1049 WIP Beta Changelog

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Tefaan

Member
Oct 24, 2012
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Cheeki Breeki;n2281957 said:
The incendiary shotgun ammo change isn't working apparently (still 6)

In the changelog it sounded for me that you will have 12 rounds more ammo overall, not in the gun loaded.
 

Ramare

FNG / Fresh Meat
Aug 14, 2012
258
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random;n2281905 said:
not sure what is the logic of going with revolvers only, but dual magnum in power only is very strong, 6 shots for an 6p FP hoe vs 9 with a GS is a bit much.
True, but at the same time this is the perk that can also kill a 6p HoE FP with two shots at any distance when using the Railgun. It seems a little overpowered if you directly compare only the raw combat power of dual .500s on Gunslinger vs. Sharpslinger (despite potentially large differences in the rest of their arsenal and large differences in the two perk's non-damage related bonuses and general gameplay feeling), but in the end it doesn't seem like a super big deal to me. However if they did decide to remove the akimbo versions from multi-perk for Sharpshooter I actually wouldn't even mind, since I prefer the single version of all three handguns when I'm playing Sharpslinger anyway.

Speaking exclusively from a game balance perspective they really don't have a need to remove the akimbo 1858s from multi-perk (unless, perhaps, Tripwire finally decides to give them their long-deserved damage buff), though. Just the .500s if they feel it necessary.
 
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zekeyspaceylizard

FNG / Fresh Meat
Aug 11, 2014
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TW thank you for buffing the firebug. He feels strong like ox again.

However, a lot of folks are noting the the microwave gun melts scrakes, fp's, and bosses at a rather ludicrous rate now.

If you guys nerf it, all I ask is that you do delicately so it doesnt wind up being the "bad flamethrower" again.

I honestly think with how hard it hits now, the whole "if zed has metal limbs it takes more microwave damage" thing can probably be done away with in the name of balance.

Simultaneously, another thing you guys could do is make it more of a thin beam of death like the lightning gun from the old quake and unreal games.
A thin laser beam that has to track on enemies to really **** 'em up.
Have it do less damage and maybe allow headshots.
Make it so we gotta earn that dps.

However only do these if you feel the gun needs a rugged nerf. Just please dont nuke the gun again like last time firebug got nerfed.
My poor old heart couldn't rake it.
 

Pharrahnox

FNG / Fresh Meat
Feb 3, 2016
268
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Cranny mate
I have no idea why it says that the microwave gun (mwg) does extra damage against zeds with metal. Fleshpounds take 1x damage from the mwg, so do scrakes, and sirens take 0.85x damage. Maybe it's referring to Hans, who takes 1.2x damage from the mwg. Firebug weapons don't need a damage nerf, it's the groundfire that's doing all of the work. And all fire DoT on the bosses seems to be much larger than on the normal zeds...
 

Zidious G

FNG / Fresh Meat
Nov 26, 2012
343
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Sweden
How does the microwave gun work exactly? Does it do DoT after I click fire it once, meaning I could save ammo by firing the gun with intervals and let it do damage in between shots? And does headshots matter?
 
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Pharrahnox

FNG / Fresh Meat
Feb 3, 2016
268
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Cranny mate
Yes, doing taps is the most ammo efficient, since the DoT doesn't stack when you keep hitting it with the beam. I haven't been able to see any change in damage when hitting the head, and since the mwg beam is pretty hard to control and keep on a small target (a head), I probably wouldn't bother aiming at the head. Besides, the groundfire is currently the main damage dealer, so you want to aim just in front of their feet.
 

Sk1n-Walk3r

FNG / Fresh Meat
Mar 26, 2013
212
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Valhalla
The sirens r bugged vs zerkers. They kill you full life with full resistent skills in 1 scream. Watched it several times now.
 

shadowtwinz

FNG / Fresh Meat
Dec 4, 2010
16
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I want my money back I paid for game which should have been better than kf1 but got delayed crap and boring game.
 

Oy The Destroyer

FNG / Fresh Meat
Aug 21, 2014
1,255
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Not Here
I'm glad to finally see multi-perk weapons, it's an idea that had occured to me a few times in the past while playing, thinking "If only I could get Commando bonuses on the M16 it would be awesome." Well here we are, it's a reality.

The only thing about that is that it also validates my other opinions I had shared about the Survivalist being pointless in this type of game and the skill tree being poorly thought out with forced choices on a perk that was entirely based on "Customization". You guys literally just made the perk irrelevant 1 patch after releasing it by making weapons cross-perk, and it wasn't even tweaked to a better state before release. It was the same crappy skills as in the beta when it was announced. What's the point of telling us about it and then pushing it through a couple weeks later with no edits? Very poor performance on the final update of Early Access and now Survivalist needs to be redone for sure.

It's not the first decision so far in the development process that's signaled the lack of direction this game has. Sometimes it feels like you guys don't know what kind of game you're making and you throw random ideas out to see what sticks. You want some 20/20 hindsight now that you've done multi-perk weapons? The time spent on Survivalist, which argueably seems like very little anyway, could have been spent on a solid final update. You didn't need to do a 10th perk, there was no written or unwritten contract that said you had to push out another perk. The new mace or map or any kinds of bug fixes could have been released instead.

