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Is killing floor 3 killing floor? (Criticism)

Sci-fi can be scary, WTF do you mean. Never played Alien : Isolation? Dead Space? SOMA ? And if anything : the zeds are way scarier than they've ever been. And especially KF2, who really went overboard with their colors and SFX. Sure, it's not as dirty as KF1 was... But I wouldn't rule out that KF3 is darker than it's predecessor.

Regarding the music... Zynthetic was never alone. He DID compose most of the music for KF1, but we can't forget good ol' Dirge ! KF1 also had an interesting mix, considering Bedlam had some unusual dark electro tracks... I'd be in favor of a comeback, but most people don't seem to associate Killing Floor with electro at all. Hell, a lot of people praise KF2's OST, when I really feel it gets old pretty fast. But I'm not super fond of the bands chosen either. I personally prefer Rocky Gray's tracks far more than Demon Hunter's.

I fully agree with you about the guns however. They honestly looked a bit too stiff and boring in the first KF3 trailer we've seen. A real far cry considering Tripwire had the reputation of creating some of the best-feeling guns in the business. Although they cannot truly "emulate" real-life weaponry with their sci-fi setting, I do believe they could get some inspiration from them. Hell, the new grenade launcher is pretty much a M32 in disguise...

Regarding the specialists... I couldn't add anything better than what @OnionBubs said, which everyone conveniently ignored of course. I really don't understand the backlash, or more accurately : why it is SO STRONG. I would have understood if the game suddenly turned PvP, or added back microtransactions, or if you killed regular zombies instead of specimens or something... But right now? We're already bombarding Tripwire with venom while knowing very little about how that new system will work, especially in-game (and not just in theory). My main gripe is honestly that I like to swap characters often, and I'm all for more player-freedom in regards to customization. But tying weapons to a specific perk/role/specialist... Is it really THAT BIG of a deal? It's not as if it was very efficient to grab an SMG as a Demolitionist, or a Flamethrower as a Zerk... And if it can favor better team compositions, I'm actually ALL for it.
The vast majority don't want specialists because they look, generic, boring and the trend has been already over exploited to kingdom come not to mention this addition is most likely just an excuse to fill the game with micro transactions.

What if i wanna play Mr foster but I don't wanna play commando?
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Will the medic be boring ? Or is it just not there on kf3?

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Only 3 stimulants for the whole game?​

So I guess... the medic will only have the ability to help the team every half hour, the time that you recharge the skill.​

Or is the medic simply not there on kf3?​

I would like to know more about how you plan to manage the life bar.​

Do you have a favorite memory from the past 15 years of Killing Floor?

I remember June 2017 me and my best friend had just graduated HS and we had been following the Summer Sideshow ARG intensely. We watched the PCGamer show from E3 that year and absolutely lost our minds at how amazing the Summer Sideshow looked in KF2 and all the new additions. Ever since then no matter what we always make it a tradition to tune into the PCGamer show just to see what y'all are showing off for Killing Floor
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Specialists Mega Thread Mod Edit: Please see mod notes in first post.

That is a broad assumption with no basis in reality. While we understand you and others are very passionate about this, everyone in the history of our games who has claimed to speak for "everyone" has been wrong.

We've even made a few missteps on that in several of our early titles.
No, it's not a broad assumption with no basis in reality. That is your mistake for ignoring the feedback on every single platform from the 90% of the 100% of the population on all the platforms that do provide you feedback. You will find that you will lose the support from a percent of those original supporters, and those that are silent, will remain silent, leaving a void.

