Balances Must have been Suggested by Normal Difficulty players.

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outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Another thing, about the Machete. The only time I would find a machete useful now is if I find one laying on the ground. Otherwise, I'll pay my berserker to buy me a katana.


Now some weapon combos will leave 1-2 kg left. So you can get machete as a upgrade of the knife. And it is easy to affort too.
 

phnx90

FNG / Fresh Meat
Nov 22, 2010
25
3
0
I don't see why they can't let FPs spawn in pairs or more in multiplayer games, and increase its damage and charge speed or something, encouraging teamwork in a less frustrating way instead of giving it mindless resistance/health buffs...
 
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Wail

FNG / Fresh Meat
Feb 28, 2010
44
10
0
Harder zeds do spawn more frequently on harder difficulties, although I agree it'd probably be a better solution to make the zeds more tactically capable than simply making them harder to kill (or making the weapons weaker, whichever perspective you prefer). One of the reasons why I was happy when say, Biotics Lab got a Stalker/Crawler entrance in the lower level lab room -- Good mapping / spawn setups make a huge difference in how the game plays out.

TBH though I still think we should've seen some major nerfs to kiting zeds, and we didn't. A shame really, as it's an easy thing to stop, and it only rewards rambo-style play that really shouldn't be in the game.
 

Deafmute

FNG / Fresh Meat
Oct 22, 2009
2,071
1,023
0
knee deep in pussy.
I don't see why they can't let FPs spawn in pairs or more in multiplayer games, and increase its damage and charge speed or something, encouraging teamwork in a less frustrating way instead of giving it mindless resistance/health buffs...

You're insane if you think dual FP spawns aren't frustrating.
 

smilin

FNG / Fresh Meat
Sep 19, 2009
371
81
0
Is there a formula for the spawning of zeds, or is it just totally random?

From observation (which could be incorrect).
The come out in "squads". Squad composition is predetermined with slight randomization. For example on wave 7 you'll always get an FP immediately and then again when zeds remaining gets to be about 100-120. The supporting members of the FP squad may vary...including the dreaded triple screamer.

Zeds spawn to sequential spawn spots located nearest to the players.

Spawn points get temporarily disabled from:
No path available for zed to reach player, while another spawn allows it. If no path available at other spawns then it won't disable. Easiest seen welding the side rooms on 3rd floor of office.

Players having line of sight to spawn. Easiest seen on Doom2v6...close (don't weld) door. Squads spawn. Leave door open = no squads spawn.

Spawns stop if total spawned zed count reaches 35. Most easily seen by holding a welded door. Eventually zeds from other directions will slow to a trickle then stop.

When zed count drops again (say you kill all 35) then it will spawn a squad at each sequential spawn point until 35 is hit again. Rate of spawn is capped by this 35 limit and is not time based. If you rapidly kill off zeds they'll spawn rapidly and the wave finishes sooner.


Someone with the SDK might pull up the exact behavior for ya.
 

phnx90

FNG / Fresh Meat
Nov 22, 2010
25
3
0
You're insane if you think dual FP spawns aren't frustrating.

Actually, I don't...then again, I'm used to playing more cramped levels like Biotics Lab and Offices, and I play demo a lot. Though now that the pipes are so expensive and I have to stick with stacking frags with m32/m79 grenades instead, I can see why you'd say that.

But I don't think they're frustrating, on HOE perhaps but not on suicidal pre-patch. The patch just makes killing one fp more frustrating than killing two in the older build.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
113
to those saying that pipes now cost too much, I respond that your tactics are still based on old pricing.

You now have a pipe bomb launcher with 22 rockets where the ammo costs 21$ per shot. I keep pipes on me and tend to drop them when I can see a FP is walking our way. That in unison with a LAW will pretty much completely kill anything. Pipe bombs are now no longer something you can drop everywhere against all kinds of baddies, place them to order when you can see the big thing you want blown up.

Use the grenade launchers or the LAW for groups, and the LAW for big guys.

The new pipes are basically a very small very cheap form of the LAW that takes 1 block instead of 14.
 

timur

FNG / Fresh Meat
I think that the xbow may require a little bit more power with the SS.

