Bullseye Update Preview Beta

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Furious Imbecile

FNG / Fresh Meat
Oct 18, 2014
758
6
0
Finland
Bash does not even stumble a zed anymore ?
Let us stumble Zed with a bash, please ?
Also, Stalker are too tanky...

Bash will stumble zeds. However most zeds have higher stumble tresholds than what the stumble power bash is capable of creating is. It still stumbles clots and I think stalkers and crawlers too.

Parrying also cant manage to stumble zeds anymore (Scrake Fp at least, never bothered to try parrying lesser zeds).

We also have a new mechanic that causes our melee attacks to "flinch" zeds making them unable to perform an attack of their own, however I do not know how this works.

Parrying and bashing need to have improved stumble power so you can clutch stumble someone. i'm fine with bashing not stumbling Scrakes, Bloats and FP's but all others should stumble. Parry stumble then should affect all zeds, otherwise there is no point in parrying at all with it's damage block reduction.
 

RoastinGhost

Active member
Jul 14, 2011
438
59
28
Minnesota
12 damage types and 11 zeds means there are 132 data points to remember, each with one of 7 or so possible resistance values.
10 incap types and 11 zeds means there are 110 data points to remember, each with 7 or so possible effectiveness values.
This is a whole lot to try and remember. Simple things, like Fleshpounds having explosive vulnerability, was much more straightforward.

Weapons feel weak when they don't work on certain enemies, and Solo play is much harder without a well-optimized offperk loadout.

Many of us had been complaining about the homogenization of perks, but it turns out that arbitrarily making perks better or worse against certain enemies is absolutely not the way to go about changing that. I don't think it was really a big problem to begin with.

I know I'm being really repetitive with my posts about this update, but I really haven't felt this strongly about a change before.
 

IronRec

FNG / Fresh Meat
Sep 13, 2015
20
10
3
England
This patch is the worst we got in a while ,trash zeds feel way too tanky and some resistances are just plain stupid ,not to mention nonsensical zerker nerf. GG TW
 

Fouts

FNG / Fresh Meat
Nov 15, 2015
154
7
0
People who are complaining about zed health need to stop thinking about how hard it is to kill a zed and think about how to approach the situation in a new way based on their perk's role.

Commando - Trash and medium zed killer

Support - Medium and large zed killer, sealing off flank paths with welding.

Medic - Keep team alive 1st, shoot later

Zerker - Tank, large zed distraction

Gunslinger - Kill everything, help with big zeds

Firebug - Zed containment and interruption

Demo - Large Zed assistance, crowd control

Sharpshooter - Medium and large zed killer

No longer can you go off and do your own thing in 3,4,5, or 6 man games. Teamwork and understanding your Perk's role is required now. Might want to start getting used to it.
 
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M1_Account

FNG / Fresh Meat
Apr 29, 2015
85
0
0
Bash will stumble zeds. However most zeds have higher stumble tresholds than what the stumble power bash is capable of creating is.

This is correct, but the practical result is that bash basically doesn't stumble zeds (outside of clots and stalkers) because nobody's gonna bash a single gorefast 3 times, tanking its swings all the while.



Fouts said:
People who are complaining about zed health need to stop thinking about how hard it is to kill a zed and think about how to approach the situation in a new way based on their perk's role.

I definitely agree people should give the changes a chance, I'm happy with some of the changes too. But I think a lot of people are making arguments that shouldn't be characterized as "killing zeds is too hard".
 
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q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
0
v1034 beta.

v1034 beta.

I was going to write something up but I ended up erasing the essay and just wanted to say that this beta is quite disappointing. We've really gone from KF1 which had it's weapon combinations to create combos to KF2 past which had weapon DPS + Afflictions to create combos to KF2 now where it's literally just spam M1 to death or play SS to stun and kill.

Sorry guys but I think I'm done, there just isn't enough consideration for how new introduced mechanics will affect other perks to the point where every new perk/mechanic is balanced around said perk/mechanic and says FU to everything else.
 

Franky

FNG / Fresh Meat
Dec 15, 2015
56
2
0
@Yoshiro

Please make the Boss health bar toggle. I liked it more without it, the colour from the boss Shows me enought. I think im not the only one who think this.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
I was going to write something up but I ended up erasing the essay and just wanted to say that this beta is quite disappointing. We've really gone from KF1 which had it's weapon combinations to create combos to KF2 past which had weapon DPS + Afflictions to create combos to KF2 now where it's literally just spam M1 to death or play SS to stun and kill.

Sorry guys but I think I'm done, there just isn't enough consideration for how new introduced mechanics will affect other perks to the point where every new perk/mechanic is balanced around said perk/mechanic and says FU to everything else.

See I've kinda gotten the feeling this was all for Sharpie myself. Like everything kinda works in its' favour; The only class capable of 1-shotting every trash zed with a starter weapon.

I have been arguing the case that it's temporary (has to be, right?) but you're right about it leaving the rest of us dead in the water until it's fixed.

As for adapting to my new playstyle, using (again) firebug as reference. I totally have, I can actually play that way now. I understand it, fully. But do keep in mind, you're gonna have 10 perks and 6 slots. If you don't have the right composition you are boned - I've noticed it's the same with weapons.

Point is, in a game full of sharpies with 1 perk like FB, Mando, CC-demo, you're gonna be doing your specific form of trash control and in my case, stuff simply wasn't dying fast enough to keep the sharpies alive. Incap was unreliable and people still got killed despite the focus on incapping zeds. I am actually still forced to kill them, being the only buffer between the horde and the team of sharpies. This leaves me running empty with over 100 left and people just start dying faster.

This has happened a good few times now.

