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Boss with Havick mechanics from MK1 and other.

I mean... It's just a convoluted way to have a boss that dodges. This is the case of most zeds on harder difficulties anyway. Sure, it sorta fits Killing Floor's brutal monster design... But it doesn't really bring much gameplay-wise.

I personally find children's sounds (laughter and cries alike) to be a really boring and cliché trope that everybody has heard/seen 400 times in horror media. It's almost as lazy as jumpscares.

"Hysterical screams" sound a bit better, to a point I'd say. I believe people keep forgetting that KF is a franchise with its tongue lodged firmly in its cheek... The series always had some layers of humor added to it. What I mean by that, is that I really don't want to hear blood-curling screams that puncture my eardums. If anything, I'm expecting something more exaggerated, akin to what Alberts or Foster are screaming in KF2. I'll be ok with a tone that's a bit more serious, but not exactly something that hits too close to home... Plus, I mean, can you even ask a voice actor to scream as if they had been shot or something? Thankfully, most of us can't really picture the pain !

Calling KF2's soundtrack "dreamy" is kind of a stretch, but I fully concur that KF1's OST was way more interesting, diversified, and befitting the game. I really believe they lost themselves for KF2, and I quickly got tired of hearing Demon Hunter... And sorry for Rocky Grey, but he's no Zynthetic. But it seems like the former is back for more in KF3... So I think both you and I will have to make up with that !
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  • Article
Deceive Inc. Summer Splash Update

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Summer Splash Update
Agents, it’s time to make some waves in the cutthroat world of summer fashion. We have our biggest live event yet dropping with some massive new features and overall quality of life features. Grab something to drink and let’s dive into the details!

General
New Live Event: Summer Splash

The Evensen twins are celebrating their newest summer collection with a world tour. Under the pretense of a fun summer party, they are smuggling new prototype weapons under the guise of water guns.

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With 15 levels of unlocks and more ways to earn points than before, Summer Splash is our most ambitious event yet. We wanted to try and drive some different gameplay with this one. To gain event points you’ll have to:
  • Gather event posters for 25 points each.
  • Gather prototype weapons for 50 to 100 points each. These are more heavily weighted towards restricted areas.
  • Loot weapon crates for 150 to 200 points each. These only spawn inside the vault, encouraging players to progress the match instead of just looting outside.
  • Last, but not the least, players will be able to gain 500 points by interacting with the catwalks added to all levels as a VIP! Players will need to stay inside the catwalk social interacts to gradually gain points up to 500. It’s called fashion hun, look it up!
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Additionally, we are making a change on how event items work to better allow everyone to progress. Event items now have a single use PER TEAM instead of a single use period. This means you won’t be blocked from progressing if another player loots everything aggressively in the map.

Suspicion Mechanic
We are shaking up the meta this update with a massive change that will have significant ramifications on the game. One of the most common feedback pieces we receive is that there is no incentive not to run around everywhere once you get a hang of the game. This is an inherent differential between new players that will always walk carefully and experienced players that will almost always run.

Introducing the “Suspicion” mechanic. When in cover, you will now have a new bar that fills around your cover bar while running. Once filled up, this will start draining your cover bar, putting you at risk of blowing your cover.


(Click on image to see WebM of Suspicion Mechanic in action)​

We know this is going to be a polarizing change, and we will keep a very close eye on feedback for the future steps of this mechanic. To help calibrate that feedback, our design goals with this are as such:
  • Adding decision making in movement. Having to manage a resource that could put you at risk makes normal traversal more tense and adds moment to moment decisions to the game.
  • Putting a limit on the ability for a player to cross the entire map to third party an active fight. They could always push themselves and blow their cover to get there, but at that point it gives a better chance for the defending player to react.
  • Level the playing field a bit more between overly careful new players and extremely reckless experienced players, giving a bit of required downtime to these players to slow down games.

