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The next KF update hopes and dreams thread

But less headshot damage? ITS A FRICKING SHARPSHOOTER- You're supposed to be REWARDED FOR AIMING FOR THE HEAD. You also forget the primary drawback of the crossbow- its massive weight and limited ammo. You'd be dependent on your teammates for taking out mobs. Its the M14 EBR thats OP, leave the crossbow's damage with sharpshooter perk alone.

I'm mainly talking about oneshotting FPs on suicidal. It's pretty lame to see the most powerful (non boss) enemy on a difficulty named "SUICIDAL" drop after 1 shot. 2 shots seems more reasonable for me. ^^
 
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Spawning

Spawning

I have mentioned this in another post, but it hasn't gotten all that much love, I bet a lot of you probably agree with this:

The spawns are ridiculous. I understand that TWI had to balance out the more powerful weapons from the level up pack, but zeds are spawning way too close now. I really wish TWI would fix it.

Full post is here: [url]http://forums.tripwireinteractive.com/showthread.php?t=38699[/URL]

Apart from that, everything in this thread looks pretty good. Perks definitely need a bit of adjustment. I'm sure TWI will pull through.

A note on the medic and firebug. People have been lumping them together as the "underpowered classes". Only the zerker is the underpowered one here. Trust me, I can link people to a video of my friend COMRADe as a level 6 medic finishing 200 zombies in wave 7 of suicidal on foundry. Its all about speed. As for firebug, i can kill suicidal scrakes as a level 4 firebug no problem. However, both perks are in need of some new options, most definitely.
 
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Hey, the idea of bodyguard for the patriarch is not so bad. Why not a new kind of ZED which would only appear at the last wave as its bodyguard ?

I'd also like to see new balance between support perk and demolition perk (cf the special topic on it).

And I agree that the firebug need new things (at least one).

Whatever, I'm very satisfied from the current updates which seem to have fixed a lot of things.
 
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- on weapon-change don't change to empty handcannons or other empty weapons.

this happens to me a lot. i empty the handcannons, play with my mainweapon again and switch to my pistols in a hectic situation and *bam* i have the empty handcannons in my hands.

also there is a bug with the view. i dont know if anyone has reported it before: after a lot of frentic weaponchanges when i change my weapon one last time (doesn't matter to which) the view is like when aiming but slightly off. i have to re-hit the aim-button to switch to "un-aim" and back again to aim to get the view right.
in very rare occasions (one in a hundred) my crosshair and weapon are totally out of focus. it's like the character holds the weapon 45 degree to the left instead to center. weaponchange and aim-unaim helps after a while to fix this.

I've had that auto-aim bug happen lots of times, it's very annoying, but I've gotten to the point where I kind of expect it now so I just keep firing when I auto-aim after fast weapon switch. This is definitely not good when trying to retreat and spray kill.
 
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So a number of players have dropped off the radar since a CoD MW2 and a certain other game that will rename nameless (so that the thread does not get closed again) were released.

I've only stopped playing since berserkers and firebugs are now useless, and the other perks mostly feel like counter-strike with zombies to me. Hence, my wishlist is some serious improvements to make those two classes fun and viable again.

Other than that, I wouldn't mind seeing more unique zeds, some more maps, a supported VS mode, and I can totally get behind making FF a default setting...
 
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I've only stopped playing since berserkers and firebugs are now useless, and the other perks mostly feel like counter-strike with zombies to me. Hence, my wishlist is some serious improvements to make those two classes fun and viable again.

Other than that, I wouldn't mind seeing more unique zeds, some more maps, a supported VS mode, and I can totally get behind making FF a default setting...

Friendly fire? On pub? That's not very good.

If they decide to make it that way (unlikely) they would probably go for something like 25% FF.

I think if someone shot me with an rocket launcher, I probably wouldn't be coming back for second helpings...

:D LOL

Yeah... However I have no idea if the LAW should be for the Support or Demo.

It sounds more like Demo, but it should be more powerful, it should get FPs to its knees, almost killing them.
 
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Not sure if that's ever gonna happen but making the non-first-person player animations work propperly so it's not an all over the place mess (especially when using melee weapons) would be nice.

