• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Deep Blue Z Is Now Live

kf2deepbluezkeyart.jpg




Event
Deep Blue Z
  • Unveil the secrets of a Horzine Deep Sea Underwater research base, deep in the Marianas Trench, that has definitely seen better days. Who knew Zeds could dive? Clean up the facility in the new map, Subduction.
Unfortunately, there has been another outbreak besides the Zeds, and it’s a really dangerous Contamination in the air. Defend the Safe Area in Contamination Zone Weekly Mode and be careful with staying outside, you might end up more beaten up than after fighting a Fleshpound. Luckily, there’s a new HRG weapon to help you keep the crowd controlled and defend a spot: the HRG Bombardier. A heavy-loaded Drone that will make Zeds go boom if they get near.
Check this new content coming right from the Depths!


New Additions and Highlights
  • 1 New Community Map
    • Subduction
      subductionbelow.jpg
      • Compatible with Survival, Weekly, VS and Endless Game Modes.
      • A submarine Horzine facility.
  • 1 New Weekly Mode
    • Contamination Zone
      contaminationzoneingame.PNG
      • On each wave, a Safe Area is marked on the map.
      • Players will receive damage if standing out of that Safe Area.
      • All of the map will be safe when 5 zeds or less are alive (per wave) and during Trader Time.
      • Zed spawns are modified.
      • Length: 7 waves.
  • 2 New Weapons
    • HRG Bombardier for the Demolitionist
      hrgbombadierbeautyrender.png
      • An alternative version of the Commando’s Sentinel for the Demolitionist perk.
      • Assistance equipment that deploys a Grenade-firing Drone, controlling crowds with Area damage and Stumble power.
      • Right-click will create a cluster explosion by detonating the drone.
      • Trader price is 500 Dosh.
    • S12 Shockgun for the Support
      s12standardbeautyrender.png
      • The S12 Shockgun is a paid DLC weapon.
      • A tier 4 Semi-Auto Shotgun with a special trait: its Alt-Fire creates an EMP wave to help avoid being surrounded and lethal for weak Zeds.
      • Trader price is 1500 Dosh.
  • New Steam Achievements
    • Subduction related achievements
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Subduction and the Weekly Mode
    • Complete all seasonal objectives to earn the Shark Jaw Head Accessory
  • Zedconomy
    • Stingray Weapon Skin Bundle Pack
    • Jaeger MKIV Weapon Skin Bundle Pack
    • Junkyard MKII Weapon Skin Bundle Pack
    • Predator Weapon Skin Bundle Pack
    • Horzine Diver Outfit Bundle
    • S12 Shockgun Weapon Bundle
    • Killing Floor 2 - Cosmetics Season Pass


As a reminder, the database update for ticket drops and setting up steam items for sale will occur at approximately 1pm EDT after all the patches go out in order to verify that the patches are deployed across platforms.




Addressed Community Feedback
As mentioned in the 2022 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.com/index.php?forums/killing-floor-2.175/

General

  • Option to Toggle the Friendly HUD using a Keybind:
    • Added a Keybind (configurable on PC) to toggle visibility of the Friendly HUD
      togglefriendlyhudkeybinding.PNG
    • To use it in the console, open the comms dial and press RT
      togglefriendlyhudconsole01.png
  • Item Search for Store and Inventory
    qolinventorysearch.png
    • An option will be added to search items within Store and Inventory using a virtual keyboard or your PCs and Consoles
    • This search bar will filter items (weapon skins, outfits) by name.


