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.
it would feel more like the chivalry zwei if they kept the damage the same but tremendously reduced the attack speed.
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.
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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.
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=YTYnf9SUKW0If 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.
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.
client-side
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 :/
to replace the useless (again imo) pipebombs.
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?
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.
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
- Berserker
- Fortitude skill changed to 75% health increase (previously 100%)
- Vampire skill increased by 1 health per kill (now 4 instead of 3)
- 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)
- Demolitions
- Nuke radius reduced
- 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%)