Crucially, suspicion is no longer active when in the extraction phase. When everyone is on high alert, running is not suspicious anymore, allowing the final phase to continue as the high octane chase it always was.

We have been testing this internally for a very long time, with a long history of iteration to get it where it is today. At this point, we need to put suspicion in your hands to get feedback on where to take it next.

Retinal Scanner
A major new gameplay element is making its debut with this update: The Retinal Scanner! For a long time, we’ve wanted to offer players an alternative way to progress the game, separate from vault terminals. This would not only offer an alternative if players are aggressively camping a terminal, but would also give more strategic options on how you want to play a match and add some much needed diversity. Here’s how it works:
  • A retinal scanner is present at every vault entrance.
  • They will be locked for 7 minutes (half the first phase) before players can interact with them. Once 7 minutes has passed, players can start bypassing them.
  • Retinal Scanners cost 40 intel to open when no vault terminal has been deactivated. This lowers by 10 every time one is turned off reaching 20 intel when a single vault terminal is still standing.
  • Players can deposit intel at any retinal scanner to lower the required amount. All players participate in lowering this.
  • Once there is no intel left to spend, a VIP disguise is required to authorize the scan. This will result in the vault opening immediately, bypassing vault terminals.
  • The retinal scanner that is used to authorize the VIP will give a Gold Upgrade chip.


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In this way, the progress of bypassing with the retinal scanner is a shared progress between all the players in a match. We are excited to see how this affects the pacing of the game and we will track feedback around the scanners very closely to better target future changes on them.

Guards Tweak
We have reduced melee range significantly to allow players to run away from a melee attack and not take the damage. We have also shaved off a bit of Douglas’s massive hitbox to help a bit with him not blocking unwanted shots.

Better Celebration for eliminations
A solid piece of feedback we have been looking at tackling is that DI reminds you constantly of the levels of people who beat you, putting salt in the wound after a defeat, but does a poor job at telling you you triumphed over someone that is more experienced than you.

To remedy this, we are overhauling the elimination UI to add better information as well as some gameplay rewards for taking on a strong player.
  • By default, you will now see the name of the player you eliminated.
  • When eliminating a player that is at least 10 account level above you, you will get additional celebration in the Elimination Hud, including the level of the person you eliminated.
  • This will scale depending on the level difference up to a difference of 300 levels, giving a massive celebration of the achievement.
  • XP values for an elimination will scale slightly with this, giving up to 60% extra XP on the elimination at the highest level difference.

Additionally, the levels of people you spectate will now be an opt-in feature in the settings, allowing you to focus entirely on the positives of what you achieved instead of the negatives of who eliminated you, giving full control on what information you feel is relevant to you.

We plan on expanding this type of celebration and better celebrate victory in the future.

Echelon Cosmetics
Reaching a high echelon level is quite an achievement and requires a massive amount of dedication to a single agent. In order to better celebrate this, we are unleashing a collection of new echelon skins and inks, allowing you to show everyone your PRESTIGIOUS status.
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Every agent now has:
  • A golden echelon 10 Skin
  • A unique ink at echelon 30
  • A platinum echelon 50 Skin
  • A dazzling diamond skin at echelon 100

We want to extend a heartfelt thank you to any player that has sunk enough of their time in the game to earn these and we look forward to seeing you in-game sporting your new threads!

Melee Overhaul
Reliability

Melee attacks not registering is something that has plagued the game for a long while. We’ve made several attempts at lessening the pain, but this time we went more in depth and changed how the melee behaves from a server/client level to make it far more reliable. In addition, we have reworked melee animations to give better feedback on the fully charged state for every character instead of relying only on sound and a glowing effect.

Controller Experience
We have added vibration to melee attacks for controller users, making the whole experience that much more satisfying.

Danger Event Size
Melee attacks used to trigger a danger event with a size equal to a gunshot. This of course makes no logical sense and would trigger guards from a long distance even if from a player perspective it feels stealthy to do a melee attack. Now, melee attacks will produce a much smaller danger event, allowing you to melee without scaring or aggroing NPCs from afar away.

