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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/
Something that has been a problem since the first release of the Closed Beta is that the game takes forever on start-up as well as when loading into maps. I imagine some of this has to do with pre-loading assets since things speed up a bit later on but will this ever be improved? I shouldn't...
Eh, I don't know. That would be an interesting introduction for people thinking about KF2 but it's already such a cheap game, especially on sale, that I'm not sure if it would make much of a different when it comes to population. Guess it's worth a shot?
Considering the 10th Perk was deemed too similar to Berserker and ended up being merged, I don't know why people are upset about this new 10th Perk. There was really only ever 9 Perks when you keep this in mind so the Survivalist is a new thing. We're not getting less, this is the 11th Perk...
Being able to 1-shot a Scrake at level 15 is indicative of them not making everything a bulletsponge on higher difficulties, which is what you're saying people wanted. The difficulty is partially supposed to be in being able to actually get your shots off. So from Tripwire's perspective the...
I guess it makes sense that shotgun pellets are still a bit slow. You've got a number of them per shot so that helps even things out, and really it was everything but shotguns that had trouble in ZED Time. I do remember them being slow in KF1 like you said and I thought that was fine (and even...
We don't know. These aren't officially announced perks, just what were found in the files of an unreleased perk. So if some were copy & pasted for testing purposes or to serve as a base that would make sense.
The problem is that there is no consequence when Player-Controlled ZEDs die, not that they have a lot of health. Maybe they also have a lot of health, I can't say for sure, but simply tweaking that isn't going to solve anything.
Instant respawns result in 3 or 4 player ZEDs respawning at...
What a coincidence, sci-fi guns make me want to hurl. Killing Floor already had a wide variety of weapons but a majority were modern and a minority were old (or sci-fi, in the case of the DLC weapons). A similar design philosophy is being followed for KF2 (what with it being a sequel) except the...
The thing is, the biggest argument for realism is that KF1 was a bit more grounded in reality than KF2 is in comparison, so some people want to keep it that way. And I agree. Except in this case even KF1 had quick weapon switching. From a gameplay point-of-view it's a very good thing. The skills...
A versus mode? Whoa, that's out of left field. Interesting. Really gives those people that used to think KF1 was like Left 4 Dead some ammo, but since Valve hasn't given us a new one yet I don't see an issue with it. :cool: My only concern is that the mode will get too popular and "Classic" will...
A lack of weaknesses is what causes stuff like having to spawn a bunch of Fleshpounds simultaneously (i.e. bullet sponges and zergs) to give players difficulty, and it's also what has made team class composition not something people give as much thought to as they did in KF1. People just play...
To be fair, 2 of them are clones of existing ones due to player request, and two of them are promotional characters where a female wasn't even an option for selection. They're coming, but just not quite yet.
My assumption is that most of the issues are a result of missing perks. The zed's behavior is for the most part set in stone, but the missing perks have forced TWI to balance the current ones in such a way that the game is still playable while we wait. They're planning more significant balance...
I don't know, I think you guys should wait and see what HTC/Valve have up their sleeves with the Vive. They plan to spill some more info in the next few days, right?
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