skill was not applying knockdown to zeds during specific animations.
  • Fixed an issue where the Sharpshooter's Marksman skill was increasing the speed of grenade throws.
  • Fixed an issue that caused players who joined matches as spectators to complete seasonal objectives while spectating.
  • Fixed an issue in the Objective game mode where players could pull out their Welder by holding "E" on a non-active object.
  • Fixed an issue where spectators could experience screen shake when close enough to explosions.
  • Fixed an issue on Objective game mode maps where the transport beacon became unlit after finishing the objective.


Zeds:
  • Fixed an issue where the Halloween seasonal variant Husk's fireball spawned off center from its cannon.
  • Fixed an issue where all Fleshpound types could have their rage interrupted by hitting them with multiple items that cause the EMP affliction.
  • Fixed an issue where players could move fast enough to break out of an E.D.A.R.'s trap laser.


Maps:
  • Steam Fortress:
    • Fixed an issue where z-fighting occurred around the railings.
    • Fixed an exploit where players could get into the middle of the map.
    • Fixed an issue where an ammo spawn was inaccessible.
  • Fixed an issue where on the Powercore Sector 2 area players could get stuck on a section of stairs.


Weapons:
  • Fixed an issue where the Husk Cannon's fireball remained in the air when a player was killed while charging a shot and grabbed by a Zed.


Cosmetics:
  • Fixed an issue where the Digital Eye Display B Red showed as a blue icon in the gear and inventory tabs.
  • Fixed an issue where Vault Vosh | Bone Crusher and Vault Vosh | Fire Axe did not get blood on them.
  • Fixed an issue where the Digital Eye Display A Red and Precious variant showed as a blue icon in the gear and inventory tabs.
  • Fixed an issue where the Precious and Standard Steampunk Boiler Hat could not be equipped.
  • Fixed an issue where Dragon and Koi skins were not marked as Tradeable.
  • Fixed an issue where Mrs. Foster was not marked as tradeable.
  • Fixed an issue where Project H-02 | Pokerface Open | Green was giving out the wrong amount of crafted material.
  • Fixed an issue where Steampunk | Crow-hawk | Standard showed in-game as Steampunk | Crow-hawk | Precious when obtained.


Audio:
  • Fixed an issue where modded audio files did not download properly after being uploaded to the workshop.
  • Fixed an issue where switching or dropping the Husk Cannon while charging results in the charge audio constantly playing.
  • Killerwatt:
    • Fixed an issue where the third person charge sounds abruptly cut off and did not come back when reaching a certain distance.
    • Fixed an issue where the global sound for the charge was too loud.


User Interface:
  • Fixed an issue where switching graphic options caused store and inventory items to disappear.
  • Fixed an issue on Santa's Workshop where the weld UI would disappear when too close to the target.
  • Fixed an issue on controller where using the right analog stick would reset the cursor on multiple menus.
  • Fixed an issue where the Dosh Vault loads the gear tab when clicking through menus rapidly.
  • Fixed an issue where the Dosh symbol appeared darker than the related text in the Objective game mode.
  • Fixed an issue where the Find A Match was yielding games with incorrect wave lengths.
  • Fixed an issue where the low health HUD Indicator plays during the boss intro cinematics.
  • Fixed an issue for the Objective game mode where crosshairs were visible during ending cutscenes when the option is enabled in the options menu.
  • Fixed an issue where the Sharpshooter recoil reduction passive on the PERK BONUSES window listed it as "Recoil" instead of "Recoil Reduction".
  • Fixed an issue where the Gunslinger recoil reduction passive on the PERK BONUSES window listed it as "Recoil" instead of "Recoil Reduction".
  • Fixed an issue where the Berserker Butcher Perk skill listed only melee weapons as receiving the damage bonus instead of perk weapons.

SDK:
  • Fixed an issue where the Content Browser would crash when using "Landscape Visibility".
  • Fixed an issue where custom maps would not work with the Objective game mode.
    • To address this locally, a mapper will need to add a block to kfgame.ini for their map, e.g.
      • [[MAP_NAME_HERE] KFMapSummary]
      • MapName=[MAP_NAME_HERE]
      • MapAssociation=0
      • ScreenshotPathName=UI_MapPreview_TEX.UI_MapPreview _Airship
      • bPlayableInSurvival=True
      • bPlayableInWeekly=True
      • bPlayableInVsSurvival=True
      • bPlayableInEndless=True
      • bPlayableInObjective=False
    • To address this in Steam workshop, a mapper will need to add that block to a new .ini file ([drive]\Users[user]\Documents\My Games\KillingFloor2\KFGame\Config\Config\KFWorksho pMapSummary.ini) and include that .ini file during cooking. They will need to create a new "Config" directory in their "Config" directory, and then add KFWorkshopMapSummary.ini to their new directory, and then add that block to their new .ini file.
  • Fixed an issue where custom game modes were not recognized by KFSeqEvent_LevelLoaded resulting in broken maps.
Known Issues
  • Custom maps without a custom .ini will not show up in Beta 1. This has been fixed internally and they will show up in beta 2 defaulted to supporting Survival, Weekly and Endless
  • Admins who use the "-configsubdir" flag will have to manually set up their servers for Beta 1 and copy in new clean files into the sub directories. This has also been fixed for Beta 2.

As always, thank you for your continued support!
Yoshiro

What We Are Up To - Investigating the Paranormal

Yoshiro
  • Thread
  • Replies: 12
Hello Everyone!

Today we wanted to cover some Quality of Life improvements coming towards Killing Floor 2 that we are sure many of you will enjoy.