However, I am glad to see that the nerfs have stopped it from being the only weapon on a server (demos with xbows were a bad sign)

It was OP. But lets not let it completely die. It's got insanely expensive ammo, so let it have a little more power behind it. But not too much, as it would reverse our progress.

All-in-all, I feel the beta was not quite done when it ended.
 

phnx90

FNG / Fresh Meat
Nov 22, 2010
25
3
0
to those saying that pipes now cost too much, I respond that your tactics are still based on old pricing.

That's true, but the same can be said with any change to any perk. I don't mind adjusting my play, but with the increased price of m32 grenades and the sky high prices of pipes, it's hard to rack up enough kills to even fill up on ammo, let alone buy one or two pipes. It's not because I'm a bad player; before the patch, I'd get 1K-1.3K+ kills by wave 11 on maps like Biotics Lab and Offices, without having to place more than 8 pipes between waves and still have ~x12 m32 grenades, and x10-15 m79 grenades left over. It's difficult to deny that the new patch has made beggars of demolitions players playing on higher difficulties...

You now have a pipe bomb launcher with 22 rockets where the ammo costs 21$ per shot.

I think you meant the LAW? :D

I keep pipes on me and tend to drop them when I can see a FP is walking our way. That in unison with a LAW will pretty much completely kill anything. Pipe bombs are now no longer something you can drop everywhere against all kinds of baddies, place them to order when you can see the big thing you want blown up.

Provided that the FP doesn't get enraged just before you drop your pipe and sets it off in your face. This tactic works only a fraction of the time, especially on public servers. Today, I also noticed that scrakes, especially when raged, will not set off pipes. So the tactic only seems to work well against fleshpounds.

The new pipes are basically a very small very cheap form of the LAW that takes 1 block instead of 14.

LAW + 6 rockets =
 
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-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
However, I am glad to see that the nerfs have stopped it from being the only weapon on a server (demos with xbows were a bad sign)

imo, that was really the only stats change needed for the bow......non-SS perks shouldn't have had all that power using the crossbow. now that they've made the weapon nearly ineffective as a non-perked weapon, the results are great as it's now more rare to see a medic, demo or zerker with a bow (although it still happens time to time). this change needed to happen and i for one am glad it happened.

however the bow is close to trash now in the hands of a level6 SS on anything above hard. when you look at all the necessary nerfs made to the SS (reloads/bodyshots for 9mm and handcannons) in addition to the changes to the bow like price increase (weapon/ammo) and ammo reduction, removing it's power is just the nail in the coffin for the perk. it no longer has a unique purpose in the game. for 20 months, a level5 (yes, not even the highest level) could one shot kill a scrake and two shot kill a FP using a crossbow in the hardest difficulty. all it took was a small group of people whining that the "SS is OP" and then cheating in beta testing to convince TW there was a problem when there never was. i just laugh at the fact that three blatantly obvious bugs with the crossbow (magic reload, fire before reload finishes, bring up scope before reload animation completes) weren't even addressed during the beta testing, and yet they stood by and trusted people who said it was a "skill" and totally possible to get 3 shots off on a FP in 3 seconds.

There was a beta that went on for over a month that included players of all skill types providing constant feedback.

yeah, like this:

Im a n00b...and was in the Beta....And im loving this. Its harder, and sharpshooter finally feels right now. I never played with SS cous it was no fun at all. Now its finally a challenge, and it feels more like a perk instead of something you pick only to do round 1 with. This is my opinion offcourse, others will and may disagree. :)

obviously, somebody who states they never used the perk, would be the best person to ask "oh, hey, what do you think of the crossbow and SS perk?"....genius

The suggestions were mostly made by veterans, because the game was too easy and boring as hell, even on suicidal.

actually, in the case of the crossbow/SS issue, most of the suggestions were made by people who had at some point publicly identified themselves as a "zerker", "medic", "firebug" or any other non-SS perk....people who said things like "my class" or "that doesn't help me and my perk". basically people who can generally be referred to as "SS haters".