Go punch someone and tell us how it feels! (In game of course).

Server Performance Optimizations
We started tackling some of the issues leading to servers having a “laggy” feel that can be amplified by certain agents using their skills back in the catalog 4 hotfix. In this update, we have very wide ranging changes to optimize the server load and make games feel snappier as a result.

From a technical standpoint, a long list of objects are now considered “Sleeping” on the server to consume less ressource until needed and a wide array of agent abilities have been optimized to be less intensive from a server standpoint.

This is not the end of our server optimization efforts, but it’s an important step forward we are excited to release.

Weapon Visual Alignment
The visuals of all weapons in hip fire have been tweaked to align perfectly with the crosshair. This is a pretty significant visual change to the first person view that might take a moment to get used to, but results in a much cleaner line of actions and better feedback as to where exactly you will shoot.

Spawning Tweaks
Spawn Priority

A new spawner system is in place that allows us to put priority on certain spawnable items, namely intel, instead of having a flat priority value. What this means in practice is that you should get much fewer rooms that are only flush with ammo and not a single intel.

Drawer Spawn buffs
The pool of items that can spawn in drawers has been buffed in all maps significantly. This will mean that opening a drawer will have a much stronger value overall, reducing instances where players are left with nothing when taking the risk of opening one.

Team UI additions
You can now clearly see how many “lives” your downed teammates have left by looking at their body, giving a much clearer picture of the current state of your team and how cautious you should be.

Vault Opening Delay Adjustment
The delay before the vault opens after disabling the last vault terminal (or the retinal scanner) is now 20 seconds up from 15. We want to give a bit more time for the players that progressed the phase to make their way to the vault and we will keep monitoring this for further possible changes.

Bot Behavior Upgrade
Bots have received a lot of love this update to make them fully capable agents that can drive the game forward. They can now progress every phase of the match, from disabling vault terminals to printing themselves a gold keycard and even extracting with the package.

This is a massive jump forward on bot behavior and we are excited to finally set them loose as a more robust tool to get players acclimated with the game and its flow.

Sound Eclipse Vault Visual Tweaks
We have changed the overall color scheme of the inner vault area of Sound Eclipse to increase visual readability and better understand where you are in it.

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We are currently working on a more in-depth set of changes to Sound Eclipse which you can expect in a future update.

Ammo Dispenser Intel Balancing
We are lowering the cost of using an ammo dispenser to 2 intel instead of 3. The reasoning is quite simple: Buying a single box of ammo is not the same value as a full heal or a healing vial. We think 2 intel is a price that better represents that value and will give more incentive to actually use dispensers when in a pinch.

Toggle Auto-Fire Setting
A hotly requested feature, especially for controller players, was the addition of an auto-fire setting for semi auto weapons, allowing you to hold the fire key without having to press every single time.

This has been added and is available under gameplay options!

Social Interact Camera Smoothing
A new, smoother camera transition now exists when interacting with social interactions. Since a smooth movement can trigger motion sickness in players that are more prone to it, we have also added a setting in the menu called “reduce motion sickness” to disable this smooth movement.

FOV Setting on console
We have added the possibility for console players to adjust their fov exactly like PC players have been able too. Please note that a high fov can result in performance loss in some situations because of the additional objects to render at once.

We are committed to expand the options and customization of console players to improve their experience and this is a first step in that direction.

Balance
Agents
Larcin

Last update, we talked about looking at Larcin as an outlier for fast reload speeds. We are making some changes to the reload time of all of Larcin’s weapon with Silence being the most affected of the three. We want his weapons to still be fast reloaders, but be less of an outlier than they are currently.