Let's just call this a broad assumption as well. Why not play around with the formula, and ignore the community feedback one more time, just for fun? What could go wrong.
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Notice: We are looking for diligent KF Fans who provide clear and concise feedback and bug reports

  • Play style (casual/hardcore)
    • Hardcore
  • Main Perk(s)
    • KF1 - Berserker
    • KF2 - Medic
  • Strong familiarity with the franchise and how it plays: Hours of KF 1/2 on record
    • KF1 - 1756.5 HRS
    • KF2 - 1002 HRS
  • A history of providing good reports (bug/feedback) or helping others is a major plus (and being able to provide us with an example of such)
    • I have been a Beta Tester for quite a few games already, I ended up working with a company afterwards for one of them
      • Eidos
      • Square-Enix
  • I also have a Youtube channel that has my Livestream gameplay for Killing Floor 2
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Killing Floor 3 Nightfall News: Specialist Deep Dive

I wonder how berserker is going to be handled, or if at all it is going to included in KF3. It was one of my main perks I've played throughout KF2.
...
Unless the attachment system is ditched for berserker, instead it has more robust selection of melee weapon and perhaps some ranged weapons such as the VLAD and Eviscerator to compensate for it. I wonder how its equipment and gadget will work.
I can only hope that it isn't something exclusively melee-combat based. The entirety of KF2 was a good demonstration that it's borderline impossible to actually balance a dedicated melee perk in a shooty game.

Not that KF2 is the only game with that issue, but Berserker was OP for years. I do not have a problem with melee classes in theory, but in practice melee stuff in shooting games always has to be balanced against teams of hitscanners fighting melee enemies, so it either comes out useless or OP with no middle ground (and often comes with extremely shallow skill curves to boot).


I don't know how the attachment system will work aside from its melee weapon having different lengths or mods (that is all I can think of).
Back 4 Blood added in attachments for its weapons a while into the game's lifetime that affected stats (extended grip = longer reach; counterweight that increased stumble/knockback, safety guard = increased damage resistance). This was a good idea in a vacuum, as without dedicated melee builds, melee weapons were kinda worthless without attachments.

The problem there was that dedicated melee builds were already brainlessly OP and nothing was nerfed to compensate for the introduction of attachments, making already strong builds even stronger.
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Chances of vocal tracks made for KF3?

I was listening to the KF2 soundtrack while at work today and it got me wondering if we'll see any vocal tracks in the vein of "Made for War" and "Defend the Crown" (where they were specifically made for KF3 outside of the licensed soundtrack) and if that's something people are wanting to return in KF3. Personally would love to see it as both songs get me pumped when starting a wave.

alsoareweevergoingtogetofficiallyricsforthosetrackspls

Blood Golem Zed Idea

Blood Golem
"Deep beneath the ground, Horzine scientists are experimenting with a product that was given to them. Not long ago, there was a deal between Kevin C. and a rather influential, yet mysterious man dressed in a business suit. Named "Blood crystal" - this was the subject of the deal, this thing resembles a crystal made of blood, with a strong bullet-stopping properties. Very promising innovations are on the horizon with this one.


Blood Golem is a evolution variant of the Husk.
He has a more pale skin. Blood crystals grow on his whole body, acting as armor.
The closest thing that comes to my mind when i think of visual appearance of these crystals is this:

KF2_Specimen_Fleshpound_SummerSideshow2017_Event.jpg
Whatever that is growing on Fleshpound from summer sideshow, but with a lot more coverage all over new husk's body.

His cannon has different abilities, its able to

suck the blood out of players(damage ignores armor)
and use it for further growth of crystals on his body, to shoot them from his cannon, or reinforce other trash zeds with crystal armor.
New husk variant is able to suck the blood out of players or dead zed bodies, using his cannon.
spike of crystallized blood will grow on his cannon, he uses this to attack from distance, shooting this projectile.

Whenever this husk sucks the blood, crystals on his body grow, changing his appearance and giving him more stronger armor, his head is not covered with crystals yet, so you can headshot him.

When crystals on his body grow, eventually he will reach his last stage when he will turned into Blood Golem - Big tanky creature, covered from head to toe with thick blood crystals.
Appearance of Blood Golem is mainly inspired by crystal golem from Dark souls and some concept arts:
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This slow moving giant has a claw made of sharp blood crystals and his cannon still protrudes through his palm, other hand features cluster of blood crystals that form a blunt weapon. Both claw and other arm hurt pretty badly.
Blood golem can also cause deadly rainstorm of blood crystal spikes from his body at close range.
You'll need to break his Crystal Helmet at this point, his body crystal armor doesn't break, acting as his new body with more health.