I've actually glitched this to happen once and there are some problems they would have to fix with it first. The biggest one being that the laser sight on the M14 puts a giant red X in the middle of the spectators screen while in 1st person view.

The zeds need to be made a bit stronger somehow too so 'hard' is no longer the new 'normal' and 'suicidal' is what the name says.

/agree. the new weapons made the game too easy. At this rate they'll have to add a new difficulty called "baby eating mode"
 
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dudes, i've been playing KF since 1005 and i loved it, i've grown with it as lvl up pack, etc. now i have all perks 5 or 6, and i think i've got "enough" knowledge of KF perks, to contribute here:

i've noticed, that the crossbow it's slightly over-the-dot when shooting crouched, so some times that critical shot to save a guv'nor (xD), flights over the head of the FP or scrake...

other thing that can be very life-threatening (specialy in hard/suicidal) is that, when u pick up a beretta, it doesn't matter how many mags u had, it gets to 3x2 mags, same with HC. (and, u buy dual HC, drop 1, if picked up again it reduces the mags o_O)

'bout the zerker, hack-n-slash monotony, it would be cool if some weapons like the axe could do something different. ie: axe can slash through several enemies adyacent to the zerker (if XBow has pircing, demo kills almost houndreds of zeds with a nade, support penetrates a lot of mobs, etc), maybe u can add a throwing knife to the zerker (only 5 shots, with high damage if hs)

firebug, come on dudes, molotovs xD... or can buy bottles with gasoline and be able to spread on surfaces or drop them, to then shoot'em.

i think, it would be veeeery nice, to see a new pistol, half way beetween beretta and deagle, i think of a USP .45 or something... the idea is for more damage than beretta, less than HC; less ammo than beretta and more than HC, so if u're a SS or a medic, or a demo, u had a slightly more reliable "last chance" pistol, uses 4 blocks as usually and can be akimbo.

i really like to see some day a story mode, like counter strike zero for example...

some female chars can be very nice too, let's add a she scientist, a mother "who searchs for his missing children" xD, and a she wilkes or something more military.
 
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personally, i dont think the SS it's overpowered with the XBow, it's only effective in ranges, in close quarters, u're screwed if the bolt misses xD... in that case, the supp with aa12 will be needed... aa12 mowns down almost anything with half a mag

No sir, you should try using AA12 on suicidal with a lot of people. Tested it right now, and if you as a lvl6 support play with 5 other people on suicidal you need to hit 22 AA12 shots in the head to decap (no misses). And that's very hard to do. ^^ while you as a lvl6 sharpshooter can bring up your crossbow and one shot it, or if you miss, two shot it. I cant see aa12 being useful at all on biggies on suicidal.
=P
 
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-New characters, hopefully a doctor or surgeon, and another soldier model that perhaps doesn't have a helmet

-The LAW switched to a demolitions weapon, aside from it's weight, I see no reason why it should be support

-New alternatives for the medic and flame bug, perhaps a new medic gun that can fire more healing darts but can do less damage

-New, OFFICIAL objective based maps, perhaps running around the map gathering parts for a broken-down vehicle or something

-New weapons for the other classes, not necessarily upgrades, but alternatives that have different benefits and drawbacks that balance them with other weapons.
 
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New
- Firebug: flare gun as "target marking" teamplay weapon, increases damage dealt to flare'd zeds. possibly altfire which sticks in place and illuminates (max 1 flare out per player).
- New scrake-level zombie. Headshot resist, slightly bullet resistant? (increase value of currently stupid lategame perks)
- New alternate boss. No real idea here, but patriarch is kind of an ugly design and quite boring to fight. Possibly hovers just off ground or something (devalue pipebomb spam strategy)??? (for design department, brains in jars a plus!)