Balance
  • Weapons
    • Minigun
      • Magazine from 90 to 120
  • Damage from 35 to 38
  • Spare ammo from 540 to 600
  • Ammo price per magazine from 90 to 120
  • Spitfire + Winterbite + Rhino
    • Sped up Bash animation 33% (1.5 play rate, around 2s)
  • HRG Locust
    • Damage from 60 to 45 (Explosive)
    • Bleeding Power from 20 to 15
    • Poison Power from 25 to 20
    • Upgraded from Tier 3 to 4
    • Removed 2nd upgrade
    • Trader price from 900 to 1400
  • Reducto Ray
    • Trader price from 1200 to 900
  • HRG Healthrower
    • Damage on Spray end from 27 to 12
    • Damage on Spray start (muzzle) from 30 to 15
    • Damage Interval from 0.07 to 1.2
    • Poison Power from 15 to 10
  • Mine Reconstructor
    • Fire Interval from 0.223 to 0.2
  • Road Redeemer
    • Fast attack Damage from 68 to 75
    • Heavy attack Damage from 90 to 100
  • HRG Crossboom
    • Damage Radius from 200 to 250
    • Seconds Before Arrow Detonation from 0.5 to 0.2
  • HRG Head Hunter
    • Ammo Cost (alt fire mode) from 100 to 25
  • Sentinel + HRG bombardier
    • Both drones will not enable Scrake/Fleshpound’s rage due to the amount of attacks received. The drones can still enable these Zeds’ rage due to health threshold.
    • Both drones will no longer trigger zed time.
  • Perks
    • Field Medic
      • Reduced the passive Movement Speed increase from 0.4% per level to 0.2% per level
      • Reduced the resistance cap from Resilience skill to 30%
Designer Notes:

After many requests and lots of voices asking (a lot) for a way to search for specific items in your inventory OR purchase them in the Store, we finally included an Item Search Bar! Now finding stuff is easier than ever, on any platform. We also added a way to easily toggle the Friendly HUD for players who prefer less information on the UI, or for the ones who need to check things real quickly.

Regarding balance, we have made tweaks in some weapons, following the State of the Game Survey:

The Minigun was a powerful weapon, but magazines were always empty by the time the fun started! Bigger mags, more damage and more spare ammo make the minigun a great option for its weight and price.

The revolver trio (Rhino, Winterbite, Spitfire) had a bit of a problem, and it was its bash attack. The animation and impact were slower than other similar pistols. If any of the gun wielders got trapped, having that weapon meant they wouldn’t have any good way to escape. Now, the bash speed has been leveled with other pistols (9mm, Revolvers) and any class which uses it will have a way to defend themselves.

The HRG Locust is an extremely powerful weapon just by its design. Both that and its price being 900 Dosh made it a weapon not properly adjusted to its Tier. After the changes for this update, the weapon should feel more fair in all matches now.

Reducto Ray’s case was basically the same as the HRG Locust but in an opposite way. It wasn’t a weapon as powerful as its price suggested, so it became the Tier 2 alternative for the survivalist.

The common opinion on HRG Healthrower was that it’s currently a weapon that’s too powerful. It worked wonders both for healing teammates and had the killing capacity of Firebug spray weapons. The Debuff applied to this weapon was solely focused on the damage aspect of it. It’s now a weapon more oriented to healing and supporting teammates, still preserving the viability of using it in Solo mode.

The Mine Reconstructor needed a bit of love to show how great a weapon it is, so we increased its Fire Rate! Woohoo!

The Road Redeemer is a limited Berserker weapon whose stats didn’t make a difference with its Tier partners. After a damage buff, it owns its rightful spot.

Feedback on HRG Crossboom was that it was too weak. After checking and looking for what made it weak, we found out that the arrows took too long to explode after impact, and that the explosions weren’t as devastating as they should have been. That has been addressed!

The Head Hunter is a very special weapon, which forces the Sharpshooter to change its playstyle. However, the main gimmick of the weapon (pop heads with the alt-fire) was overly constrained. Now there’s room for more usage of that Alt-Fire.

And now, for the Field Medic perk.

We read tons of feedback regarding the Field Medic and how it was the most powerful Perk by a difference. Especially how the Resilience skill made them virtually invulnerable in some specific situations. In order to balance this Perk and make others as usable as this one, we adjusted the effectiveness of Resilience. We also debuffed the final extra run speed the class got passively due to its level. That, combined with the Healthrower debuff should make the Field Medic much more balanced compared to other Perks.


Bug Fixes
Also mentioned in the 2022 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.com/forum/killing-floor-2 and posting in the ‘PC’ or ‘Console’ sections.
Community Fixes

  • Fixed an issue where the Survivalist's “Faster Weapon Switch” bonus was only applying to survivalist weapons.
  • Addressed an issue where downloading or updating existing or new Workshop Maps were not always downloading due to getting into a poor state.
  • Fixed an issue with the Demolitionist SKill Destroyer of Worlds that could lead to unintended damage types and visual effects being applied to some weapons.
  • Fixed an issue where the Crovel and HE Grenade were used by default when changing perks to Survivalist at the Trader Pod.