You can say it's a good thing but the same applies to weapons - again as FB, Trenchgun is my only option versus things like gorefasts. Sure, it's a decent weapon for Husks too and can have a bit of stopping power but I choose when I want to use it. This resistance system basically forces me to use "shotgun type" or "microwave type" otherwise i am seriously gimping the whole team by causing minimal effect, random panic or not.

I agree that the perk identities need to remain strong but other values need changing, not this. This is a bad way. It needs to stick to what was said - Perks can kill everything they come across but have a harder time with some than others. This does not translate to soloing Husks as FB or FPs as FB. This translates to a system that works with how you play to guide your arbitrary choices towards the right ones as opposed to just shutting down every type of play that isn't correct.

I am not going to always go for microwave gun. I am going to skip nailgun. I may stick with the SA80 as mando instead of an AK and I might not feel like using med SMG or shotgun. Point is I will not be told I have to use them or die thanks to resistances, not happening sorry! Some thing may just need to overlap! Can't have sharp/med/zerk/mando/gunslinger/demo team every time you play, so some will need to be able to do similar things at least and everyone needs to be able to kill trash zeds.
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,854
305
83
Belgium
People who are complaining about zed health need to stop thinking about how hard it is to kill a zed and think about how to approach the situation in a new way based on their perk's role.

Commando - Trash and medium zed killer

Support - Medium and large zed killer, sealing off flank paths with welding.

Medic - Keep team alive 1st, shoot later

Zerker - Tank, large zed distraction

Gunslinger - Kill everything, help with big zeds

Firebug - Zed containment and interruption

Demo - Large Zed assistance, crowd control

Sharpshooter - Medium and large zed killer

No longer can you go off and do your own thing in 3,4,5, or 6 man games. Teamwork and understanding your Perk's role is required now. Might want to start getting used to it.


Yeah right...So solo players can go **** themselves then? Not everyone has the chance to play with their friends you know.
 

johnsons

FNG / Fresh Meat
May 19, 2009
131
3
0
29
People who are complaining about zed health need to stop thinking about how hard it is to kill a zed and think about how to approach the situation in a new way based on their perk's role.

Commando - Trash and medium zed killer

Support - Medium and large zed killer, sealing off flank paths with welding.

Medic - Keep team alive 1st, shoot later

Zerker - Tank, large zed distraction

Gunslinger - Kill everything, help with big zeds

Firebug - Zed containment and interruption

Demo - Large Zed assistance, crowd control

Sharpshooter - Medium and large zed killer

No longer can you go off and do your own thing in 3,4,5, or 6 man games. Teamwork and understanding your Perk's role is required now. Might want to start getting used to it.
You sure Zerk can tank after Nerf ?
 

DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
Parrying and bashing need to have improved stumble power so you can clutch stumble someone. i'm fine with bashing not stumbling Scrakes, Bloats and FP's but all others should stumble. Parry stumble then should affect all zeds, otherwise there is no point in parrying at all with it's damage block reduction.

I'm not really fine with not being able to stumble scrake and FP with Bash because sometimes you get caught in a corner... and without bash stumble you are dead.

I died because I tried to bash a gorefast which was blocking my way... and he did not move, attack me, stops me.. and all the trash caught me... *Yeah~*

Anyway, you're right about parrying. If you take that much damage and Scrake can continue to hit you... you're basically a punching ball... hoping that someone will kill it before it kills you. *Yeah~* Zerker has already less health, less resistance, need more time to kill it... how are we supposed to achieve this ?

Parrying was already nerfed a lot. As a no tanky class, if a Fleshpound start running towards you, before you could at least use your knife to reduce the damage... but now... you are just dead meat. *Yeah~*

Finally, anyone try to have a boss battle ? For fun, I went as normal short wave (4) SOLO as a level 0 sharpshooter (to get the achievement on steam), I had to use all my ammo with Railgun and winchester to kill Paty. How is that even possible ?

When one ammo from railgun killed a fleshpound ?
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,567
24
0
Anyway, you're right about parrying. If you take that much damage and Scrake can continue to hit you... you're basically a punching ball... hoping that someone will kill it before it kills you. *Yeah~* Zerker has already less health, less resistance, need more time to kill it... how are we supposed to achieve this ?

You need considerably less time to kill scrakes.
 

DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
I will just add that this zed resistance is too complicated and don't make sense. At all.

I will just point things :

I can understand ZED having resistance (like Husk being resistant to fire) against some specialized weapon.

But, really, separating ballistic damage in 5 categories is overkill (Assaut riffle (commando)/ Handguns (GS) / Riffle (sharp) / Shotguns / Smg).

If we take the example of a Stalker : Are you telling me that between a Riffle (I think it does only 25% of base dammage) and a Assault riffle (200% of base dammage), a bullet does 8 times more damage ?

If you want to go with zed resistance, okay... but at least put every one of them as a ballistic damage and with the same resistance (good against trash). This way we can have different loadouts... or one off perk weapon which will compensate for what we lack...

I will just add this for the sake of showing that this resistance thing seems totally random :
Firebug is supposed to kill crawler (it's in its description and that's an objectif to gain XP). Why crawler is resistant again fire ? :rolleyes:

Hopefully this resistance thing will not make it, in this state, in the next release.
 
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Escadin

FNG / Fresh Meat
Apr 19, 2013
1,567
24
0
How ? Zed lost some damage buff... unless you're talking about the evisc ?

Eviscerator, zweihander and pullverizer all require less hits to decap a scrake. I don't know about FP. Seems about the same.

(Using butcher and buffed smash only. Berserker goes nuts with parry)
 
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DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
Ok. I think it's because the damage reduction was 0.5 and now it's 0.25.

Also, I noticed that the grenadier description from demo (level 5) say it reloads 10% faster. It was written +20% in the patch change.

Is it a mistake ? or it's only 10% ?