Balance
- Crossbow's performance would better suit something like a Barrett anti-tank rifle (new weapon???). No penetration, reduce headshot damage?
- A guy with an M14 should not be able to go off on his own and solo 6-man waves. Ammo reduction? That being said, M14's ironsights are poor.
- Demo: way too much smoke. i want to like playing this class, but i literally feel bad whenever i shoot. Demo vs. Scrake is terrible (fine for different roles to excel at different things but I don't think certain zombies should be almost immune to certain perks, see also firebug vs husk)
- Melee altfire as a cone? (berserker only??)
- Chainsaw is trash currently, also could stand to be visually reworked.
- I would really like to see a sliiiiight reduction in the overall amount of crawlers that spawn. That's just me.
- Buff LAW

Misc
- I never want to play with Friendly Fire.
- Post-apocalyptic luchador in future costume pack (tie-in with sports arena map??)
- Option to turn off trader voice (hate it)
 
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My dream changes are:

1. Increase physical damage resistance of beserkers so they can compete on suicidal.
2. Add another ranged attacking zed.
3. Add a boss at the end of each wave.
4. Raise character lvl cap from 6 to 7!
5. Add more maps!
6. Allow some servers to impose a lvl5^ cap for suicidal.
7. Add female character skins.
8. Balance characters damage output.
9. Zombies are dumb! Quit making them move away from nades!

Enough dreaming for now I guess.
 
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1) Add more unofficial maps but great ones (Wave winners, or Sam's SlenderForest (lul)) to the default list, along with those like offices and Biolabs.

2) Do some changes to the berserker, No scrake stuns, and make it so you will Have to kite most the enemies to kill them, but make it possible to do so, like stop gorefasts hitting you when decapped.
 
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Master List...

Master List...

A higher difficulty setting than Suicidal, or Suicidal + 100% friendly fire mode (aka "Realistic," "Hardcore" etc.) to give experienced players a new challenge. Give us level 7 perks to play at this level, and introduce "Permanent Perks" that apply regardless of perk selected, but do not stack onto existing perk (i.e. if Medic perk is selected, the extra 5 or 10% armor boost does not apply):
  • Field Medic: lvl 5 - +5% better Body Armour. lvl 6 - +10%
  • Support Specialist: lvl 5 - +10% weld/unweld speed. lvl 6 - +25%
  • Sharpshooter: lvl 5 - +5% headshot damage. lvl 6 - +10%
  • Commando: lvl 5 - 5% faster reload with all weapons. lvl 6 - 10%
  • Berserker: lvl 5 - +3% damage resistance. lvl 6 - +5%.
  • Firebug: lvl 5 - +10% fire resistance. lvl 6 - +25%.
  • Demolitions: lvl 5 - +5% grenade damage. lvl 6 - +10%.
New mini-bosses would be cool, spawning somewhat randomly during later waves, and new bosses like the "Black Widow" to replace the Patriarch randomly or on certain maps.

New zeds: another ranged zed would be cool, but one with medium range so you cover the full spectrum of ranges (long: husk, short: siren, point-blank: bloat, medium: ?). Either a mid-range attacker or, to be more interesting, introduce another effect that affects players at mid-range like increasing tunnel vision/slower movement/slower aiming/slower reload/increased recoil ("fear" effect). Another new zed that would be fun is a 2-headed ogre/ 3-headed hydra style zed, easier to kill for non-sharpshooters. Another is a bull hybrid that runs faster than the other zeds, is tough, and does considerable damage with moderate knockback (~20 feet), good for surprising and spreading out the team now and then. Another idea is a strong zed that can throw weaker zeds at the team, or the scrake could be given this ability.



Zed variety: new stats and different skins for each zed to double the number of zeds available (or make them mini-bosses).
  • Clot: stronger zed, moves faster, tougher, can grab a zerker. Bigger & more muscular model.
  • Stalker: better invisibility, does more damage, is tougher and is not revealed to commandos. Make cloak model more transparent, new skin texture.
  • Gorefast: bigger blade, swings more slowly but does more damage. Moves slightly slower but is tougher. New skin texture and blade model.
  • Scrake: 2 chainsaws, does twice as much damage, same movement speed and health. New chainsaw model and attack animation.
  • etc.
New Perk: Gunslinger. Take pistol boost away from SS and give to new perk along with a powerful new tier 3 revolver, the S&W 500. Gunslinger should be able to shoot one pistol while reloading the other, providing continuous firepower. No dual-weilding the S&W 500, which would be heavy and expensive but put out heavy damage.

