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Killing Floor Update #2

Awesome job guys. Please do keep up the good work and keep this community thriving with your input.

I'm hoping that you plan on making more maps and maybe even going down the left4dead route of having mission packs or whatever to add some more storyline and depth to it.

Do remember to take a break though too devs! :D
 
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good update except a couple things.

I think people can still abuse the shop in multiplayer by buying cheap weapons with their perk and giving them to a friend who has another perk. he can then still sell them for a profit. So this exploit hasn't fully been removed just yet.

Also, can we get any offical response about dual handcannons not counting for sharpshooter headshots and their damage is added to the support perk shotgun damage total. Is this intentional or a bug? This patch mentions nothing about a possible fix. [...]

Word. I totally agree with these two suggestions.
I can't see any sense in the Dual Handconnon-thing because Sharpshooter Lvl 5 spawn with dual handconnons i thought.
I don't think this is intentional so please answer ;)
 
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Don't worry ;)

Oh you had my hopes up that you didn't nerf the knockback too much, but you really did. We were having fun with the game and the knockbacks made it much more enjoyable - now it's just not as fun :(

PLEASE put it back how it was - I don't care if you lower the damage on the shotgun or whatever, but the knockback as it was before allowed some really funny and enjoyable moments in the game.

I don't see why it was changed at all, it was FUN!
 
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Oh you had my hopes up that you didn't nerf the knockback too much, but you really did. We were having fun with the game and the knockbacks made it much more enjoyable - now it's just not as fun :(

PLEASE put it back how it was - I don't care if you lower the damage on the shotgun or whatever, but the knockback as it was before allowed some really funny and enjoyable moments in the game.

I don't see why it was changed at all, it was FUN!

Supposedly it was wasn't meant to happen, just a small bug.
 
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It was changed because you could launch people into areas unreachable by enemies, such as rooftops.

Yeah I'm not fussed about that, surely they could make it not knockback people but still knockback the mobs. I really hate that they changed it just because some people were exploiting it. It's a co-op game and it is meant to be fun, fix the exploits but not at the cost of the fun.

It's just so disappointing playing now that I have experienced how fun it previously was :(

I reckon what they should do is lower the shotgun damage but intentionally add the knockback as it was - this could be part of the perk and add to the support. Less damage but the ability to knockback the scrake etc would seem more strategic.
 
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Yeah I'm not fussed about that, surely they could make it not knockback people but still knockback the mobs. I really hate that they changed it just because some people were exploiting it. It's a co-op game and it is meant to be fun, fix the exploits but not at the cost of the fun.

It's just so disappointing playing now that I have experienced how fun it previously was :(

I reckon what they should do is lower the shotgun damage but intentionally add the knockback as it was - this could be part of the perk and add to the support. Less damage but the ability to knockback the scrake etc would seem more strategic.

It was also a plus to the shotty, it's saved my neck a couple times. I'm sure at the very least they could cause the Shotty to do a massive knockback like before but only when it killed someone.

Also, I'm EXTREMELY annoyed at the perk changes. Being able to change my perks whenever I wanted in-between rounds allowed me to adapt. Why can't you just find a way to keep us from getting more than 1 type of discount per round? I'll give you an example of what happened to me: I was waiting to join a game cause the people were in the middle of the wave. I select Firebug. When I spawn, it changes my perk to firebug. I couldn't scrounge up enough cash for a flamer though, so I try changing to Berserker. OH WAIT! I can't do that anymore! ****! Shop closes, I'm stuck with a knife and firebug 2. Needless to say, when my teammates ran like hell, I got eaten. Before on the other hand, I would have switched to zerk and actually lived.
 
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It was also a plus to the shotty, it's saved my neck a couple times. I'm sure at the very least they could cause the Shotty to do a massive knockback like before but only when it killed someone.

