I think it's time we change how we deal with FP/SC (mainly FP)

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q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
0
Escadin;n2263732 said:
I'm sorry but you ran off in the wrong direction with this. The negative example won't do because it's not obvious to me what the positive counter part would be. If you really just want a rifle version of what dual magnums are balance and gameplay wise but with an M14 model, texture and sound set then perhaps they should make the M14 mag smaller, remove stun entirely (granted they pretty much did this for solo purposes) and increase damage?
If there is a particular variation you have in mind then I'd honestly like to hear it!

Keep the same damage/low stun/mag size, add a new M14 hit animation, time the frametime and cooldown appropriately that can be looped within 12-15 frames?

Most T3+T4 pre v1034 had the capability to solo kill a SC. To give what most people's expectations was a large ZED killer role a T3 which is a semi automatic LAR is probably what is upsetting people.

At the core Cata Vermintide and HoE KF2 are similar. The goal of both is to survive as a team. How we get there is actually quite similar too. In Cataclysm Vermintide, any horde rushes require the team to push themselves into a 1 way entry as best as possible even if that means just putting your team's back to a wall then getting out your melee with one person sniping special rats as they appear. Tank rats are the only ones that require bombs and either Strength pot'd Sienna Beaming it to death or team spamming it. I mean essentially it's no different from how KF2 is played as I described it above.
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
883
10
0
Going to respond to what I think needs to be responded to cause there's too many words going on, I haven't really read the dialogue above yet so pardon if I'm being redundant with anything that's being said. I generally try to avoid getting into thread discussions these days but you're generally polite around here so I wanted to respond:

Escadin;n2263723 said:
Second is your's, silverlighted:

It wasn't a comment. I asked what is the qualitative difference between between KF1 M14 and GS? Why don't people who want the old M14 back play gunslinger if these are basically the same according to q3? Also what exactly makes the old M14 that special?

It's an honest question everytime I ask it yet I always get the same reply... sigh :D


I think q3 responded to this adequately. I thought you were just phrasing it as a challenging, rhetorical question. Which is why I responded the in the tone that I did.

But...I mean, I actually did answer your question. Maybe people don't want to play GS I thought was an appropriate response. I suppose I didn't spell it out as clearly as they did above (the pistols vs rifles bit) but to be honest, your statement really did shock me xd



And another thing:

I don't see how the mechanic itself encourages everyone to shoot the same giant. It only makes it possible - an option - as opposed to before where every time somebody hits the hitbox it would freak out (damage in kf1) or some dimwitt snatches the stumble cooldown you need for your safe kill (kf2 before). It also made it balancable to have lower affliction cooldowns across the board which is another big plus imo.
It's not mindless group spam if your medic opts for helping out with giant kills by buying a crossbow. Instead of standing by he can add damage and stun power to somebody else's attempt which is just as much teamplay as killing the trash off his back.

Yeah, I mean generally a perk should be good enough to reach the threshold on it's own especially while specc'd for it. However, an incap as strong as stun should require extra effort so why not team effort or a T4 giant slayer (only) weapon?

I think you misunderstand me a little (I didn't actually clarify my actual position so this is understandable). I don't mind the existence of these sort of afflictions that you can build up for roughly what you described.
But now they're all like that. That takes out options imo.


And from that addon paragraph, it sounds like you do understand where I'm coming from. It just sounds like you might differ on a specific issue, in this case, we're both alluding to a T3 weapon nerf, the m14 nerf. So that specific thing can be discussed in a relevant thread.
But I DO think the massive stun nerf, wasn't necessarily because of what you said about stun on a big zed needing extra effort, but because TWI is compensating for the team contribution. That's why I said I feel like by removing ALL instant afflictions, you are in effect encouraging team-shoot over single-person take-downs. I like the idea of having both of those feasible. I think that's why some ppl...in some thread...was suggesting the return of flinching or something? Something that is doable, reliable, but still technical. Some of those nade blunt combos in KF1 were hilariously cool.
 

taiiat

Active member
Dec 4, 2010
605
28
28
q3.railgun;n2263738 said:
add a new M14 hit animation, time the frametime and cooldown appropriately that can be looped within 12-15 frames?
so you want an M14 exclusive Interrupt/Stun, with a Cooldown of 4.2ms, while the Weapon fires every 200ms - which means in play you magdump and the Enemy is turned off until it's dead.
because that's the math of what you're suggesting if i read that right.

if the cooldown was closer to around 1500-2000ms however, then you'd have something that would probably work.
 

q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
0
As in the timing window you have between the flinch ending and cooldown ending is 12-15 frames. I'm not even sure where you got 4.2ms as 15 frames would be 250ms... (assumption that game runs with 60fps in mind).

New SC M14 hitstun animation that lasts let's say .75s, can reloop after .5s on headshot. Anything prior that will add .5s to CD thus negating reloop. If you make the cooldown 1.5-2s then unless the flinch animation is 1.6-2.1s, you don't have a flinchlock.
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,567
24
0
q3.railgun;n2263830 said:
New SC M14 hitstun animation that lasts let's say .75s, can reloop after .5s on headshot. Anything prior that will add .5s to CD thus negating reloop. If you make the cooldown 1.5-2s then unless the flinch animation is 1.6-2.1s, you don't have a flinchlock.

But wouldn't that be a flinchlock nonetheless?
 

q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
0
Escadin;n2263837 said:
But wouldn't that be a flinchlock nonetheless?

Am I just not speaking English, or is there some language barrier going on here...

A new animation is added to the Scrake which is triggered upon headshotting a M14 shot while using a certain perk skill on the sharpshooter. This new animation lasts 0.75 seconds.
The cooldown for this new animation is 0.5 seconds. However if a second shot is fired anywhere between 0 seconds and 0.49 seconds then the cooldown is extended to 1 second vs only being 0.5 second. You now have 0.25 seconds to land your next shot onto the Scrake's head to keep the new animation looping.

If you make the cooldown 1.5 seconds to 2.0 seconds but keep the new animation at 0.75 seconds then you have no way of looping the new animation.

___
If this isn't clear then I honestly give up.
 

Gladius

FNG / Fresh Meat
Oct 4, 2011
1,456
83
0
That would be a perfect system with an animation that requires hitting a non static target. So the head/torso would move in a way that makes it not too easy to hit.
 

taiiat

Active member
Dec 4, 2010
605
28
28
q3.railgun;n2263830 said:
As in the timing window you have between the flinch ending and cooldown ending is 12-15 frames. I'm not even sure where you got 4.2ms as 15 frames would be 250ms... (assumption that game runs with 60fps in mind).

New SC M14 hitstun animation that lasts let's say .75s, can reloop after .5s on headshot. Anything prior that will add .5s to CD thus negating reloop. If you make the cooldown 1.5-2s then unless the flinch animation is 1.6-2.1s, you don't have a flinchlock.

gotchya, and you're absolutely correct, i was thinking about performance at the time so used Frametime by accident!

a useful flinch is absolutely fine, so long as there is a cooldown that allows it to be used, but still allows the Enemy to function.
that's the point - if the Enemy is stunned for 750ms, then the Cooldown should be 1000ms+, bare minimum, probably more like 1500-2000ms. because it doesn't matter how precise you have to be with timing, being able to turn Enemies off is not good Game Design. if you're able to constantly cancel anything the Enemy could do, then you don't have an Enemy anymore.