During all his Phases, this husk variant will be able to switch his cannon firing mode and use it to spray mineral/crystal dust mixed with special compound. When clot types, gorefasts and crawlers pass nearby husk or his Blood golem form, he will spray mineral dust on them, this will change the appearance of these zeds and they will have their own crystal armor, reinforcing their health and their heads also grow crystals.

/ / / Blood Golem is the only zed that can give lesser zeds armor, he will become stronger the more blood he accumulates. / / /


Whitelist Request - Seed Mutator

Seed Mutator adds server-side seeding utilities for dedicated server operators.
This mutator is fully server sided so players do not have to download it when they join the server.

Latest version at the time of writing this post is 1.1.0.

Features:
  • Allows servers to enable bots. The bots are the ones already in RS2, the mod just re-enables the ability for servers to use them. Bot code is unchanged from vanilla RS2 bot code.

Steam Workshop link:

GitHub link for source code:

Add rewards for shooting collectibles in each map to incentivize the player to seek them out every game.

I found the collectible hunts to be exactly fun enough to do once per map ever, and was glad to put it behind me afterward. Tying the economy to redoing it every game sounds miserable.
A cosmetic unlock, probably eyewear, for finding the collectibles on all of the available-at-launch maps would be a nice touch, though.
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Perk skill trees should be simplified

The meta is going to be figured out no matter how you slice it, so you might as well enjoy it accordingly.

Leave the funny options for lower difficulties and embrace the better ones for higher difficulties.

Mr Foster has two milestones for his throwable where he only has one skill to choose from at Level 10 and 22, and I think that should be the case for the Passive and Gadget skill tree, since it'd be far easier to balance around.
Throwables are mostly getting less because they're more limited to begin with by design, so you're going to be able to do less with them in the first place.

More specifically, those skill icons straight up look like "stronger grenade" (that's the 'grenade plus') and "more grenades" (the 'three of them side-by-side' icon).
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Rogue Waters Patch Notes for v1.0.2.3161

EGS players, this update has now also been pushed live for you along with the previous hotfix. The full changelog is:

Improvements
  • Introduced an action availability indicator to indicate characters who have actions left. They now display an arrow icon to the left of their HP bar.​

Bug Fixes
  • Fixed multiple issues that caused the game to softlock on the Loading Screen.​
  • Fixed an issue where the game would freeze when exiting via Alt + F4 during the loading screen.​
  • Resolved a crash that occurred on game exit in various languages, including Chinese, Korean, Japanese, and Russian.​
  • Fixed a softlock caused by the Mermaid Call Level 3 ability, which pushed multiple characters into a single cell.​
  • Fixed a softlock caused by the Wrestle Level 3 ability being used on allies. Wrestle Level 3 can no longer be used on allies.​
  • Fixed a softlock that could occur when characters bounce off obstacles.​
  • Fixed multiple softlocks caused by character animations.​
  • Fixed a delay in the death animation when using the Assassination ability.​
  • Fixed an issue causing the Backstabber to die at low HP while using the Assassination ability.​
  • Fixed the Call for Rope ability issue that caused the character model to disappear.​
  • Fixed Chop III ability order on the action bar.​
  • Fixed animation freeze on Grappler when using the Wrestle ability.​
  • Mitigated character animation glitches on deployment confirmation.​
  • Fixed redundant VFX display issue when using the Kraken Tentacle Slam ability on a 1-cell target.​
  • Fixed the Syndicate faction being present in Raids where only Merchants and Hunters should appear.​
  • Fixed an issue where manually set resolutions were not saved after exiting the game.​
  • Fixed an issue that prevented changing the resolution, window mode, and refresh rate in a single visit to the Settings Menu.​
  • Fixed a redundant wound floater issue that could occur when enemy Flintlock kills Crewmates.​
  • Fixed the Slime tooltip redundancy issue that could occur after using the Sarmatian Sabre Fang ability.​
  • Fixed the enemy tooltip appearing under player modules in Sea Battle.​
  • Fixed slot icons in the Ship panel on the Region Map.​
  • Fixed the enemy module tooltip label color on the Region Selection screen.​
  • Fixed misaligned building headers in Pirates' Cove.​
  • Fixed a Command Point icon size issue in Sea Battle.​
  • Fixed additional minor UI issues.​
  • Fixed multiple localization issues across all languages.​
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Chavez Character Rework Preview

