Changelog - KF Build 1015

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DownRecon

FNG / Fresh Meat
Apr 22, 2015
12
2
3
it would feel more like the chivalry zwei if they kept the damage the same but tremendously reduced the attack speed.

I would love this. It would feel like a massive sword not a big knife. This is a really good idea.
 

Tornqvist

FNG / Fresh Meat
Apr 24, 2015
78
0
0
Fine, the zerker nerf is coming, i was prepared for this.
I was also prepared for a fix with Parry.
If you are gonna help your team to kill a scrake or a fleshpound you are going to need parry.
You are not going to kill it fast enough before it kills you now but you can prevent a certain death with a functional parry.

:confused:
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,277
4,050
113
Fine, the zerker nerf is coming, i was prepared for this.
I was also prepared for a fix with Parry.
If you are gonna help your team to kill a scrake or a fleshpound you are going to need parry.
You are not going to kill it fast enough before it kills you now but you can prevent a certain death with a functional parry.

:confused:

QA has been digging into the parry and nade issue online but we don't have a reliable repro. We know they happen and have seen them, but those are the sorts of bugs that we need a 100% reliable repro so we can step through the process with a debugger active to catch what is happening.
 

q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
0
QA has been digging into the parry and nade issue online but we don't have a reliable repro. We know they happen and have seen them, but those are the sorts of bugs that we need a 100% reliable repro so we can step through the process with a debugger active to catch what is happening.

If it helps it's not that big of a random occurrence anymore. It is specific locations in the map. Take evac for example and head over to where the trader is near the buses. That whole U shaped area prevents blocking and parries.

Polomi made a map and I discovered the block/parry bug near the edge of his map.

As for nades, shots, explosives, shotguns firing off center or just not firing at all - it seems to happen pretty frequently while you are moving. If you're standing still it seems to mitigate issues with aiming and guns not firing.
 

polomi

Member
May 20, 2015
49
1
8
If it helps it's not that big of a random occurrence anymore. It is specific locations in the map. Take evac for example and head over to where the trader is near the buses. That whole U shaped area prevents blocking and parries.
I know that this isn't the bug report section, so sorry about that. But I just remembered that I have a video of that, showing how location dependent it is: https://www.youtube.com/watch?v=YTYnf9SUKW0
 

DevilBlackDeath

FNG / Fresh Meat
May 28, 2015
83
0
0
Here's my "educated guess":

Dual pistols are a very special case because they're not handled in-game as a separate weapon, instead it's treated as your original 9mm with an extra gun model and animations put into place.

The animation system itself isn't /too/ flawed, since you have to perform a cancel to begin shooting your reloaded pistols early, but whatever tracks the reload timer seems incapable of recognizing that you're wielding two pistols atm.

Where other PvE games (PD2 is a prime example) handle stuff like that client-side (in PD2 your '30 round magazine' can be modded to hold 100 rounds if you're into that), KF2 handles everything server-side to guaruntee that no one can cheat. I'm sure the systems involved have been brutally optimized to leave no wiggle room for changing something so fundamental as this, since every millisecond saved is important for the netcode.

Knowing Unreal Engine's animation I would have said the exact same. Unfortunately after seeing RageQuitters preview of build 1014, I'd thought otherwise. In the videos you clearly see that with one bullet left, there is one of the gun that has the slide locked back (for deagle that is) but not the other. If it works with a signal coming from the animation (mag in), why not simply check if the weapon is dual wielded, then only have the bullets counted in the weapons when the second "mag in" signal is sent. Even better, why not simply add to the "bullets left in mag" the "max bullets in mag" when a "mag in" signal i received, with the "max bullets in mag" as a limit?

Just an idea ;)
 

TheTCREngineer

Grizzled Veteran
Aug 29, 2013
1,464
43
48
United Arab Emirates
client-side

What's very disappointing and I mean this ****ing ticked me off was when Bill Munk said the game was going to be FULLY client side when the game isn't client-side at all. Disgusting. Another thing is when Alan Wilson said you can remove a zeds arm and he'll keep trying to attack you while alive. Tripwire, if you're going to hype up your game, keep your promises.
 

xmrmeow

Active member
Mar 23, 2015
1,005
7
38
No buffs for demo? :( everything else looks solid, but from what I saw, only use of demo on hoe is using nuke to kill things, otherwise he doesn't get the job done... I was hoping to be able to use demo without relying on nuke for all my damage without modding it in :/
 

Killerz34

FNG / Fresh Meat
Aug 4, 2015
24
0
0
Demo buffs

Demo buffs

ok guys. Ive played with everyclass and without a doudt, Commando needs a buff: expensive ammo and no ability to stun perma raged fleshpounds? = a very annoying experience. Yet demo needs a buff? NO!