Also, I'm EXTREMELY annoyed at the perk changes. Being able to change my perks whenever I wanted in-between rounds allowed me to adapt. Why can't you just find a way to keep us from getting more than 1 type of discount per round? I'll give you an example of what happened to me: I was waiting to join a game cause the people were in the middle of the wave. I select Firebug. When I spawn, it changes my perk to firebug. I couldn't scrounge up enough cash for a flamer though, so I try changing to Berserker. OH WAIT! I can't do that anymore! ****! Shop closes, I'm stuck with a knife and firebug 2. Needless to say, when my teammates ran like hell, I got eaten. Before on the other hand, I would have switched to zerk and actually lived.

You would have loved the mod. You could only change once per map :D
 
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Yeah I'm not fussed about that, surely they could make it not knockback people but still knockback the mobs. I really hate that they changed it just because some people were exploiting it. It's a co-op game and it is meant to be fun, fix the exploits but not at the cost of the fun.

It's just so disappointing playing now that I have experienced how fun it previously was :(

I reckon what they should do is lower the shotgun damage but intentionally add the knockback as it was - this could be part of the perk and add to the support. Less damage but the ability to knockback the scrake etc would seem more strategic.

I second this.

Oh, and good patch, nice to be able to play manor and westlondon without everyone exploiting like there's no tomorrow :p
 
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Also, I'm EXTREMELY annoyed at the perk changes. Being able to change my perks whenever I wanted in-between rounds allowed me to adapt. Why can't you just find a way to keep us from getting more than 1 type of discount per round? I'll give you an example of what happened to me: I was waiting to join a game cause the people were in the middle of the wave. I select Firebug. When I spawn, it changes my perk to firebug. I couldn't scrounge up enough cash for a flamer though, so I try changing to Berserker. OH WAIT! I can't do that anymore! ****! Shop closes, I'm stuck with a knife and firebug 2. Needless to say, when my teammates ran like hell, I got eaten. Before on the other hand, I would have switched to zerk and actually lived.
But didn't you know before you couldn't afford the flamethrower right after spawning? So it was your fault, wasn't it? And the penalty, to survive one round as Firebug without flamethrower, isn't that fierce. ;)

I always spawn as a class that isn't too much dependent on a particular weapon and probably change after the wave but only if I know I could afford the optimal weapon. Of course it's hard to survive with only a pistol at the later waves but that's for all classes and probably something your team to blame for since they didn't give you some cash.
 
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You would have loved the mod. You could only change once per map :D

Honestly, I think it should still be like this (unless you die and respawn, maybe). As it is, there's not much reason to start a map as anything but medic or berserker (unless you're level 5 in something else and start with a good weapon).

I think there's too much 'perk-hopping'. If you want to be a support, sharpshooter, commando, or firebug, you should have to deal with the first round or two when you can't afford your main weapon.

Realistically, how does someone instantly change from one type of specialist to another just by stopping by a trader?
 
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Honestly, I think it should still be like this (unless you die and respawn, maybe). As it is, there's not much reason to start a map as anything but medic or berserker (unless you're level 5 in something else and start with a good weapon).

I think there's too much 'perk-hopping'. If you want to be a support, sharpshooter, commando, or firebug, you should have to deal with the first round or two when you can't afford your main weapon.

Realistically, how does someone instantly change from one type of specialist to another just by stopping by a trader?

Realistically, why the hell does a chick sell weapons for special forces operatives, who are sort of supposed to clear the area and save her?
Oh and the fact that if you die, you get revived the next wave.
Oh and the fact that welding tiny (wooden) doors actually repairs them and prevents huge monsters from coming in.

Oh and just the whole zombie mayhem thing.THAT'S realistic.




But seriously, I do not see a problem with the flexible perk changing system.
Players leave and enter the games constantly.
There may always be a need to replace a specific specialty if someone leaves.

Forcing people to use the same weapons for the whole match might get a bit repetitive and dull too.
 
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I think that during each trading session, you should be able to change your perk as much as you want BEFORE you purchase something. Once you purchase something, you should be stuck with whatever perk you're on. Why? Because sometimes I wanna know what combinations of equipment I can afford at the moment with every perk before I finally choose one.

This should not have to be a part of the game's learning curve, which is why I think it would also be nice to have a calculator that shows you all the prices, and allows you to choose a perk/level and calculate how much a certain equipment combination would cost. But that's just icing on the cake. The perk changing before buying is more important.
 
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