But I have the feeling you had to meet some stupid console deadline and get the game sorted out for Playstation. In the effort it took you guys to make a micro-transaction system (that hasn't really been updated or had the in-game store refreshed in ages) and console version, you lost most of the older fans and gained not that many newer fans. I really do hope the next Red Orchestra is more successful, I've enjoyed them in the past and it seems like you guys have a more solid vision for that game and its mechanics, whereas Killing Floor 2 feels more like some kind of experiment "just because".

Please don't take personal offense but instead swallow the criticism and either agree or disagree on certain points. I typed all that out of honesty and an effort to communicate pure intentions, not to insult. I know I implied lack of direction and poor performance a lot, but in the end you guys still made an amazing game and do deserve your pat on the back for it. Just know if I seem overly critical it may be because of my lack of information. If I knew the people in the office who work on this every day, and I knew the daily goings-on and behind-the-scenes ****, I may have different opinions on how things turned out. But this game feels more like Junk Food to play once in a while, and I haven't really wanted to play in a couple months. The cross-perk weapons alone are enough to bring me back for a bit though. Like I said, I love the M16!
 
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hal-

FNG / Fresh Meat
May 29, 2010
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Oy, you have a lot of valid points. My personal guess would be that Tripwire viewed Early Access as more of an experimental phase. Others seem to have viewed it as a linear pathway in which layers of the game would be added, but the overall feel would remain largely the same.

I'm on the fence. For every head-slapping moment in which I said to myself, "why would they do that?" I had at least an equal number of highly entertaining games.

I do think there was an goal, but it turns out balancing all of these perks and adding new zeds, while trying to give it a feel of its own, is a tremendous undertaking. There was lots of trial and error and I think that's just part of the development process that we don't necessarily see when not participating in what is effectively a massive beta test. And I don't mean beta as a substitution for the word demo, like we see so often these days. I mean a real internal beta where stuff is dropped in or scrapped as needed.

The survivalist needs to be scrapped now. A number of bug fixes and balancing issues remain. But if you look back at where the game was when it was first offered for sale in EA, and now... it's very impressive. It may not have been as quick as some would have liked, but the end result is very good, and I think there are some lessons learned should Killing Floor 3 ever come under discussion.
 

nonostanovich

Member
Jul 5, 2009
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Oy The Destroyer;n2282155 said:
you lost most of the older fans and gained not that many newer fans.
Some assertions could be true if you don't pull it out of a hat.
 
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nonostanovich

Member
Jul 5, 2009
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I came here for another thing. I'm curious about the multi perk weapons. But I can't test it because my team stays in main branch.

Could we have more precision ?
Some weapons are obvious, like the trench gun for support, or m16 for commando, but is there a complete list somewhere ? Thank you.
 
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uNtrue

FNG / Fresh Meat
Apr 5, 2015
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Portugal
Been playing KF since ever, clocked over 600 hours in the first one, already over 200 in this one, and I can honestly say this is my favorite map you've ever done/I've ever played (by anyone).

I have a thing for jungles so you kinda hit my soft spot there, but really really well done, the ruins and the vulcanic ash that starts pouring down... ahhh perfect
 

nonostanovich

Member
Jul 5, 2009
97
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nonostanovich;n2282178 said:
Some weapons are obvious, like the trench gun for support, or m16 for commando, but is there a complete list somewhere ? Thank you.
I have found my answer from reddit :

Berserker, Medic, Demo, Firebug: Nothing
Commando: Med assault rifle and m16 m203
Support: Vlad Nailgun, med shotgun, incendiary trench gun
Gunslinger: Winchester, med pistol, hx25 grenade pistol
Sharpshooter: 1858 and magnum revolvers
Swat: Med SMG
 

ckincbloodmoney

FNG / Fresh Meat
Jun 10, 2016
43
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Where's the option for custom music/being able to skip/select songs ingame? Cmon Tripwire, I'm so fed up with my favorite songs coming on in the game during the last 5 seconds of a wave, then never getting to hear them. Nothing's worse than Despair coming on so one guy can kill the last clot of wave 9, then hear something much less exciting than Despair or Mountain of Souls at the start of wave 10.

Plz add Music Selector/skipping mechanism/custom music/way to set which songs play ingame/something please D:
 

mazedummy

FNG / Fresh Meat
Mar 18, 2012
61
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mazedummy.de
nonostanovich;n2282178 said:
I came here for another thing. I'm curious about the multi perk weapons. But I can't test it because my team stays in main branch.

Could we have more precision ?
Some weapons are obvious, like the trench gun for support, or m16 for commando, but is there a complete list somewhere ? Thank you.

Every multi perk weapon is listed on the corresponding perk pages on the TWI wiki :)
You may have a look at the ​​​​​​​Commando perk page for example ;)