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Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
I think backpacks on dj scully should be placed/sized like backpacks on any other character, instead of doing this thing where they sit on top of his default backpack (i.e. the cyberpunk boost injector) or are gigantic in order to cover it up (I.E. hans' backpack). he technically has more...
The 9mm used to have 255 reserve ammo and I kinda miss that. However, I do like the power and fire-rate of it now, so I think that should be kept and the reserve ammo returned to 255 + 15 in the mag (and 30 in the mag for the dualies).
I think it would help cement the 9mm as a decent backup for...
Basically what I'm wondering is if Tripwire is going to bring the DLC weapon animations up to the same standard of quality as the animations for weapons the game launched with. I actually find myself not using DLC weapons sometimes solely because it's so jarring to see something animated like...
i remember TWI said a long time ago that they don't have maps like west london because "the story has moved on from london" but like, I don't know why they're acting like killing floor's "story" is such an integral part of the game, if that were the case we'd have a lot more objective mode maps...
when was the last time you welded a door in kf2? if you did weld a door, when was the last time you welded it more than once after it broke?
i think welding as a gameplay element needs to go back to the way it functioned in KF1, in all honesty i think it would actually be more helpful in KF2...
iirc twi said in a community questions video that kf2 is not going to be getting any more characters
edit: this community report right here, timestamp 21:37
I agree with this sentiment from a design standpoint, but disagree with it from a difficulty standpoint. In Hell on Earth your team must take the time before a fleshpound is raged & sprinting to kill it, else you take massive damage or the death of a teammate.
In Abandon All Hope, I like to...
one last thing i want to mention about wild west london is i think you should be able to wear any cowboy hat, not just the regular one. was disappointed to find out you can't even wear the one you get as a reward which IMO looks cooler than the normal one
tbh the thing i think would make the wild west london weekly complete is if everyone's grenades were dynamite, otherwise everything else about it is really fun
this has been in the game for a while and honestly it makes the matriarch the least fun boss in the game. if you're playing on a map without corners to hide behind or with long sightlines, you're done for. she has seemingly infinite range and godlike tracking and if whatever cover you manage to...
honestly. you can force together any two cosmetics that don't occupy the same slot via console commands, but like... why not just allow it to clip, who actually cares?
i think this is why most people are saying that they'd prefer if there wasn't what they expected, that most would forego any and all content such as new weapons, cosmetics, and maps if it meant getting a bigger QoL update.
when hans' shield is broken, he gets completely knocked down. in my experience, this leaves SO much time for everyone to just lay into him... too much time, in my opinion. in general, hans is kind of a pushover, even on the higher difficulties.
i think instead of being knocked down when his...
I was going to make this a reply to my thread about the cost of character DLC and whatnot, but I felt this warranted its own topic.
My question is this: if the current cast is the final lineup, can we at least expect more voice lines for them?
I read that TWI would like to record...
Yeah of course, that's mainly what I mean. TWI could and would use the new capabilities of Unreal 4 to improve many systems not (easily) possible on Unreal 3, as well as maybe even improve the gore (something I've always felt Left 4 Dead 2 did better with the whole modular system they built...
I suppose so. That has me thinking, if maybe TWI has a small team still working on KF2 while the folks from Sabre and a larger part of TWI are working towards KF3. I feel this is fairly plausible considering KF2 came out at a rather unfortunate time where Unreal Engine 4 was just a couple years...
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