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Grenade variants, perk upgrades for classes, and online vs mode

One has to remember that grenades are fairly cheap and you can have as many (or as little, depending on perspective) as 5 at any given time. Every ammo box also gives you one extra grenade. All of this means that grenades (or consumables, as you seem to propose) should remain balanced. Great to have in a pinch, and especially rewarding if you can use them well. But still fairly limited in their usefulness. The one idea you mention (taking 25% less damage for 5 sec) sounds alright. It's a very short-term boost, that fits the perk too. But I'm curious as to what you could give to the other eight perks (assuming all of them gets ported to KF3). But I'm a bit queasy about helping people kite endlessly even more...

Perk upgrades sounds like what the Upgrade system was meant to be, only for them to never look back once they introduced the very basic "get more powerful weapons as the cost of weight". I'm not FULLY against it, but I'm still a strong believer that it might dilute the identity of most weapons. Assuming you're talking about perks ONLY (so passives tailored to your character more so than your arsenal), I'm a bit more reserved still. Skills and passives are already filling that role, and I'm afraid that it would make high-leveled players even more powerful, to the point of steamrolling the game. I believe it should take a cue from KF2's very basic upgrade system, and slap a balancing nerf in addition to the upgrade. To go back to your example : ok, you choose to do 25% more damage with your ground fire... But in return, your fire resistance is also nerfed, meaning you're more likely to hurt yourself from your own flames as a result.

I'm not quite sure what you're talking about regarding the "VS" mode however... From what I gathered, it would be some sort of "loading screen" before joining a lobby? You would then have a player taking the role of any given boss, against a team of survivors/mercenaries? I mean... Yeah, that does sound like a way to make waiting for a match a bit more fun, and bring back the unloved Versus mode into the fray. But considering a huge part of what makes Killing Floor interesting (and the last wave in particular) is teaming up against a super tough opponent in order to defeat him... I wouldn't feel too giddy being booted off to join my match right before I land the killing blow !
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Post-Jatimania Update

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Post-Jatimania Update
Thanks to your tireless effort (and a little help from a mysterious figure working behind the scenes), Deceive Inc. has figured out how to counteract the hypnotic effects of Jati’s collectables, making us all safe from the JATIMANIA. With this return to normality, we bring some bug fixes and updates while we prepare for our next season.

General
A blast from the past

We are bringing back the original pre-game lobby and theme music as we prepare for season 4. We hope you enjoy the old school vibes!

Bots Update
In addition to multiple bug fixes, bots will now actively update their cover security level and enter the vault as the game progresses to give them a more player-like behavior.

Movement Replication Update
Updates to how we handle character movement which should reduce rubber banding in latency situations, especially while running.

Player Cover Behavior Update
Experienced players have known about a key difference between players in cover and NPC for a while now: Players in cover bumping into a npc will not react at all, while npc do a small wiggle to try and avoid the other character.

With this update, the cover of the player will do this avoidance move when colliding with another NPC by itself, removing this tell that was impossible to know about for newer players.

Balance
Agents
Ace


With tracking abilities being a powerful tool, we are looking to raise their base cooldown across the board to make them appear a bit less often for victims.

Expertise
Base: Queen’s Gaze

  • Cooldown raised from 30s => 40s

Mod 1: Stacked Odds
  • Cooldown raised from 30s => 40s

Cavalière
Just like Ace, Cavalière is getting a cooldown adjustment on her base tracking abilities and a refund tweak to reduce the constant uptime of her investigation skill.

Expertise
Base: Investigation

  • Refunds on cancel decreased from 80% to 50%.
  • Cooldown raised from 30s => 40s

Expertise Mod 2: Redemption
  • Cooldown raised from 30s => 40s

Special Note: This ability will be getting some love with mechanical changes with season 4 as we know it’s currently not competitive vs Cav’s other options.

Hans
Hans’s jab is getting a bit of love to make it more viable while the upper cut is getting a nerf to reduce its extreme potential in close quarters.

Weapon
Mod 1: The Jab

  • Damage 23 => 27 (all pellets hit)
  • Reload time 1.85s => 1.75s

Special Note: We are reworking the spray of this weapon for season 4 to make it more efficient, this should still help it perform better in the meantime.

