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Cyber Revolt Beta 2 Changelog

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    Event
    • Cyber Revolt
    • Horzine's development labs decked out the mercenaries with the latest Cyberpunk themed weaponry and gear! Slay Zeds and spread bloodshed while looking stylishly futuristic. Fend Zeds off at our new dam facility known as Spillway, and try out Horzine's two new weapons, the Helios Rifle and the Killerwatt. See you on the killing floor!
    • Beta 2 Start 3 / 12 / 2019, Beta 2 End on final release
    Beta 2 for this update contains adjustments and bug fixes from the Beta 1 feedback! We appreciate your input and thank you very much for it.

    Addressed Community Feedback
    As mentioned in the 2018 Killing Floor 2 "State of the Game", our goal is to bring to the community a continued stream of QOL changes for each update throughout the year. Please continue to report any QOL changes you believe should be added to the game by submitting your feedback in the "general" section on our official forums at: https://forums.tripwireinteractive.c...illing-floor-2

    Balance
    • Zeds
      • Patriarch
        • Helios Rifle damage vulnerability decreased from 90% to 70%.
      • Fleshpound
        • Helios Rifle damage vulnerability decreased from 100% to 80%.
      • Quarterpound
        • Helios Rifle damage vulnerability decreased from 100% to 80%.
    Designer Note:
    The Helios Rifle provided a massive damage output towards Fleshpounds, Quarterpounds, and the Patriarch boss. There was a lot of community feedback from the March Beta 1 Community Survey that the Helios Rifle dealt with them too easily, so we reduced their vulnerability specifically to that weapon to address this major concern.
    • Weapons
      • Helios Rifle
        • Trader price increased from 1500 to 2000.
        • Spare ammo capacity increased from 280 to 320.
        • Weapon upgrade removed.
      • Killerwatt
        • Trader price reduced from 2500 to 2000.
        • Spare ammo capacity increased from 250 to 300.
        • Increased movement speed while firing overcharge stream from 50% to 75%.
    Designer Note:
    The Helios Rifle provided the Firebug with a powerful weapon to dispatch Zeds of all kinds, especially key target Zeds such as Fleshpounds and Quarterpounds. There was a lot of community recommendation to increase its price and spare ammo capacity. The weapon will now be treated as the Firebug's first tier 5 weapon. We removed the weapon upgrade from it, and in turn, we increased its spare ammo capacity as the weapon could run out of ammunition a tad too quickly.

    The Killerwatt felt a little underwhelming for the price. It could quickly run out of ammunition, and the movement reduction while firing felt too strict, especially on high difficulties. A lot of community feedback centered around reducing its cost, increasing its spare ammo capacity, and potentially adjusting the movement speed while firing to be higher. So, we included all of these changes to help improve the experience of using the weapon.
    • Perks
      • Firebug
        • Level 15 Zed Shrapnel
          • Damage from explosion has decreased from 100 to 50.
      • Survivalist
        • Level 20 Make Things Go Boom
          • Damage radius of explosion has decreased from 50% to 40%.
          • Text descriptions updated to reflect the change.
        • Level 20 Zed-plosion
          • Damage from explosion has decreased from 100 to 50.

    Designer Note:
    The Zed Shrapnel and Zed-plosion Perk skills had received a lot of improvements from its pre-beta iteration. We're adjusting the damage of the explosion down by half so that it can still have the potential of killing Zeds but it will require the player to damage them a bit. We'll be monitoring this Perk skill and making small adjustments when necessary.

    Make Things Go Boom provided the Survivalist with a massive boost to weapon explosion radius, but self-inflicted damage is inevitable with such a huge boost. We reduced the radius bonus by 10% to help manage self-inflicted damage a little bit more while keeping the large explosive nature of the Perk skill. We are coming up with ideas to further improve this Perk skill, and the community feedback from the survey helped greatly. Thank you!

    As always, we'd like to hear the community's feedback on these changes. You can do so by visiting and posting in the "general" section on the official Tripwire Interactive forums at: https://forums.tripwireinteractive.c...illing-floor-2

    Bug Fixes
    Also mentioned in the 2018 Killing Floor 2 "State of the Game" our goal is to bring to the community a continued stream of community reported bug fixes for each update throughout the year. Please continue to report any bugs you discover by visiting our official forums at: https://forums.tripwireinteractive.c...illing-floor-2 and posting in the "PC" or "Console" sections.

    Gameplay:
    • Fixed an issue where the 3rd person spectating camera moves rapidly when toggle sprint is enabled.
    Maps:
    • Fixed an issue where debug text appears while playing on Spillway.
    Audio:
    • Fixed an issue where the M32 Grenade Launcher did not have sound fall off.
    • Fixed an issue where the Scrakes were using Halloween VO.
    • Fixed an issue where the E.D.A.R.S. were using Halloween VO.
    User Interface:
    • Fixed an issue where scrolling through lists in the game menus causes differences between the preview and the selection.
    • Fixed an issue where "_info" was appearing as a Game Mode option when returning to the main menu from a game session.
    • Fixed an issue where players could not update their Endless settings on the Play Solo Offline menu.
    • Fixed an issue where "FOV" and "Disable Remote Headshot Effects" did not reset when player defaulted their options.
    As always, thank you for your continued support!
     
    Yoshiro;n2330203 said:
    Event
    Designer Note:
    The Zed Shrapnel and Zed-plosion Perk skills had received a lot of improvements from its pre-beta iteration. We're adjusting the damage of the explosion down by half so that it can still have the potential of killing Zeds but it will require the player to damage them a bit. We'll be monitoring this Perk skill and making small adjustments when necessary.

    Make Things Go Boom provided the Survivalist with a massive boost to weapon explosion radius, but self-inflicted damage is inevitable with such a huge boost. We reduced the radius bonus by 10% to help manage self-inflicted damage a little bit more while keeping the large explosive nature of the Perk skill. We are coming up with ideas to further improve this Perk skill, and the community feedback from the survey helped greatly. Thank you!
    [/I]

    For the make things go boom I think the easiest way to help it would be have it come with extra explosive resistance (probably 50% at most)
    But what I'd really want is like a 20% extra headshot damage for every weapon (kinda of like a more general purpose Armor Piercing Round) so it has something for everything other than the 9 explosive weapons. And I'd give up random explosions for extra head shot damage.
     
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    Yoshiro I guess the "spawning in the line of sight" hasn't been fully resolved.
    7cTvi55.jpg

    On wave 3 we had hold your ground in that area, and a group of gorefasts spawned in our line of sight in that doorway.
     
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    Survivalist is definitely in a better place now than it was before the beta, but it still feels awkward to play. I believe a passive boost to weapon switch speed would allow it to flow more smoothly and do what other classes can't. I think it could also use a passive recoil reduction, as many weapons such as the more powerful pistols feel unwieldly, especially in zed-time. I believe these two things would make the class feel better to play.
     
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    So the nerf to the Helios Rifle had another effect. When upping the zeds microwave resistance it made the Microwave gun basically useless. I tried it in a game playing on Suicidal difficulty and it really shows how useless it's become. It's now an expensive and heavy weapon that no longer is useful against fleshpounds or scrakes, and really isn't that useful against lesser zeds. I hate to think about using it on HOE. Even with the large amount of ammo, you end up racing through the ammo now just to take down larger zeds. The gun either needs reworking or restoring the orignal resistance. Honestly the firebug shotgun was more effective against them and it needs an update on magazine size (or have one of the firebug perks include a faster reload for perk specific weapons.
     
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