Changelog - KF Build 1015

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YtsorF

Member
Nov 23, 2015
101
2
18
Nowhere
I'm so sad that the update is coming right now, since I have finals to study for :(

But screw it, I've got to play it. At least once. Or twice.
 

JokeTriple

FNG / Fresh Meat
Jan 26, 2013
48
0
0
This requires a new animation system.
I'm sorry, but I have to say it. How can you guys call yourselves competent when you know that you're going to be adding dual weapons, but don't make the game in preparation for it anyway? This should've been something dealt with in super early development if you knew you'd have to remake the animation system to accommodate the inevitable addition of dual-wielding.

That's why a plan and prioritizing is important. I don't work in Tripwire, but two things I'm seeing from the outside view is TERRIBLE PR ("free content pack," really?) and bad organization. Now this issue's gonna supposedly require the animation system to be done after you've spent time working on multiple weapons and the gunslinger perk. >.>

With that being said, if you guys actually do rework the reload system, it would be cool if you could still cancel the animation after one gun is loaded (reloading only half the bullets) and only fire from that gun using the original KF2 ADS view. Like, if they reload their right hand gun first and cancel it (don't remember which hand is reloaded first), then they can fire from that gun alone in the view toggle that has the right hand gun centered. That view with one gun centered could even be used exclusively for when you interrupt the dual-wield reload half way too.
 
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BloodxHound

FNG / Fresh Meat
Dec 1, 2015
2
0
0
update beta testing?

update beta testing?

First time posting a reply, when can we have to able to at least help beta it and give tips out, find the glitches, or problems. and help for the rest who don't want a unfinished update. id love to be a part of the beta test for this update. not that I also want to play it, Im sure we all do. I just want to help. and im sure this would help you guys further along this wonderful game.
 

[SM]TOPSGT

FNG / Fresh Meat
Jul 12, 2011
376
5
0
Colorado
slsnipers.enjin.com
I don't want to sound negative, but nerfing everything just to stop people from camping is a lazy way of doing things.

This should've been handled differently: Camping is a play strategy so instead of stopping it, you could've just made it much harder by introducing a new ZED to help deal with the problem.

By doing it this way people will have no choice but to move all the time.


Enter the Brute.
 

burnm3w1thf1r3

FNG / Fresh Meat
Aug 9, 2011
16
0
0
What's with the hard nerfs? I agree with most people about Medic. He got smacked a little too hard. I stopped using Support (aside form the boss fight) because of how hard that got nerfed. Now they do it with Medic? I understand that the goal is to have a team based game where everyone plays a perk (no doubles) or at least that was the original intent, but with this medic nerf you can say goodbye to just about all medics.
 

JokeTriple

FNG / Fresh Meat
Jan 26, 2013
48
0
0
Enter the Brute.
I loved the brute. Many of the ScrN custom zeds would have been able to be in the game and tweaked to make camping harder, like the Goreshank is similar to the 2 handed Gorefast they'll be adding sometime. Instead, they nerf weapons and perks, which make the game less enjoyable as a whole...

Adding enemies that counter camping would make the game more challenging, but keep the gun-play fun.
 
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Belestper

FNG / Fresh Meat
May 3, 2015
94
0
0
Did you do anything to fix the issue with motion sickness that numerous people are complaining about?
 

MeanSpeed

FNG / Fresh Meat
Sep 28, 2015
55
0
0
Oh and no need to mention everyone sticking together at the end trembling at the possibility of all last 5 zeds being FPs + SCs.

I've actually seen that before, when I just joined a server and was spectating the wave. I felt sorry for the guy :p

WnkOucG.jpg
 
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Nenga

FNG / Fresh Meat
Apr 24, 2015
522
0
0
I loved the brute. Many of the ScrN custom zeds would have been able to be in the game and tweaked to make camping harder, like the Goreshank is similar to the 2 handed Gorefast they'll be adding sometime. Instead, they nerf weapons and perks, which make the game less enjoyable as a whole...

Adding enemies that counter camping would make the game more challenging, but keep the gun-play fun.

