Killing Floor 2 Fall Update: Infernal Insurrection Is Here!

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Event
Infernal Insurrection
  • Terror in the streets of London, an invasion has commenced in the bowels of King's Cross Station! An Infernal Insurrection emerges from the underground, and lots of horrific creatures are starting to spread. Break into Hellmark Station, the very origin of the chaos, and face whatever force you encounter there, perhaps you may find a way to use their power against them. But we have some good news, we offer you some new tools for facing those horrific creatures, the HRG Scorcher and the HRG Arc Generator. Burn, electrocute, or just slay the enemies as you prefer, but be sure you clean the station out of demons!
  • Event End date: November 10th

New Additions and Highlights
  • 1 New Map

    • Hellmark Station
      • Compatible with Survival, Weekly and Endless Game Modes.
      • The gates of Hell open into King’s Cross Station in London. Use the obelisks power to slay all the enemies coming out of the infernal portals.
  • 4 New Weapons
    • HRG Scorcher for the Firebug

    • An alteration of the HX25 Grenade Pistol that shoots sticky flares with the primary fire, that burns a target and lights everything around it.
    • Alt-fire launches a broken flare that drops flames onto the ground in a straight line.
    • Designed as a secondary weapon that can burn single targets efficiently.
    • Trader price is 1000 Dosh.
  • HRG Arc Generator for the Survivalist

    • An alteration of the Microwave Gun that releases a beam of electricity that arcs to nearby enemies.
    • Alt-fire launches an electricity orb in a straight direction that zaps Zeds within proximity of the orb and bursts on contact.
    • It serves as a massive crowd controller for the survivalist, with the capacity to easily inflict the EMP affliction on multiple enemies.
    • Trader price is 1500 Dosh.
  • Minigun for the Commando

    • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
    • It is a heavy machine gun with a high rate of fire and sustained damage.
    • Aiming winds the barrels to prepare the weapon for fire.
    • Trader price is 2000 Dosh.
  • Mine Reconstructor for the Field Medic


    • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
    • It fires biological mines that settle on the floor and explode on contact with Zeds to hurt them and with players to heal them.
    • Players can charge the weapon, by holding down the primary fire, to increase the damaging and healing potential of the projectiles.
    • Up to 12 mines can be placed at a time, and alt-fire detonates all of them.
    • Trader price is 1200 Dosh.
  • 1 New Boss Skin
    • Matriarch Halloween Seasonal Variant
  • Dosh Vault Additions
    • AA12 | Vault | Stars
    • AK12 | Vault | Stars
    • Crovel | Vault | Stars
    • M1911 | Vault | Stars
    • MP5RAS | Vault | Stars
  • New Steam Achievements
    • Hellmark Station and its collectibles
  • Time-limited Objectives, Tickets, and Cosmetics
    • Seasonal objectives related to Hellmark Station
    • Complete all seasonal objectives to earn the Voodoo Backpack
    • Halloween Prize Tickets
    • Halloween Golden Prize Tickets
  • Zedconomy
    • Minigun Weapon Bundle
    • Mine Reconstructor Weapon Bundle
    • Infernal Insurrection Weapon Bundle
    • Reaper Outfit Bundle
    • Halloween 2020 Full Gear Bundle
    • Premium Halloween Ticket Bundles come in three sets of tiers:
      • Bronze - 5 Premium Seasonal Tickets
      • Silver - 10 Premium Seasonal Tickets and 1 Bonus Golden Seasonal Ticket
      • Gold - 20 Premium Seasonal Tickets and a 3 Bonus Golden Seasonal Tickets
    • Jaeger MKIII Weapon Skin Bundle Pack
    • Apocalypse Gear Cosmetic Bundle
    • WW1 Pilot Gear Cosmetic Bundle

Reminder since this usually comes up during update releases, 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 platform

Addressed Community Feedback
As mentioned in the 2019 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/forum/killing-floor-2

General
  • Boss Stomp adjustment
    • The knockdown triggered when jumping on an enemy has now a cooldown that prevents it from abusing the stomp mechanic.
  • Underslung Reload
    • When reloading a weapon with an underslung, it will first check to see if the primary ammo needs a fresh magazine. If that is full, it will now check to see if the underslung is in need of a new round to be loaded (previously this would only happen on attempting to fire it).
  • Controller Input
    • The controller’s “Switch Weapon” hotkey will alternate between all primary, secondary and melee weapons without including the single version of the 9mm and the knife.
  • Backend Status UI Indicator
    • Lets the players know if their clients are unable to establish an initial connection.
  • Store UI Filtering
    • Some of the existing search/filter categories are adjusted and some new ones are added