Weapon Fixes
  • Sentinel
    • Fixed an issue where the animation of pressing the remote control would not play when the al-fire was pressed.
    • Fixed an issue where the Drone ammo count would be out of sync when dropping and picking back up the remote control.
    • Fixed an issue that prevented the Sentinel from firing through glass.
    • Fixed an issue where the Sentinel played no sound during the weapon check animation.
    • Fixed an issue where the Sentinel would not fire at Zeds that were meleeing the drone owner when playing offline.
    • Adjusted the behavior of the Patriarch’s tentacle to not grab and draw in the Sentinel.
    • Fixed an issue where the ammo counter would be reduced when switching weapons during drone deployment.
  • HRG Bombardier
    • Fixed an issue where the drop model was not being lit.
    • Fixed an issue where the ammo count was different from 1st person to 3rd person.
    • Fixed an issue in 3rd person where the Deploy animation would play when the drone was detonated.
    • Fixed an issue where the muzzle flash was shifted away from the barrel.
    • Fixed an issue where the detonator would disappear when the player is running and throws a grenade.
    • Fixed an issue where the drone would fire multiple projectiles when firing at groups of Zeds.
    • Fixed an issue where the drone would increase its fire rate when firing at groups of Zeds.
    • Fixed an issue where the drone would be frozen at the deployment site during ZED Time.
    • Fixed an issue where the drone would fly off away from the player after being deployed in ZED Time and ZED Time then ended.
    • Fixed clipping issues with the blade in 3rd person.
    • Fixed an issue where the explosion radius grew exponentially with Survivalist and Demolitionist skills.
  • S12 Shockgun
    • Fixed an issue where a dropped weapon with an empty magazine was Green.
    • Fixed an issue with the magazine being duplicated during the elite reload animation.
    • Fixed an issue where the weapon would clip into the camera while strafing right.
    • Updated the animations to minimize clipping and clean up all of the reload animations.
  • Fixed an issue with the M16 203 Assault Rifle where the Alt-Fire sound would stop playing.
  • Corrected the HRG Crossboom Alt-Fire to have the proper detonation time.
  • Fixed an issue where the Survivalist Crovel was not cycling through the weapon swap correctly while the primary weapon was empty.
  • Fixed an issue for the G36c Assault Rifle reload animation where the magazine would disappear in the third person during both partial and full reloads.
  • Fixed an issue for the ZED MKIII reload animation where the magazine would drop to the floor during a partial reload.

Map Fixes
  • Subduction
    • Worked to improve performance on the map in areas where the frame rate would dip.
    • Updated the blood splatter in all areas of the map to ensure proper coverage is occurring.
    • Updated the impact decals in all areas of the map to ensure the proper decal is being applied from bullet impacts.
    • Updated the impact sounds in all areas of the map to ensure the proper sound is playing from bullet impacts on the materials.
    • Updated the occlusion for water audio so that it can be heard from the appropriate distance and not through areas and objects it should not.
    • Added audio for all of the generators
    • Updated the spawned weapon spawn points to prevent clipping into the environment.
    • Updated the lighting throughout to ensure the light cast matches the light source.
    • Updated the Trader Path arrows to clearly designate the path for players.
    • Updated the SYG borders to more accurately reflect the defended area.
    • Fixed an issue where the waypoint arrow for the Auditorium SYG was not present.
    • Fixed multiple invisible collisions near railings throughout the map.
    • Fixed multiple pathing issues for large Zeds near the railings.
    • Fixed an issue that caused the player’s camera to twitch while in the lobby.
    • Fixed multiple instances of z-fighting with the railings and walls throughout the map.
    • Fixed multiple instances of walls disappearing and reappearing within the player’s view.
    • Fixed multiple instances of lights disappearing and reappearing within the player’s view.
    • Fixed multiple instances of texture seams throughout the map.

Weekly Outbreak Fixes
  • Fixed an issue during the Contamination Zone weekly outbreak on Airship where the Safe Area had no SYG lines designating it.