Mod 2: The Uppercut
  • Damage 45 => 40 (all pellets hit)
  • Reload time 1.6s => 1.9s

Madame Xiu
Xiu ‘s Xuanwu has been a very underwhelming option for a long time and we want it to be a more viable choice. We will deliver more improvements to this weapon in season 4, but in the meantime we wanted to make it a stronger pick with a damage buff.

Weapon
Mod 2: Xuanwu

  • Damage per shot 6 => 7

Sasori
Our goal with Sasori is to tone down the sheer power of his weapon mod 1 while keeping its identity as intact as possible. We are also making an animation adjustment to his run cycle to make encounters against him more fair overall.

General
  • Running animation tweaks to reduce the amount of variance when trying to aim for the head.

Weapon Mod 1: Hyo & Hanei
  • Can no longer charge while interacting.
  • Damage per Kunai 8(40 total) => 7 (35 total)
  • Headshot Damage per Kunai 16 (80 Total) => 10 (50 total)
  • Charged Katana Damage 70 => 60

Yu-Mi

Just like Sasori, Yu-mi is getting a run cycle adjustment to make it less frustrating when trying to land headshots on her. In addition, we are looking to buff her base weapon slightly while toning down her other options that could lead to fights feeling very hopeless on the receiving end.

General
  • Running animation tweaks to reduce the amount of bobbing making shots difficult.

Weapon
Base: Tactical Slingshot

  • Headshot Damage 33 => 34

Mod 1: Experimental Split Shot
  • Charge Time 1s => 1.2s
  • Uncharged Damage 6 per pellet (30) => 5 per pellet (25)
  • Charged Damage 9 per pellet (45) => 7 per pellet (35)

Mod 2: Heavy Longshot
  • Charge Time 1.3s => 1.5s
  • Charged Damage 51 => 50
  • Charged Damage Headshot 90 =>80

Bug Fixes
General

  • Fixed bots moving at run speed when walking.
  • Fixed bots not fighting back against aggro-ed guards in some cases.
  • Fixed Jati Mania items that did not have event icons.
  • Fixed issue where the map name and mode name could overlap in the pre-game lobby.
  • Fixed legibility issues in loading screens.

Gadgets
  • Shield Brella health’s gauge will now correctly update when regenerating health over time.
  • Fixing a bug where the goo pod could have the incorrect state between server and client.

Audio
  • Fixed an issue that caused Squire’s Javelin sound to be occluded too soon.
  • Fixed an issue that caused the turret to have more occlusion than intended.
  • Added audio occlusion to more npc events so they fit the rest of the sounds in the game.

What’s Next?
Quite simply: Season 4! This next update will include both the “traditional” seasonal content you would expect (catalog and a new agent) and a continuation of the operation overhaul initiative. We also wanted to give some transparency on our current priorities and acknowledge that we are aware of some top issues we are looking into.

Bug Fixing
First of all: Bug fixes. We are well aware of major bugs plaguing agents and their abilities (Yu-Mi being a particular focus) and we are putting a lot of effort into tackling these. The complexity of some of these issues means that we sometimes ship smaller bug fixes instead of solving this immediately, but rest assured that this does not mean we are not aware or not working on them. We will have a healthy list of bug fixes coming into the game when Season 4 drops and will continue this endeavor beyond.

Extraction Phase
Another big area of focus is making the extraction phase more dynamic. We are looking to tackle ping stalling and other un-fun situations that are a bit too efficient currently in the meta.

Clarity and onboarding
We are also aware of the lack of clarity on a lot of elements in agents' descriptions and the dossier menu. Our first area of action is to update this information in cases where they are not accurate, but we are considering possible solutions to have better information in the game in the future and make this a more in-depth ressource for newcomers.

Beyond Season 4
Finally, we are still looking at major elements for overhauls and you can expect more of these reworks to come after Season 4’s launch. We want to keep upgrading both core aspects of the game (melee reliability is a particular sore spot from feedback we receive) and rework some character kits to make them both more interesting or less meta.(Larcin’s Grande Finale comes to mind as an ability we want to rework extensively).

Killing Floor 3 - BW-06 (SCRAKE) Reveal

This concept is truly terrifying and in my opinion these weapons are far more look threatening ...
Its start to look like some hight teck version of doomsday in injustice ( keep going good work i love it :D )
https://www.google.com/imgres?q=inj...d=2ahUKEwjP-9W_9vqFAxUJRfEDHZIIApwQM3oECBYQAA
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Give players more incentives to Prestige their Perks.