Weapons
Weapon 1: Silence

  • Reload Speed 1.15s => 1.3s

Weapon 2: Cadence
  • Reload Speed 1.4s => 1.45s

Weapon 3: Violence
  • Reload Speed 1.25s => 1.35s

Red
Red has always been punished for recovering quickly after activating “A view to a kill”. With this tweak we want her to keep her advantage for a short duration so that it does not entirely invalidate the passive.

Passive
Passive 2 : A view to a kill

  • Amped up effect now lingers for 3s after recovering, allowing Red to reposition after grabbing a spy cache.

Sasori
Coated weaponry has been held back by how much time it takes to trigger, removing possible reactions to an ambush. We are making it far more reactive to make it a more attractive choice this update.

Expertise 1: Coated Weaponry
  • Can now cancel the animation much earlier to prevent a state where the players feels “locked” when triggering their expertise in a fight.

Madame Xiu
Passive
Passive 3 : Mamba’s Hunch

  • Players' positions are now captured at the same trigger as before, but shown 2 seconds later. This delay adds a bit of imprecision to the current picture of where other players are and allows victims to reposition to prevent Xiu from knowing exactly where they stand.

Gadgets
Drone

  • Battery no longer drains when leaving the drone, only while piloting it, allowing you to keep it stashed somewhere for use later on while still imposing a limit to max uptime when following a spy.

Goo-Pod
  • Reduced Goo-Pod HP so they can be destroyed in a single shot by every character.

Scrambler
  • Raised Scrambler HP to 15 to prevent it from being destroyed in a single shot by high fire rate characters, giving it a bit more of a defensive gadget identity.

Bug Fixes
General

  • Objects in lost and found boxes can now be pinged correctly.
  • Getting revived after getting eliminated while running will no longer result in the player running when revived.
  • Fixed an issue where navmode interaction with charged weapons could lead to cover not being blown on shot.
  • Fixed an issue where using a health vial during an animation involving the left arm could make your first person arms disappear.
  • Breadcrumbs now last 15 seconds as intended (they were still 10 seconds)
  • Reviving allies at extraction terminals no longer leaves a breadcrumb behind.
  • Fixed railings that would block bullets instead of letting shots go though.
  • Fixed an issue where drawers opened by NPCs far away would make objects inside invisible until the drawer is closed and opened again.
  • Fixed a wide array of LODS that were too aggressive.
  • Field upgrade chests and lost and found boxes won’t show the “in-use” message anymore when currently being hacked by an enemy player.

Agents
Ace

  • Fixed an issue where mashing the big blind expertise could lead to placing multiple zones.
  • Big blind no longer stays up when Ace is eliminated in team matches.

Chavez
  • Return to sender now plays audible sound effects when hit by shot in 3rd person.
  • Fixed an issue where the Duke’s barrel would reset back to position after firing in ADS.

Cavalière
  • “It’s a Setup” will no longer remain active after a Cavalière is eliminated.
  • Fixed an issue where canceling a melee attack could cause Cavalière’s weapons to vanish in first person.

Madame Xiu
  • Fixed an issue where Xiu could take fall damage after teleporting while falling.
  • Fixed an issue where the screen could stay tilted after taking damage when teleporting.
  • Fixed an issue where timing navmode use with serpent’s bluff could make it work without triggering the cooldown.

Octo
  • Fixed Calamari 1P animation issues leading to wrong weapon placement in a variety of conditions.

Vigil
  • Fixed Vigil having the same echelon title unlocked twice instead of the correct ones.

Yu-Mi
We have some big fixes on Yu-Mi this update and are planning more for the next release. A major cause of Yu-Mi related issues is how she is handled from a server vs client perspective. We have a solid grasp of what needs to be done to make her kit far more reliable and are planning to make it a focus of our engineering efforts in the coming weeks.
  • Fixed an issue that would lead to Yu-Mi being stuck in a state where she can’t shoot after using or canceling her expertise.
  • Fixed an issue that would lead to Yu-Mi shots getting lost in high latency situations.
  • Fixed an issue where rapidly releasing right click and holding it again could cause it to fire without a pellet, costing ammo.
  • Charge SFX is no longer extremely quiet.
  • Un-charged shots now have correct vibrations on the controller.