Localization Fixes
  • Addressed the localization for the Plague Doctor Hood where it did not fit within boundaries in multiple languages.
  • Fixed issue for the M4 where an extraneous M was present in German in the inventory menu.
  • Corrected the Russian text for the Projections from the Deep achievement.
  • Updated the description of the Seasonal Objective “Somewhere, beyond the Z” to fit within the designated UI

General Fixes
  • Fixed multiple instances of log spam around lighting/PCV warnings as well as StaticLoadObject warnings.
  • Continued to address overall console stability issues


As always, thank you for your continued support!
 
I work for Tripwire and run this stuff.
View all 245 featured items
  • Like
Reactions: razorfancy
Why not rework Survivalist finally... There's enough weapons in the game now, even if DLC. Just turn it into a crowd-controlling class and consolidate all these weird / twitchy weapons that nobody uses under it. Can simply re-use the martial artist perk graphic and call it something like "Cyberninja".

Katana, Static Strikers, Ion Thruster, Sentinel, FAMAS, Ballistic Bouncer, Blast Brawlers, Hemogoblin, Mine Reconstructor, Corrupter Carbine, Bombardier, Gravity Imploder, ZED MKIII, Thermite Bore, Disrupter, Beluga Beat, Head Hunter, Storm Cannon, Stunner, G36C, Bastion.

Potential weapons. Some of these weapons I listed aren't used much. A rework might as well give them a better purpose and a proper place in the arsenal.

The distinctive "traits" of the class could be an increased stun chance or duration per level, and an increased dmg to 9mm. The latter would allow it to stand against bigger threats (a fully upgraded 9mm could be really powerful).

Better than this ever-generic bs this class is stuck in.

P.s.

Is the new map an original content? It's huge. And surprisingly good, too.
 
Upvote 0
Why not rework Survivalist finally... There's enough weapons in the game now, even if DLC. Just turn it into a crowd-controlling class and consolidate all these weird / twitchy weapons that nobody uses under it. Can simply re-use the martial artist perk graphic and call it something like "Cyberninja".

Katana, Static Strikers, Ion Thruster, Sentinel, FAMAS, Ballistic Bouncer, Blast Brawlers, Hemogoblin, Mine Reconstructor, Corrupter Carbine, Bombardier, Gravity Imploder, ZED MKIII, Thermite Bore, Disrupter, Beluga Beat, Head Hunter, Storm Cannon, Stunner, G36C, Bastion.

Potential weapons. Some of these weapons I listed aren't used much. A rework might as well give them a better purpose and a proper place in the arsenal.

The distinctive "traits" of the class could be an increased stun chance or duration per level, and an increased dmg to 9mm. The latter would allow it to stand against bigger threats (a fully upgraded 9mm could be really powerful).

Better than this ever-generic bs this class is stuck in.

P.s.

Is the new map an original content? It's huge. And surprisingly good, too.
Eh... None of the weapons you listed truly belong with each other. If anything, it looks like a toned-down Survivalist o_O


Some of these weapons aren't used much probably because they're DLCs. I pretty much never use anything BUT the G36C for the SWAT. The armor-piercing is just too valuable. The Storm Cannon, Corrupter Carbine and Thermite Bore are also quite popular... and also because they're ludicrously overpowered.

We already got plenty of "stun" (or let's just say "incap") perks. The SWAT, Zerk and Sharp are already within that league. The firebug could be somewhat considered too.

I do agree however that the Survivalist never stood a real chance... It started of as the "jack-of-all-trades", which meant the perk would nearly always fare worse than any other, more dedicated ones. Does your team lack a nuking class? You'd be better off picking either the Demo or Sharp than the Surv... Nowadays, the perk is somewhat curiously very strong, due to its focus on "high-tech" weaponry and a pretty decent set of skills. I don't know if I like it that much better though...

I've been proposing various ideas to make a "Urban Ninja/Martial Artists" work in that game. I swear it would have been entirely doable and mad fun. Similarly, I'm a strong advocate for the "scientist" idea... Maybe mixing the sci-fi weapons of the Survivalist with the various buffs the medic is able to give. I believe keeping the medic as the HEALING CLASS and introducing the Scientist as the buff/debuff one would have added some layers of support the game doesn't really have anymore, since everybody is so strong already...


But mashing every high-tech or underused weapons to the Survivalist wouldn't solve anything. In fact, it would feel even more of a trash dump.
 
Upvote 0