His job (IMO along with the rest of this post is IMO) a class which excels at killing trash, and Dealing good damage to the "big ones". Whilst not a perk to use against the boss, hans, he can deal with most other threats in a short period of time.

Maybe this is due to me realsing if i get on the fleshpounds/scrakes badside on my own, im in for a very bad time...

If tripwire, is made due to public opinion to buff this class...
Ammo capacity for starting pistol. maybe a few extra shots?
or perhaps a extra weapon, to replace the useless (again imo) pipebombs.
explosive uzi? :D!

In the voice of the britiny woman. LEAVE THE DEMO ALONE!
:p
 

HunBonus

FNG / Fresh Meat
Dec 1, 2014
426
12
0
No buffs for demo? :( everything else looks solid, but from what I saw, only use of demo on hoe is using nuke to kill things, otherwise he doesn't get the job done... I was hoping to be able to use demo without relying on nuke for all my damage without modding it in :/

The demo is going to be further changed after this patch, possibly buffing it.
 

DevilBlackDeath

FNG / Fresh Meat
May 28, 2015
83
0
0
What's very disappointing and I mean this ****ing ticked me off was when Bill Munk said the game was going to be FULLY client side when the game isn't client-side at all. Disgusting. Another thing is when Alan Wilson said you can remove a zeds arm and he'll keep trying to attack you while alive. Tripwire, if you're going to hype up your game, keep your promises.

Huh, going full serverside prevent every form of cheating, the only advantage of full client side? Skinning stuff and the likes. But we'll get full mods, so every server which wants to skins stuff, mod, add zeds and so on will be able to.

As for the part where they can lose member and still attack (he even mentioned losing both legs but still crawling on the ground iirc) I would like to see it, but as the last update showed us, they're not done with the gore system and it could possibly be revamped once again. Yeah they showed footage of it in action but then again maybe it's not yet stable enough !
 

[DSD]Duke Nukem

FNG / Fresh Meat
Jun 6, 2012
15
0
0
Well, besides medic and berserk nerfing, two things hit my concern:

the 1st one is about the new pistol incoming, especially the Deagles. they were in KF one of the best sharpshooter weapons. Will they so be for sharpshooter as well as gunslinger, or only gunslinger (this will suck and I mean it)?

the 2nd is visibly an unreported bug, touching the caulk'n'burn and the flamethrower. When you pick an ammo crate, whenever the weapon you use, it give you 1 magazine, or several nades (like for the demo guns), BUT for the CnB and Flamthro, it only give respectively 25 and 20 unit of fire, instead a full tank. Is this a bug, or is it wanted Yoshiro? Because you don't do anything great with 1/5 of FT tank. You should take a look on that to correct it within the next updates ^^
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,567
24
0
Huh, going full serverside prevent every form of cheating, the only advantage of full client side?

Not really everything. For instance, I've seen people use scripts to exploit the recoil reduction of semi-auto mode and still have their rate of fire and hold M1 convenience. In addition, perklevel maps are as rampant as ever while people can't legitmately level up their perks offline because then their progress won't be saved.
The cheating is already as bad is it's going to get.

Siren screams and Husk fire balls are server side too which makes dodging / avoiding them iffy to the point where playing demo on hell on earth (tons of Sirens) is impossible without the resistance skill. The vanishing projectiles, miss fires and ammo rounding bugs might be based on this too. The attack animation synch-up which renders the microwavegun's knockback completely useless definitely traces back on this as well.

I don't really see the upside that makes it worth here. Maybe it's easier for them to develop that way, but the alleged cheat protection is definitely not worth it.
 