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Agents,

Like we previously discussed in our “what’s coming for DI” brief, we have been working on updating expertise options for multiple characters in season 5. We have three characters getting an update to their kit and we wanted to give a sneak peek at one of them here today. Without further ado, let's talk about the one and only Chavez and how his expertise 2 is poised to change in season 5. Keep in mind, the balancing aspects of the ability are very much in the process of being tweaked and might be different at release. Now let’s get to it!

Immovable object becomes an unstoppable force.
It has become a bit of a meme how passive Chavez is as a character. The entirety of his toolkit is built with a very defensive approach which leaves very little lee-way to create a different build for him. His expertise 2 is the biggest offender in that regard. The resistant status effect has always been a contentious subject and having a playstyle that rewards you for simply standing in a circle while shooting was not very interesting.

Enter ALL-STAR, a new expertise replacing unshakable fortresses starting with season 5.



ALL-STAR puts Chavez into a stance where he gains amped up, but cannot shoot for 5 seconds. During that stance, he can shove any npc he enters in contact with. When colliding with a spy, Chavez deals damage and breaks both his and their cover while shoving them away with FORCE.

Additionally, Chavez can open doors immediately by ramming them in this stance if he either has the intel/keycard to open it or if it’s already unlocked. The intel will still be consumed when opening a door in this way, but it won’t stop your charge, allowing for very decisive actions.

We have a lot of fun using this ability to play Chavez in all new ways and we think this new energetic take on the character is going to make quite a splash once it hits the game. We hope you enjoyed this sneak peek at what’s coming and we’ll be back with more very soon.

New quarterpound and suggestion for fleshpound

you don't like Gunslingers and you don't like headshots
Well it's widely known that gunslinger is op, he has bloated kit, he has penetration skill which makes all his guns penetrate like support shotguns without damage reduction. His knock em down skill gives him comically large amounts of stumble power, being able to stumble raging fleshpound with bash.
But about headshots, I described how I like to play zerk, comm and supp and pop the heads of zeds, Im not entirely against headshots, but this solution is basically present in every shooter game. It's kinda boring already,
Though calling the most skill-intensive means of learning how to play the game "casual friendly" is torturing definitions so hard it ought to be considered a violation of the Geneva Convention.)
And I'm calling it that way because I used to be a headshot beast and trained my aim, in other, more competitive games, and, headshots are not problem for me. Im just bored of this easy solution, I moved on to a different philosophy, I like being more restricted when playing, especially by avoiding imba high skill ceiling weapons. I'm fed up with meta stuff.
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No in-map music

Uh huh. Well it worked fine for years without killing audio in the other modes. How about have them just kill that whole weekly in the auto-rotate at least, leave it in selection(if that's too much, just kill it altogether).

Barring that, let's just hope next Monday it takes care of itself. Til the next time.

...telling you though, you gotta disconnect discontinued products from any online automation so they can work standalone.
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Rpg 32 - next level of the rpg

Rpg 32 Barkas is a spiritual successor of the LAW and RPG 7.
Mainly produced in Jordan, this multi-purpose rocket system is still being used and produced.