Levels
Diamond Spire

  • Fixed a hole in the shortcut in purple room D that allowed players to shoot from inside.
  • Fixed a close spawn point on the 4th floor between players.

Fragrant Shore
  • Fixed npcs spawning on picnic tables.
  • Fixed Healing vial dispenser clipped in wall in Staff Room.

Hard Sell
  • Fixed un-sittable toilet in vault.

Silver Reef
  • Fixed a spot where players could shoot through a wall in the shortcut of room C.
  • Fixed multiple spots with missing collisions.
  • Fixed lighting issues in the main hall bathroom making objects dark in spots.
  • Fixed invisible collision in purple room inside vault protruding from wall.
  • Fixed spot in main hall that would count as a guard room when close enough to the wall.

Sound Eclipse
  • Fixed stairs collisions sometimes stopping players in SE purple rooms.
  • Fixed restroom door collision being larger than the visual.
  • Fixed SE bathroom doors still letting aggro-ed guards open them.

Gadgets
Drone

  • Drone camera will no longer turn when the spy turns.

Hacktrap
  • Fixed an issue where hacktrap clues would not get cleaned when the owner is eliminated.
  • Fixed an issue where clues that are far from the players could have their status not updated.

Specialists Mega Thread (Originaly: Why Specialists?)

This personally sums up my feeling. I'm pretty exhausted of this hero shooter formula much like how Battle Royales got incredibly stale quickly.
I am too. I'd argue that the vast majority of gamers are. Seeing what seems to be an ultimate ability on screen really worries me that Tripwire might have chosen to take that route... Which would have been a death sentence a few years ago (everybody played Overwatch and compared every game with that trope to Overwatch), and would probably also be a death sentence in 2024 due to fatigue. I believe the main issue with that gameplay mechanic is that it generates multiple versions of a specific role (let's say healer for example) instead of allowing players to mix-and-match that role the way they please. It tends to reduce customization and player expression for the most part. It also limits progression in most cases, as characters rarely have stuff to unlock and numerous strategies to try. Their kit often limits them and that's it.


The one thing that sort of reassures me in regards to Killing Floor is the weapon system, especially the tiers. It's so ingrained within the Killing Floor franchise that I'd doubt Tripwire giving a fixed set of weapons to a single character. A huge component of the KF formula is to spawn with limited firepower and slowly earn the money to increase your damage output... Removing it would turn KF3 into an entirely different game. I wouldn't even see the point of dosh anymore, unless we get a deep upgrade system for each gun. So AT LEAST, I assume perks will remain largely the same. A character will certainly be the appointed "firebug" of the team for example, and I don't see Tripwire adding multiple other "firebugs" with a new coat of paint. But all that remains to be seen obviously.
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  • Article
[PSA] Expected Downtime During Scheduled Maintenance

Agents, plan your missions accordingly. We expect one of our partners to run scheduled maintenance on July 23rd 2024, at 6:00 AM UTC. We apologize for any inconvenience caused by interruptions to regular services that may affect your spy work and any other related plans for deception.

  • Article
Deceive Inc. Suspicious Bots Brief

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Upcoming Features Preview
Agents, we are fast approaching our next update and we have some major changes coming that will change how Deceive Inc. is played in significant ways.
We wanted to give a sneak peek at some of the big elements that the community has been discussing for a while now. Let’s get into it!

Suspicion Mechanic
We are shaking up the meta this update with a massive change that will have significant ramifications on the game. One of the most common feedback pieces we receive is that there is no incentive not to run around everywhere once you get a hang of the game. This is an inherent differential between new players that will always walk carefully and experienced players that will almost always run.

Introducing the “Suspicion” mechanic. When in cover, you will now have a new bar that fills around your cover bar while being suspicious, such as sprinting around a party (which is currently the only thing that will trigger this new mechanic). Once filled up, this will start draining your cover bar, putting you at risk of blowing your cover.