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Dr Pepper

FNG / Fresh Meat
Sep 18, 2015
100
7
0
Please get rid of the mouse-wheel voice commands thing and do them in KF1 style with the list and add more voice commands. There needs to be a "look out!" and taunt player voice command.
 

DevilBlackDeath

FNG / Fresh Meat
May 28, 2015
83
0
0
Not really everything. For instance, I've seen people use scripts to exploit the recoil reduction of semi-auto mode and still have their rate of fire and hold M1 convenience. In addition, perklevel maps are as rampant as ever while people can't legitmately level up their perks offline because then their progress won't be saved.
The cheating is already as bad is it's going to get.

Siren screams and Husk fire balls are server side too which makes dodging / avoiding them iffy to the point where playing demo on hell on earth (tons of Sirens) is impossible without the resistance skill. The vanishing projectiles, miss fires and ammo rounding bugs might be based on this too. The attack animation synch-up which renders the microwavegun's knockback completely useless definitely traces back on this as well.

I don't really see the upside that makes it worth here. Maybe it's easier for them to develop that way, but the alleged cheat protection is definitely not worth it.

No it's definitely not easier to develop full server-side (not really an advanced network programmer but I may even say server-side is harder, but not 100% sure) but well if it can prevent aimbotters that's still a good thing to me. However, I agree the general game hit detection could use some work, bt it is not the fault of the server side. There are ways to check if a player is touched on his side even on the server (mostly thanks to ping). But then again the correction should not be too high since laggers would have a huge advantage (after all the AI has no ping, so if it tries hitting a player that has 200 ping, it will never aim correctly)

I hope they do enhance the netcode, but frankly from the changelists it looks like it's an ongoing permanent priority ;)
 

ScrakeMorgendorffer

FNG / Fresh Meat
May 16, 2015
582
0
0
Can they implement a "you raged the scrake with your flame weapons, now he will lock onto you and only you until you are dead" feature?

That'd really make this whole experience worth the money on its own.
 

Yoshijk

FNG / Fresh Meat
Can they implement a "you raged the scrake with your flame weapons, now he will lock onto you and only you until you are dead" feature?

That'd really make this whole experience worth the money on its own.

I'm down for raised aggression towards the ones who rage versus the ones nearest. Too damn often am I trying to tactically take down a big guy when some n00b Commando or medic runs up and sprays it with some wimpy, automatic weapon, and then I lose most or all my armor for it
 

DevilBlackDeath

FNG / Fresh Meat
May 28, 2015
83
0
0
I'm down for raised aggression towards the ones who rage versus the ones nearest. Too damn often am I trying to tactically take down a big guy when some n00b Commando or medic runs up and sprays it with some wimpy, automatic weapon, and then I lose most or all my armor for it

Frankly it's only worht it for pubs... Although for pubs it definitely would be a charm :D As a result it'd be nice to have it as a toggleable for servers
 

HeatSurge

Member
May 20, 2009
580
17
18
  • Berserker
    • Fortitude skill changed to 75% health increase (previously 100%)
    • Vampire skill increased by 1 health per kill (now 4 instead of 3)


Meh


    • Smash does 25% extra damage (down from 100%)
    • Zweihander Damage Reduced
      • Heavy attacked reduced to 195(previously 290)
      • Standard attack reduced to 85 (previously 90)
      • Bash damage reduced to 63 (previously 120)


Very yes.


  • Demolitions
    • Nuke radius reduced


Nice band-aid "fix" but the real fix is specimen AI, addressing map choke points, or I hope entirely redoing demo as a class.

(Meanwhile, Outpost door will be just as boring)


  • Medic
    • Armament 25% less effective heal and will heal 1% armor (down from 10% less effective and 2% armor)
    • Vaccination Now grants 2% armor (down from 4%)


Good start, but I really think you guys need to address the fact that the shotgun recharges about at about the 1/2 the rate of the AR as well, and the SMG doesn't really give a recharge boost over pistol darts, and is 90% a remodeled pistol for all intents and purposes. Also general healing spammability without having to aim is still there I'm guessing, unless there's more changes.

If I were to guess, a 2+ player wall will still be possible with all these changes. (Medic+Berserk+Doesn'tmatter) At least berserk soloing sc/fp with medic will take a longer time, but I'm not sure if it will require any more skill than it does now.
 
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