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Click here to visit Official WIKI page of RPG 32

specifications:
In Killing Floor 2, we have weapons with similar properties of HEAT rockets, which is RPG 7, it's rocket has a shaped charge that uses Munroe effect to penetrate heavy armor, i assume this is how scrake's vulnerability to rpg rocket is explained. Tandem HEAT rocket is better than shaped charge, penetrating the armor with shaped charge at first, and then second explosive charge destroys compromised armor. i suppose they would be more lethal for big guys, because rpg7 rockets can penetrate 300-600 mm of armor, and pg-32v can penetrate more than 650mm, so it should be better.
It also penetrates 1500mm of reinforced concrete and 2000mm of bricks, so it can destroy walls with ease.


And we also have something that resembles a thermobaric weapon, which is Thermite Bore, yeah, it's almost in the name. Imagine all the damage of 6 exploding Thermite bore projectiles combined in single rocket.
so basically the idea is that you can buy both of the rocket types for RPG 32 and change between them during gameplay, i assume by pressing MMB you reload RPG 32 with different rocket. Some people tell me that you reload this RPG by changing the whole container with rocket, others tell that cartridge is actually not single-use, I'm a bit confused, I found this footage from arma, it has a reload animation for this RPG, it's a bit weird tho:



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105mm rocket weights 6kg, but I don't think we should be bothered with this, as in kf2 demo can carry RPG 7 with max 31 grenades, that much grenades weight 60-130 kg. Plus another weapon with it's ammunition. And besides, I saw engineer is wearing an exoskeleton, which enhances weight carrying capacity, so that shouldn't be a problem.

Tandem HEAT rocket is used for big guys and Thermobaric rockets are for trash.
I dont know about crossperk weapons in KF3 but RPG 32 is so far the best candidate for Demo/Firebug Tier 5 weapon.



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Commander - evolution of the rioter and edars

Commander is a rioter/alpha clot that controls huge edar mech Titan, which combines attacks of all edar variants from previous game.
The design is inspired by Panzer soldat from cod zombies and Combine guard from half life 2 beta:
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Commander is a commando of the Zed team, which inspires other zeds.
  • Rioter's eyes are connected to a camera inside of upgraded edar head above him

  • Rioter's head is protected with armored glass helmet and second metal visor which closes when commander uses ranged attacks, like matriarch's armored visor.

  • Commander has a modified rocket launcher of the old edar on his shoulders. It has 6 barrels and basically shoots a volley of 6 rockets at once like kf 1 seeker six.

  • He has upgraded laser machine gun on his left arm. It shoots a lot more projectiles per attack, at a faster fire rate. A sword is also attached to laser machine gun for close combat.

  • Commander uses rocket launcher and laser machine gun simultaneously.

  • On his right arm commander has a taser-cannon which shoots immobilising energy. He uses it at close range to trap players.

  • Commander can boost other zeds like rioter, other zeds will be forced to sprint and deal more damage. After the boost he might use immobilising attack, making for a great synergy.

  • Commander can use jetpack to jump high to access unreachable areas and shoot from there.

  • You can easily headshot him through armored glass, but when he uses Rocket launcher or attacks with laser machine gun, his second armored visor closes and you need to destroy it. You might wait until he stops attacking and then his armored visor will draw back. His body is extremely resistant to ballistic weaponry
  • When you pop his head, it will splatter blood all over his glass helmet, making it red.
  • After death, commander falls on his knees, then falls on the ground and explodes into pieces, explosion will emp other zeds nearby.
/ / / The goal here was to combine the abilities of all edars and rioter to create a zed that fits killing floor world a bit better than just robots. A variety of guns fit the "leader of the zeds" vibe that rioter has. And players can now headshot this enemy, unlike edars. / / /

RO2 [STEAM] Game not launching. Possible reason

Hello,
I have installed Red Orchestra 2/Rising Storm on Windows 11 and since I none of the guides worked, I tried to investigate by myself.
As you can see, in dependencies d3dx9_43.dll is missing, however this DLL is present C:\Windows\SysWOW64 folder on my device.
How to fix this?

P.S.: Since game doesn't launch, there are no logs.

Dependencies GUI output:
1728321951750.png1728321998849.png
Proof that DLL exists on my device:
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