(Click on image to see WebM of Suspicion Mechanic in action)​

We know this is going to be a polarizing change, and we will keep a very close eye on feedback for the future steps of this mechanic. To help calibrate that feedback, our design goals with this are as such:
  • Adding decision making in movement. Having to manage a resource that could put you at risk makes normal traversal more tense and adds moment to moment decisions to the game.
  • Putting a limit on the ability for a player to cross the entire map to third party an active fight. They could always push themselves and blow their cover to get there, but at that point it gives a better chance for the defending player to react.
  • Level the playing field a bit more between overly careful new players and extremely reckless experienced players, giving a bit of required downtime to these players to slow down games.

Crucially, suspicion is no longer active when in the extraction phase. When everyone is on high alert, running is not suspicious anymore, allowing the final phase to continue as the high octane chase it always was.

Bot Behavior Upgrade
Bots have received a lot of love this update to make them fully capable agents that can drive the game forward. They can now progress every phase of the match, from disabling vault terminals to printing themselves a gold keycard and even evading rival players to go and call the extraction!

With this massive step forward, bots are now much closer to the behavior of real players and we hope to continue future work from this point to make them even more interesting and layered.

We will be looking for player feedback on these systems and how you want to see them evolve! Agents should look forward to getting their hands on the next build of Deceive Inc. before the end of the month with feedback polls to follow, so stay VIGILant (sorry, we’ll just Lar’see ourselves out for that one).
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My Xbox XP is halted, whats happening?

Exp loss after match

Specialists Mega Thread (Originaly: Why Specialists?)

i genuinely believe that choosing specialists over the classic perk system could be the downfall of this game. killing floor 2 has an amazing perk system, all we want is more of THAT. please, tripwire, please at least consider replacing the specialists with the classic perk system
You said "I genuinely believe"

It's not a feeling it's a fact we already had several hero shooters that failed miserably not to mention the market is completely saturated and the complete flop of concord (new hero shooter game) proves this...
People are tired of soulless shooters with no identity of their own...
We are tired of call of overwatch apex 2042
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My take/mockup on KF3's HUD

It's not even that it looks cluttered that bothers me the most. It's just how bland the whole thing looks... I swear they took notes from every open-world released in the 2010s and tried to recreate the most boring HUD possible by faithfully taking cues from their designs.

Nothing pops out. Nothing stands out. I believe we don't need ALL our missions to appear on our HUD. I also believe we don't need to read "eliminate the threat" and a simple countdown would suffice. Similarly... do we need both a wave counter AND a visual representation of said counter? One or the other is more than enough.

Lastly... Make the important information (health, dosh and ammo most of all) STAND OUT. Add some color. Make it slightly bigger. Do everything you can to make it as easy as a real quick glance... but also pleasing to the eyes.

(Unrelated, but considering the big bright circle on the middle-bottom of the screen... I assume we're indeed expecting some ultimate abilities for each characters/perks this time around. So the hero-shooter comparisons were apparently right on the money. Great... Can't say I'm too giddy about it. Not only did we get a million of those since Overwatch released, but it's late to the party as well)
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supports that dont tank are worthless

I don't really understand why anyone would think of the Support perk as a tank. We already got two very potent ones which released at the same time : the zerk and the medic, although both evolved over time. We also got the SWAT, with a few bonuses tailored to increase his resistances. But the Support? Outside of "Fortitude", what does he have that screams "tank role" ?

Sure, a health increase of 50% is nothing to scoff at. I believe that any perk, or any "class/character" in any game really, can truly benefit from such a large HP bonus. But as OnionBubs pointed out : the usual meta tends to prefer "Salvo", because 30% extra damage is ALSO something very worth considering. In a lot of games, the best way to survive is actually... to kill as fast as possible. The quicker your enemies fall down, the less likely you are to get mauled to death.