Once crawlers start walking on walls and the ceiling so you'll have to watch more than the floor it'll get a little more interesting. Except on manor since most groups i've seen stick outside. It'll be beautiful on catacombs though.

Also the siren scream pulling you in could be interesting and mess up camping depending on the range of it.
 

rylak09

FNG / Fresh Meat
Apr 8, 2015
5
0
0
So I just looked it up, why are we nerfing all the classes when 1% of people have beaten hell on earth like everyone is saying its easy but they dont seem to be playing the right difficulty. Why are we nerfing to make normal a challenge when we should be trying to get good enough for hell on earth. Shouldn't nerfs be followed with buffs to equal things out and not just make all the classes crappy across the board? Right now there aren't that many classes so we are making use with what we got and getting punished for it. That is what it seems like at least.
 

DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
I just want to see if with the nerf of berserker, I can still kill a siren/husk with an heavy attack with my crawel.

Please...
 

ohmTheWatt

FNG / Fresh Meat
May 4, 2015
39
0
0
I don't want to sound negative, but nerfing everything just to stop people from camping is a lazy way of doing things.

This should've been handled differently: Camping is a play strategy so instead of stopping it, you could've just made it much harder by introducing a new ZED to help deal with the problem.

By doing it this way people will have no choice but to move all the time.
I think they did both. They didn't introduce a new zed they just fixed the AI exploit that caused zeds to not attack the zerk wall if trying to attack the player behind them. I'm assuming that this fix wasn't enough in testing to prevent it from being a viable strategy so they also nerfed the abused skills until it no longer worked.

I think in the end they will be giving the medic back some of it's power in a later balance change after this exploit is no longer dominating the metagame.
 

Nerezza

FNG / Fresh Meat
Apr 14, 2015
26
0
0
I'm sorry, but I have to say it. How can you guys call yourselves competent when you know that you're going to be adding dual weapons, but don't make the game in preparation for it anyway? -snipsnip-

KF2 was built upon the Unreal Engine 3. The advantages are that it's great for tailoring to your game, there's countless years of experience (and published work) accumulated from all its users/community, and Tripwire is already familiar with Unreal Engine stuff. The disadvantages are that it's not been updated with the latest (past couple years) optimizations, and that the mechanics you have to start off with can take hours of overhauling to get what you want out of it.

In the first place, dual-wielding pistols ALMOST came out bug free. There's a desync between animations and reload timers obviously, but it's the only big bug and this is probably because UE3 doesn't support the Killing Floor method of dual wielding out of the box. On top of all that, this is still an early access to the game so bugs are expected. And again, they had a method for dual-wielding prepared but seemingly an oversight broke it.

Will reload cancelling be fixed? Probably. Will it be before the end of this year? I wouldn't be surprised if it took until Spring.
 
RIP Field Medic, Hello Combat Medic.

All skills that revolve around the medics ability to support his team just took a hit making the skill that make for Jon Rambo medics the better option. Poor choice.....

Instead of nerfing the Medics skills why not just fix them. Many people have listed great options to fix/improve the medics "exploit" but none seem to have been taken other then rendering them worthless.

Make it so that armor repair is not instantaneous but re-gens at the same rate as health. Make it so armor repair only works when there is health to be gained as well (though this can be exploited). Oh and here is one, remove Auto lock from medic weapons. If its more challenging for a medic to heal they won't just mindlessly dump dart after dart into a Berserker all wave long. This would in turn help with the Zerk's OPisms.
If not any of this remove the armor repair all together and give the Medic something else to take its place to keep Medic useful.


Minus the hit that medic is taking, I look forward to the update..
 
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DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
Did someone try to do the new calculation for the damage of the Zwei for the new build ?

Cause, I think I'm doing something wrong...

We got for the alt-fire :

Version 1013 : 290 * 2 (lvl20) * 1,2 (level 15) * 1,75 (damage for being lvl 25) = 1,2 K ?

Version 1014 : 195 * 1,25 (lvl20) * 1,2 (level 15) * 1,75 (damage for being lvl 25) = 511.

So, obviously, it divided the damage by more than 2.

But, I may be wrong regarding the basic calculation.
 
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