Because there has been some one to post a thread about how every perk is to OP..... Zerk is to OP.....Skar is OP.....Sharpshooter is OP.....Demo is OP....Medic is OP.....The Mac is OP....

yup it's sad but true. it's one thing to post about things being unbalanced, but the real problem lies in the fact that most people make their claims and really provide no support for their arguments. now the problem is that while this balance update brought about a lot of GREAT and NEEDED improvements, it also failed to properly address many issues and actually created more issues that didn't exist before the update. worst of all, given the release of RO2 being right around the corner, the chances of seeing more balancing work (or even bug fixing for that matter) in KF any time in the near future are probably slim to none.......

updates are a blessing and a curse, it's as simple as that. at least we can, for the most part, still have fun with the game despite it's flaws. ;)
 

timur

FNG / Fresh Meat
obviously, somebody who states they never used the perk, would be the best person to ask "oh, hey, what do you think of the crossbow and SS perk?"....genius

sorry to say it, bswearer, but that argument is invalid. I mostly agree with you, but in this case, it is taken out of context.

Most of the "l33t" players already stated their love for the update. As well as many who have played SS for some time; many were included in the beta. In fact, the beta was mostly super-experienced players. And yet you act like this particular example equals the whole beta.

So really, this is a differentiation, from someone comletely new, which is actually even better in my mind, as he is not comparing it to the old power, but simply veiwing it as it comes. And no, I'm not taking this out of context, as this paragraph was by itself, making it fair game:p
 

Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
203
0
TN
Both of us know perfectly how "good" can 9mm and hand cannon do after the patch.

I play HoE and Suicidal, anyone who has seen me play as a sharp can tell you that I get at least 200 kills per game with my 9mm. I don't usually even carry a handcannon.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
1 thing I will say, a single Handcannon was always one of my favourite weapons to carry as a Medic... and thats without recoil reduction, reload speed, damage buffs, a headshots boost or even discount.

I find it hard to believe anyone can think the HC isn't badass. I love scoring mah 1 deags :)
 

Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
203
0
TN
1 thing I will say, a single Handcannon was always one of my favourite weapons to carry as a Medic... and thats without recoil reduction, reload speed, damage buffs, a headshots boost or even discount.

I find it hard to believe anyone can think the HC isn't badass. I love scoring mah 1 deags :)

I love the single handcannon, I wasn't trying to bash it. I just find that my aim is good enough that I can do what usually needs to be done with my 9mm. I do use them, some games I will get one right away, some games I won't get one at all. It all depends on how I feel. There is just something totally badass about blowing away 10 or 12 enemies with the 9mm though. This also gives my teammates confidence in my ss skills for when I have to use the xbow or LAR later.

I use 9mm as support, even on HoE, on single enemies because it is cheaper than a shell, to save shotgun ammo, or get long distance hits. I rarely use it as commando, because 9mm mags are 10, and ak and pup mags are 12, so it is actually more expensive to use, and the commando weapons do the same task better.
 
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CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
As a Medic, i roll with Dual Handcannons, a M10 and the MP7.

This allows me to tank Scrakes and Fleshpounds and maintain decent aggro on them.

...did KF just take a step towards WoW :eek:
 

Evilsod

FNG / Fresh Meat
May 20, 2009
883
137
0
Ylivieska, Finland
Of course you can argue that you're not meant to have multiple pipes at any given time, but then what's the point of having a higher capacity at all? How are you expected to put down those pipes to kill "the next big thing" when its price means that you'll always have fewer pipes than there are fleshpounds and scrakes on any given wave, especially on a long suicidal or HOE game (remember: based on the uselessness of the xbow, the concept of sharpshooting seems to have been lost on TWI recently)?

PS: Am I the only one who hates how the m32 is slot 4?

Sorry, uber long post.

Actually i was going to argue that your numbers are meaningless. If you're assuming you buy the LAW and chuck it away and buy a new 1 at the start of the next wave then yes, that would be its price. But you don't, you instead have to pay upto 22*21 (462) for a full set of rockets while your pipes still cost an obscene amount.

Its difficult to say really whether or not they are too expensive. You have an entire team with you who won't be needing every penny they end a wave with. The demo just has to rely on cash injections more, but then if the team want emergency pipebomb defence its kinda in there best interest. I'm quite sure i wasn't running out of cash as an Xbow SS so don't see why other perks don't have more to spare.