Gunslinger lvl 6
--------------------------------
+75% damage with handguns
-50% recoil with handguns
60% faster reload with handguns
60% faster draw with handguns
+50% handgun ammo
-30% handgun weight
+15% movement speed with handguns
70% discount on Handcannons and S&W 500
Spawn with Dual Handcannons and Dual 9mm's
--------------------------------

Make bigger and more zeds spawn with Patriarch.

Zerk: give axe multi-hit capability or multi-hit alt-fire attacks for axe/katana; give chainsaw extra damage + bonus dmg against scrakes/husks/fps; and enable dual-wield machetes for faster trash clearing. Also increased movement/attack speed during zed time would be epic (thread), plus extra move speed and dmg resist as health decreases (to extend zerk lifespan) OR give zerk a blocking ability that provides an extra 25% dmg resistance at lvl 6 (50% total) against melee attacks when holding right-click with katana or axe. Throwing knives to give zerk a short-ranged attack (only 10-20, but would do high damage and/or stun single targets, good alternative to xbow against husks/sirens).

Firebug: provide a new sidearm to light single zeds on fire: either a hot-burning flaregun (extra damage against single targets) or incendiary Handcannon ammo/new semi-auto gun with incendiary ammo and slow rate of fire. Upgrade the flamethrower to enable fuel dumping and subsequent igniting. These additions would bring much-needed gameplay variety to firebug.

Sharpshooter: nerf M14 (reduce ammo reserve from 300 rounds to 200 or less). Also reduce SCAR ammo reserve from 300 to 250. Ammo should be more limited and less spammable like the super-expensive AA12.

Medic: increase MP7 ammo clip size from +100% to 120% at lvl 6, and 25% faster MP7 reload at lvl 6 (poll). Firing the MP7 should not be such a liability as it is with its extra-long reload time. Also make a new medic gun (the P90?), similar firepower to the MP7 but bigger clip and a tranquilizer dart to slow down zeds (offers more support and an alternative to the xbow). The tranq dart could possibly weaken zeds too (damage boost modifier from all attacks). A tier 1 machine pistol like a Mac10/Mini-Uzi could have an adrenaline dart to give teammates a temporary move speed/dmg resist boost to get out of trouble. Basically the Medic should specialize in SMG's/auto pistols with darts for different situations.

Demolitions: replace hand grenades with sticky grenades and remote detonation (binded to separate key), and get perk damage boost. Good for stacking on tough zeds without raging.

Zed-Based Balancing: when 2 or more players are the same perk, spawn extra zeds that "counter" the perk, such as sirens for medics, crawlers/sirens/husks for zerk etc. Encourages team balancing.

Unlimited Waves mode: no Patriarch, instead the waves get harder and harder past Wave 10. Track player stats for each map, like # of waves completed and survival time.

Endless Wave mode: one giant continuous wave, Trader stays in one location, door stays open the entire time, and players kill and buy stuff constantly to survive as long as possible.



Small enhancements:
This is my letter to Santa Claus.
 
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No sir, you should try using AA12 on suicidal with a lot of people. Tested it right now, and if you as a lvl6 support play with 5 other people on suicidal you need to hit 22 AA12 shots in the head to decap (no misses). And that's very hard to do. ^^ while you as a lvl6 sharpshooter can bring up your crossbow and one shot it, or if you miss, two shot it. I cant see aa12 being useful at all on biggies on suicidal.
=P
I play suicidal all the time and the aa-12 as a lvl6 support will own a FP on suicidal even with a full group. Done it many times.
 
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I play suicidal all the time and the aa-12 as a lvl6 support will own a FP on suicidal even with a full group. Done it many times.

Yeah, but only if your team shoots the FP too. The AA12 does 4800 dmg in 4 seconds at lvl 6 if every pellet hits the target. The FP has 4875 hp on 6-man suicidal according to strategy wiki, assuming the +75% health modifier is applied before the player count health modifier. Softening up the FP first with nades makes soloing doable without AA12 reload (death).

As an aside, I've been updating my super-post earlier in this thread to include the best ideas I've seen lately. Comments please, agree/disagree?
 
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