I always wanted to see an upgrade in how much weight you could carry with each prestige, gives you the option to carry more weapons or upgrade the weapons more than normal.
I mean... That's a straight upgrade. While prestiging have always been more about flair. But I guess it would somewhat balance out the fact you're giving away all your XP for a fresh start... At least up until you reach max level again.

It also depends on how difficult KF3 ends up being I suppose. Considering most veterans are already very knowledgeable about KF2, to the point of the game not holding any challenge anymore... I assume it could just give you a slight edge in KF3, assuming it doesn't become a walk in the park once you've learned of all the game's tricks.
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Double XP is live for the final weekend of Jatimania!

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Last call for Jatimania

The Jatimania will come to a close on Monday May 6th and we are celebrating the final weekend with a double XP boost! Please note that we will be adding the skins, inks, and intro poses unlockable for free during the event to the store at a later date for those that would like to acquire them in the future at a cost.​

Update:

Agents, we decided to tackle a few more bugs in the Post-Jatimania update and will be shipping it tomorrow, May 7th instead of today. Double XP will stay up until then to tide you over!

Invest in yourself!​

Killing Floor 3 - BW-06 (SCRAKE) Reveal

A bit bummed that we haven't gotten any real new footage compared to the previous video, but the confirmation that the metal claw is indeed a grappling hook is terrifying. As cool as they always looked, Scrakes were never a very serious threat considering you can (theoretically) rage them whenever you want. But now that it as the ability to bring you exactly where you DON'T want to be... I believe it could be even scarier than a Fleshpound ! I do wonder if there's any way to dodge it though? With a parry perhaps? Or crouching? I still want to be able to escape my doom !

I also believe the shot showcasing an all-too-familiar shoe is definitely done on purpose... I can't really imagine a KF game without my beloved Foster. But so far off in the future...? I wonder if we're gonna get a descendant or maybe a cyber-Foster of some kind...
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Killing Floor 3 - BW-06 (SCRAKE) Reveal

Incredibly exciting, I love the addition of the harpoon being brought over. I'm certain we'll be getting a dodge strafe of sorts implemented now between this attack and the Fleshpounds crazy new range.

Do I detect the possibility of weapon charms? Or perhaps just a pretty piece of tactical rope on one specific weapon.
Oh Tripwire, just what are you cooking up?

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Killing Floor 3 - BW-06 (SCRAKE) Reveal

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BW-06 (SCRAKE)
Since its introduction 18 years ago, the BW-06 series has been deployed in more than 7,500 engagements. Now Horzine introduces the C line, extending the already considerable capabilities of this formidable bioweapon. Let the BW-06C take the lead, exposing the enemy to your infiltration units as it skillfully saws through armored vehicles, bunkers and other fortifications.


Update:
Please also enjoy this early look at some Scrake concept art:
scrakeconcept.jpg


And if you missed it be sure to check out:

Server Stability of kf2 server in Windows vs Linux

I'm running two instances and they are working well and I've had no crashes so I'm happy with the ubuntu platform. The second instance is launched with the configsubdir switch and a subfolder was created automatically to contain the new server "ini" files which I've edited as needed. However I can't figure out how to make the second instance create a launch.log file or if it has done it automatically then where to find it. Can anyone advise me about the log files for a second instance? Thank you.
My server instances use configsubdir aswell, but i only get a launch.log from the server which restarted the last time as i think it overwrites the launch.log since afaik it doesn’t create a subdirectory for the log files. -edit in my case the tools i use create specific container logs so i never really bothered figuring a way around
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EXCLUSIVE FIRST LOOK: Unmasking the Scrake!

I've watched the video again, and came to two theories regarding what the new Scrake abilities might be... As I believe, again as Glokage said, that all zeds will get new tools. Hell, even the modest Cyst is more fearsome now ! I would be surprised if the Scrake stayed the same. So here are my two cents that might be completely wrong.

