Bullseye preview live update

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Cheeki Breeki

FNG / Fresh Meat
Jun 5, 2015
80
1
0
I'm all for fun specific resistances, but when it take something like 3 shotgun hits to kill a stalker... Something's wrong xD

Resistance should make 6 men squads go for 6 different classes. Doesn't mean you should die to stalkers as support because you have to spend half your clip killing one.

Also, if you're going for this type of very specific resistances, there should be ingame info for it. Like on the firebug class, say "efficient against X, Y and Z types of zombies"
 

utek

Active member
Aug 20, 2010
694
99
28
Slovenia
I'm all for fun specific resistances, but when it take something like 3 shotgun hits to kill a stalker... Something's wrong xD

Resistance should make 6 men squads go for 6 different classes. Doesn't mean you should die to stalkers as support because you have to spend half your clip killing one.

on what difficulty? on what range? and on what level?

because on 6 men suicidal i had NO problems killing them with ONE shot(head) with any Shotgun(Pump-Action,Double-Barrel,m4...) in close range (level 25 Support)
just let them come closer and aim high for head shots and they just die,simple...
 

Furious Imbecile

FNG / Fresh Meat
Oct 18, 2014
758
6
0
Finland
Also, if you're going for this type of very specific resistances, there should be ingame info for it. Like on the firebug class, say "efficient against X, Y and Z types of zombies"
This is something that could be added in game definitely. Either on the perk sheets or mby even in the form of a Zed info database.

I mean they already have neat pictures for them. They just need to update the pictures after each revision of the resistances and that could be all they need to show in game.
 
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Cheeki Breeki

FNG / Fresh Meat
Jun 5, 2015
80
1
0
on what difficulty? on what range? and on what level?

because on 6 men suicidal i had NO problems killing them with ONE shot(head) with any Shotgun(Pump-Action,Double-Barrel,m4...) in close range (level 25 Support)
just let them come closer and aim high for head shots and they just die,simple...

Well I was playing on hard with a friend. I was sharpshooter lvl 4, he was support lvl 21.

He was complaining he had to 2 to 3 shot the stalkers for them to die. I did not believe it, so I took a shotty, staying sharpshooter and it was 3 shots too I think.

Well i might be overexagerating but it felt really too hard to kill them. It was like punching a sponge and breaking your hand on it.
 

DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
The point is : It's really "hard" for a player when a trash zed does not die from the first shot of a weapon who does not have a good RoF.

If you need two shots instead of one, you lose ammo, and the time spend shooting the second shot could have been used to kill something else.
 

infntnub

Grizzled Veteran
Sep 25, 2012
2,313
110
63
Pennsylvania
The incaps and resistances almost make you wonder if TWI intentionally wants it to take 2 shots for a headshot now - increasing the difficulty?

At least with the husk we know they want us to target the backpack more.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
My guess is firstly pvp will be much more engaging when this update launches. Alongside that my best guess is they are playing with ways to make headshots more for sharpie and GS, more specialised, while adding other non-headshot ways to take down everything; KF2 so far has been the same story for every perk, aim for the head as that is the weakness. My best guess is they only want to unlock high headshot damage values for those 2 perks, giving other options to other perks? Like stalkers just needing an assault rifle round.

Good idea, but the application screwed me!
 

FoolishNinja

FNG / Fresh Meat
Apr 19, 2015
1,149
18
0
i actually like the new res system!
now like ryno said you dont need to aim on head to kill zeds, what maked it more interesting asymmetrical.
but they should really improve the gore be more satisfied.
low caliber dont even dismember gibs.
 

Spudzor

FNG / Fresh Meat
May 25, 2015
9
0
0
I think the strength of the trash zeds should be in their sheer numbers - swarming, cornering, grabbing, and potentially causing your death if you don't pay enough attention to them. The resistances can potentially turn each individual trash zed into a tanky nuisance. The few games I've played in the beta have felt more like a chore than a fun KF2 experience. If you want to buff the trash, then increase their speed or damage or spawn rate, but please not their effective health vs. perk X and weapon Y :( This is particularly annoying for people who play a decent bit of solo, and don't have a diversity of perks/weapons for dealing with fire proof crawlers and bloat heads that take 20 9mm shots to pop.

That being said, thanks for the patch and for the live updating! I have faith that you guys can find a nice balance without making the game feel overly complicated or tiresome.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
Nono the only zeds it seems kinda successful on are Husks, Bloats. Siren to a small degree. Husk is the only one with a thought-out weakness, the rest rely strictly on the resistance/weakness system.