And that's the thing : 50% extra health is a nice safety cushion, but I'd argue that it's mostly a way to cover up some potential mistakes more than a real buff. A talented player who's comfortable with his movement, knowledgeable about his weaponry and at ease on the current map will rarely need the extra HP... Because he's already used to having 100, and doing whatever's possible to avoid taking more damage than that. Now, we all make mistakes, so I'm not saying that you should "git gud" just because you choose Fortitude over Salvo. But if you already learned how to jiggle around to avoid getting killed, I'd argue that cranking up your power is a way better option all-around. And it impacts you more actively too, because you'll always feel the strength of Salvo. You'll only feel the pros of running Fortitude if things are getting rough.

Sure, I assume that you could use Fortitude in order to play a riskier game. After all, you'll want to get very close to zeds in order to maximize your damage output. But then... You can also just kite??? It's fairly easy to figure out that moving in to take the shot, then moving out to reload/pumping another is the right thing to do in order to avoid getting slashed. I don't mean to sound pedantic, I promise, but I really struggle to find any real strategy that would stem from the use of Fortitude 🤷‍♂️ At least the Medic can quickly patch himself up quickly, the Zerk can heal overtime or leech health from its enemies. Both can also increase their resistance. The SWAT can boost his armor to swallow surprising amounts of damage. The Support... gets a bigger lifebar, which takes longer to refill as a result. I can understand why you'd think that makes him a competent tank. But the truth is : nothing in his kit truly emphasizes that playstyle. Fortitude only serves as a self-survival tool more than anything. Which is great for a perk that thrives in the thick of it ! But I feel like it benefits the player rather than the rest of his team.
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before the end of KF2's lifespan, please add an official way to see what boss you're going to fight

I still want to see the Surgeon General added in KF3, aka King Scrake. I still think that's a cool idea I had for a new boss, at least the name.
As much as I think that the trope of turning a zed into a boss has gotten old... I'd say that he would make a worthy replacement to the King Fleshpound should Tripwire decide to revisit the archetype. I doubt it would make for the most compelling boss, sorry to say, but I also think that it's time for the King Fleshpound to retire. Same for the Patriarch in my opinion, but that's quite the hot take I suppose.
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firebug/demo spammers are failures as gamers

I understand the frustration, but to be fair, a lot of that is on TWI for balancing the classes to complement each other in counterintuitive ways.

Demos and Firebugs play nicely with each other and don't have to worry about screenshake throwing off their aim, so when a lobby starts veering in that direction, it makes sense to double-down because bringing precision perks into a chaos stack is asking for a bad time. Trying to play SWAT or Sharp in a field of chaos perks frankly sucks, and Firebug can mostly be played these days by shooting blindly at the floor, so if you can't beat 'em...join 'em.
I believe it also comes from pure egoism sometimes. People are willing to play as THAT perk, so they WILL. No matter if the team already has that perk twice in its ranks. For a long while, I thought games that limit the number of times a class/perk/character/others is allowed to be selected were just anti-fun. Now I realize it's just another tool for devs to balance their game... although somewhat heavy-handed.

I like to goof around. "Class wars" are absolute mindless fun and some of my best memories in TF2. I believe I played a few "zerk only" runs way back in KF1 as well. But it would be nice if people realized that in a TEAM based game, thinking about the team is more important than everything else. I began playing healers in games for that very reason : everybody loves a medic, nobody wants to be one. So what started as mere copium in the hopes of an easier win became a true calling to me. But as it seems to be quite a rare thought-process, I honestly wouldn't mind Tripwire to impose a hard-limit to the amount of players able to play a single perk... I'd say 2 sounds like a good amount. So you'd have at least three different perks on a full team. I'm afraid the problem would linger still : if someone wants to play as a firebug and the team already has two, they'll probably just exit the lobby and find another one. But I think it's better than eternally playing with piss-poor team compositions.
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