1) Maybe the Scrake won't rage simply by reaching a certain health threshold anymore, but rather be linked to its mask. My theory is that as long as you fire centermass, the Scrake won't rage out, making the creature easier to dispatch... but way more ammo-consuming. Maybe the Scrake could have a thick hide that reduces all incoming damage by a certain amount (let's say 20-25% for example), so firing at its torso or limbs would take forever to kill it. But at least, it shall remain calm in the meantime. If you want to quickly dispatch a Scrake, the usual strategy applies : AIM FOR THE HEAD! Doing so will allow much more damage to be dealt, at the exchange of destroying its mask... and making the zed much faster and angrier. In the end, it sounds fairly similar to the relationship between Fleshpound and Scrake that we've always known : you can't run away forever from a Fleshpound. They'll always end up angry and ready to turn you into minced meat. Meanwhile, Scrake are somewhat "docile" until you're truly ready to take them out. It's just that this time around, you might even choose to NOT rage them at all... At the cost of wasting a ton of ammo for extra safety. While you might instead want to get rid of them ASAP, at the cost of facing a tougher foe.

2) It's easy to notice the Scrake now has some weird torture device thingy on its other arm... And I do wonder if they took a cue from the concept arts for KF2's Scrake, which had a hook in its second hand. I do wonder if MAYBE, that might imply that the Scrake is now capable of "tethering" a player in order to bring them closer, kinda like the EDAR Trapper... But even more annoying and terrifying. I think this would play very well with the mask/maskless Scrake idea I talk about right above. Maybe it could be used even WITH THE MASK ON, so players don't forget that the Scrake is still there, relentlessly walking towards them. But then again, considering how NOBODY liked the EDARs, I believe that idea would be quite unpopular as well... Maybe the range could be very short? And it's fairly easy to break from it before getting shredded to pieces, unless you're caught in the middle of a reload?

Looking at your second point in terms of the possibility of the Scrake being able to tether a player with his new claw arm and the similarities with KF2's concept art, I'd like to point out that while approaching you at a distance the Scrake does indeed "aim" his claw out in your direction, which seems like it'd be a bit random if it was for nothing.
It certainly looks like it's designed to close and grip a merc in place while they either (crush them?) or cut them up with their chainsaw

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EXCLUSIVE FIRST LOOK: Unmasking the Scrake!

I've watched the video again, and came to two theories regarding what the new Scrake abilities might be... As I believe, again as Glokage said, that all zeds will get new tools. Hell, even the modest Cyst is more fearsome now ! I would be surprised if the Scrake stayed the same. So here are my two cents that might be completely wrong.

1) Maybe the Scrake won't rage simply by reaching a certain health threshold anymore, but rather be linked to its mask. My theory is that as long as you fire centermass, the Scrake won't rage out, making the creature easier to dispatch... but way more ammo-consuming. Maybe the Scrake could have a thick hide that reduces all incoming damage by a certain amount (let's say 20-25% for example), so firing at its torso or limbs would take forever to kill it. But at least, it shall remain calm in the meantime. If you want to quickly dispatch a Scrake, the usual strategy applies : AIM FOR THE HEAD! Doing so will allow much more damage to be dealt, at the exchange of destroying its mask... and making the zed much faster and angrier. In the end, it sounds fairly similar to the relationship between Fleshpound and Scrake that we've always known : you can't run away forever from a Fleshpound. They'll always end up angry and ready to turn you into minced meat. Meanwhile, Scrake are somewhat "docile" until you're truly ready to take them out. It's just that this time around, you might even choose to NOT rage them at all... At the cost of wasting a ton of ammo for extra safety. While you might instead want to get rid of them ASAP, at the cost of facing a tougher foe.

2) It's easy to notice the Scrake now has some weird torture device thingy on its other arm... And I do wonder if they took a cue from the concept arts for KF2's Scrake, which had a hook in its second hand. I do wonder if MAYBE, that might imply that the Scrake is now capable of "tethering" a player in order to bring them closer, kinda like the EDAR Trapper... But even more annoying and terrifying. I think this would play very well with the mask/maskless Scrake idea I talk about right above. Maybe it could be used even WITH THE MASK ON, so players don't forget that the Scrake is still there, relentlessly walking towards them. But then again, considering how NOBODY liked the EDARs, I believe that idea would be quite unpopular as well... Maybe the range could be very short? And it's fairly easy to break from it before getting shredded to pieces, unless you're caught in the middle of a reload?

Server Stability of kf2 server in Windows vs Linux

I'm running two instances and they are working well and I've had no crashes so I'm happy with the ubuntu platform. The second instance is launched with the configsubdir switch and a subfolder was created automatically to contain the new server "ini" files which I've edited as needed. However I can't figure out how to make the second instance create a launch.log file or if it has done it automatically then where to find it. Can anyone advise me about the log files for a second instance? Thank you.
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