Trash should not resist anything, Husks/sirens/bloats and above totally could benefit from this system as that is where some perks would shine over others naturally, but trash should be a numbers or sneaking threat, one of attrition over the wave and supporting big guys. Their strength has always been taking your focus and aim away from where it could be better spent. Resistances don't make big'uns or mids harder to kill at all, they are the main threat! Each one like a mid-tier zed but much more of them.

Reason the Husk tank thing is good is because it fits with what actions a player would take in that scenario *before being told what to do*. If you want to gather data, TW, your most valuable data would probably be patterns in what players naturally do without being told. You'd probably see a lot of good ideas to work on like Husk tank and decent play as well. Mostly I hope you'd learn that it's not good to go against this or try and make them do something else, but make those intuitive actions work with the game.

And whether it's resistances, ammo, damage values, perk specialties whatever; It will not be well received or accepted if it stops a player doing what they want to do. It's the exact same reason everybody disliked ammo reduction. It's telling people where to put their bullets, and killing them when they don't listen.

I'm a bit of a backseat gamer myself but I'm working on it because I know *it helps nobody*. Just annoys those I try to help.

That being said, I look forward to how TW responds to this because historically they have delivered on many updates regarding things like this. I reckon it'll get to the point where people are happy. Firebug is different, I am concerned for it as they seem to have a specific plan with how it should play - and it doesn't look good at this moment.

Regardless, I am complaining and whining yes, I feel powerless towards getting FB on track faster and have no games that compare with flamethrower stress-relief. I've said my piece many times, I hope it's come across in a way that can help and I genuinely congratulate TW on another milestone achieved. Now let's see the next one already!
 

DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
What I don't really "like" is TWI to always try to "overdo" things at the same time (like reducing ammo pool and ammo box spawn rate).

In this case, they give more HP to Bloat Head/Gorefast Head/Husk head for reasons I can understand. But at the same time, they add a resistance system which makes everything complicated.

I, honestly, would have preferred a base HP increase for this 3 zed in order to make "trash" a little more dangerous (but without the resistance system).
 

FoolishNinja

FNG / Fresh Meat
Apr 19, 2015
1,149
18
0
What I don't really "like" is TWI to always try to "overdo" things at the same time (like reducing ammo pool and ammo box spawn rate).

In this case, they give more HP to Bloat Head/Gorefast Head/Husk head for reasons I can understand. But at the same time, they add a resistance system which makes everything complicated.

I, honestly, would have preferred a base HP increase for this 3 zed in order to make "trash" a little more dangerous (but without the resistance system).

the res system is actually good man, give it a try. You can see what they want to acomplish with this new system.
 

infntnub

Grizzled Veteran
Sep 25, 2012
2,313
110
63
Pennsylvania
In this case, they give more HP to Bloat Head/Gorefast Head/Husk head for reasons I can understand. But at the same time, they add a resistance system which makes everything complicated.

I, honestly, would have preferred a base HP increase for this 3 zed in order to make "trash" a little more dangerous (but without the resistance system).

I think this would have been a better approach - or at least introduce the changes separately so the playerbase isn't overwhelmed with too much change too quickly.

Although I think in a week most will be acclimated to these new tweaks.
 

slashsnemesis

FNG / Fresh Meat
Nov 26, 2015
97
4
0
I think a better way to make trash stronger is to spawn more of it instead of giving all of them strong resistances to arbitrary weapons. I'm cool with zeds like Bloats, Husks, Sirens, Scrakes, and FPs having solid resistances and weaknesses because they're not intended to overwhelm you with sheer numbers.
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,850
305
83
Belgium
Well,I can't argue with that... Trash is what it says on the box : "trash" , it should be easy to kill and disposable... So simply throw many of them at us in order to drown us in their blood :D .

I don't really mind resistances on the bigger zeds though... They are rarer so it's normal that they are harder to kill (even if the siren is the bane of my existence). It's simple enough to be remembered... And I'm okay with that.
 

infntnub

Grizzled Veteran
Sep 25, 2012
2,313
110
63
Pennsylvania
I think a better way to make trash stronger is to spawn more of it instead of giving all of them strong resistances to arbitrary weapons. I'm cool with zeds like Bloats, Husks, Sirens, Scrakes, and FPs having solid resistances and weaknesses because they're not intended to overwhelm you with sheer numbers.

This is a great suggestion. ^^^

~edit

I made a separate thread based off of this - maybe something TWI can consider as an option going forward?

http://forums.tripwireinteractive.com/showthread.php?t=118195
 
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