Starting with weaponry, the team is taking another pass at the Vlad-1000 Nailgun and the Hemogoblin, tuning these weapons in to make them feel more useful in the hands of players. Both of these weapons received a lot of quality feedback in the recent community survey and we want to make sure they get dialed into something more valuable to the players.

Another change we are making is removing the recoil buff from the Commando Hollow Point Rounds skill and making it into a passive for all Commando's. A lot of community feedback pointed towards the recoil feeling like a necessity for the Commando Perk, so we want to give recoil reduction as a passive a try instead of giving Eat Lead recoil reduction similar to Hollow Point Rounds. We are looking forward to seeing how Eat Lead and Hollow Point Rounds feel in the upcoming update.

The team has also been working on refinements for the Abomination to make him a more engaging fight. The Abomination was designed around a more arena-style fight as you most likely encountered him for the first time in Krampus' Lair, but this didn't play out as well as we would have liked in other maps.

To better account for more open maps and to keep the fight from dragging on, we've made the following changes that we will be testing out in the upcoming beta:
  • Abominations Spawns are now faster and do more damage on explosion, but have greatly reduced health and no lingering gas after explosions. Killing them around the Abomination will also damage him!
  • His armor has been given an additional high chance to knockdown (instead of enraging) when a piece breaks and a slight increased vulnerability to fire.
  • His attack ranges and damage have been tweaked upwards to better allow him to hit his intended target (you the players!)
  • And his base and sprint speeds have been increased so he can catch players more frequently. He also has one more enrage point added to his life stages (with the others shifting around slightly to make room).
  • Also don't forget to keep shooting if he's captured you with his Gorge attack! With a little luck you may be able to set yourself free before being pulled into his "loving" embrace.


We've also made changes to Stand Your Ground to make it more rewarding and fulfilling to players. Now instead of having a pool that decreases as time goes on and Zeds are in the zone, it now counts up based on zeds killed from within the zone. As part of these changes, zones cannot be failed out with no rewards given unless players choose not to participate in one at all. If any portion of the team enters the zone, all players will be rewarded for each kill made within.
halloween1.png



When something strange, paranormal even, happens in the local abandoned asylum, you know who to ring - The Roswell Investigators of the Paranormal! Stories persist of horrific experiments that occured at this once upstanding medical facility. Some say you can hear the cries of the tortured souls to this day...
halloween2.png



Sometimes it is best to keep things locked up...

Mercenaries can check out these changes and more when they drop into the next location, the Ashwood Asylum.
Yoshiro

Green Army Men Update 1.1 - Back To School

Yoshiro
  • Thread
  • Replies: 0
GREEN ARMY MEN 1.1 - BACK TO SCHOOL
The 1.1 patch adds six new weapons and a brand new map to the Green Army Men DLC

General changes :
  • Various adjustments to weapon balance
  • Added six new plastic weapons
  • Added a new map : GMTE-Sandbox2019
Detailed changes :

Weapon balance adjustments :
  • Adjustments to ironsight magnification amount across all weapons.
Short range weapons now share the same reduced magnification when aiming down the sights. Rifles, Machine Guns and precision weapons retain higher magnification.
  • ASSAULT RIFLE
    • Slightly decreased base accuracy
    • Moved sights closer to player view
    • Slightly reduced muzzle climb
  • SHOTGUN
    • Increased base damage for 00 Buckshot and No4 Buckshot
    • Greatly reduced pellet spread on Trench and StakeOut variants
  • SMG
    • Improved reload speed
    • Increased accuracy while firing from the hip
  • GRENADE LAUNCHER
    • Improved reload speed
    • Reduced ammo capacity for Smoke variant :
      • Reduced HE grenades by 2
    • Reduced pellet spread for Buckshot payload
Added SIX new weapons for both factions :
  • BATTLE RIFLE
    • 7.62 Rifle for the Rifleman and Radioman roles.
Self-Loading rifle that brings extra punch to the table, at the cost of added bulk and lack of fully automatic fire.
  • AUTOMATIC RIFLE
    • 7.62 Machine Gun for the Machine Gunner role.

Light Support Weapon that trades magazine size for mobility.
The alternate firing mode improves shot grouping by lowering the rate of fire.
  • PERSONAL DEFENSE WEAPON
    • .30-cal Carbine for the Combat Engineer role.
Lightweight carbine available as an alternative to the SMG.
The cartridge used by this weapon sports surprising power retention over long distances.
  • ASSAULT SUBMACHINE GUN
    • 9mm Submachine gun for the Pointman and Radioman roles.
Compact variant of the Assault Rifle designed for operations in cramped environments, such as anthills or dollhouses.
  • RIFLED SHOTGUN
    • 12gauge Pump-Action Shotgun for the Sniper role.
Accurized variant of the Shotgun that fires high-velocity saboted slugs from a rifled barrel. Comes equipped with a High Magnification Scope.
  • OBREZ
    • 7.62 Rifle for all special roles!
High-power Bolt-action rifle.The haphazardly sawed-off stock makes this weapon compact enough to be carried as a sidearm.

Introducing GMTE-Sandbox2019 :
    • Brand new Territories map, available for free!
Sand2.jpg

  • The kids are back to School and we all know what that means : the fight for the playground commences.
Battle your way across the Sandbox as the children take their tests inside the classroom.

The sand buckets have become your bunkers, and the leftover popsicle sticks from art class will now build the fortress that you cling to in this epic battle of Schoolyard dominance.

Whether you fly the choppers or call in the napalm rockets onto the final castle objective, there can be only one King of the Sandbox. Going Back to School has never been this fun.



Thank you for your continued feedback and support.
Regards,
The Green Army Men Team.

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