Balance
  • Weapons
    • HRG Healthrower
      • Rate of fire reduced by 30%
      • Minimum ammo consume reduced from 4 to 3
      • Damage (per direct hit) increased from 20 to 27
      • Splash damage increased from 10 to 13.5
      • Damage over time scale increased by 25%
      • Damage over time duration increased by 100%
      • Poison rate reduced by 33%
      • Stumble rate increased by 50%
      • Gunhit (flinch) added to the weapon’s direct damage. It is set to a small amount.
    • HRG Winterbites
      • Bullet impact damage increased from 40 to 49
      • Projectile speed increased by 20%
      • Projectile spread reduced by 40%
      • Ammo dosh price increased from 12 to 13 for the single and from 24 to 26 for the dual
      • Explosion freeze rate reduced by 20%
      • Freeze added to the bullet impact damage. It is set to a small amount
      • Bullet impact gunhit (flinch) rate increased by 50%
      • Momentum caused by explosion removed
  • Perks
    • Field Medic
      • Level 25 ZED TIME - Zedative. The skill is totally reworked. Description of the new functionality:
        • During Zed time, all the damage done by Perk weapons is increased by 30%.
        • Your kills during Zed time generate a toxic explosion that damages and poisons Zeds. This gas also heals players.
        • The explosion radius is 4 meters, and its base damage is 150. The gas heals all players within the radius for 15 health points.

Designer Notes :

For the Boss Stomp adjustment, we are not removing the ability to jump on a Zed’s head and knock it down, however, like many other systems a cooldown will be in play so that Zed’s can’t be infinitely knocked down and damaged by jumping on them once.
Our goal here is to keep the tactic a viable tool, but removes the exploitative nature, happy hunting mercs!

We implemented the underslung reload to be executed also with the reload button in order to avoid situations when the player does not know if the secondary ammo is loaded or not. Before, the only way to reload the slung was trying to shoot it with the alt-fire button, and sometimes that caused it to shoot when trying to reload and to reload when trying to shoot.
Even so, this change does not mean that the secondary reload can’t be prioritized over the primary reload, players still can force the slung reload with the alt-fire button as before.

About the Store UI, with new types of items now available in the store compared to its launch, mercs can have a hard time finding the items they want. To make this better, we adjusted some of the existing search/filter categories and added new ones.

The HRG Healthrower received some adjustments in order to improve its viability as a tier 3 weapon for the Field Medic perk. We focused on improving the self-defense capacity of this weapon, so the direct damage and the damage over time was slightly boosted. The stumble rate of the direct hits was increased in order to improve the utility of the weapon. Additionally, now it will inflict some gunhit (flinch) effect on the enemies, improving the feedback of hitting them. Finally, with the rate of fire and ammo consumption adjustments the ammo will last longer than before.

The HRG Winterbites also received some small tweaks that should improve the shooting experience for the Gunslinger players. Some players had hard times trying to land headshots so we increased the speed and reduced the spread of the projectiles. We removed the momentum caused by its explosions for the same reason, it was harming the aiming experience. The damage and freezing capability has been adjusted to be slightly more impactful to the enemy hitted with the projectile than to the enemies affected only by the explosion.

The Field Medic ZED TIME - Zedative got a full rework in order to get a compelling and interesting gameplay option. It rewards the offensive skills and the capacity of killing zeds during the ZED TIME, granting extra damage and healing that can even spread as a chain reaction.


Bug Fixes
Also mentioned in the 2019 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.

Top Community Issues:
  • Fixed an issue where multiples of the same items were being granted to users in specific circumstances.
  • Fixed an issue with phantom players taking up slots on servers indefinitely.
  • Addressed some server side log spam that was being produced from logging to identify more information in regard to the phantom player issue.
  • Fixed an issue where the welder would stop recharging preventing the repair of escorted drones and stopping game progression.

Gameplay
  • Fixed an issue during the Tiny Terror weekly event that would crash the title.
  • Fixed an issue where both Medic Zed Time skills were able to damage Zeds through walls.

Perks
  • Fixed an issue with a change to the Dual 9mm Pistols classification which prevented them from working with Perk skills such as Close Combat Training and Fallback.

Zeds:
  • Fixed an issue where the Patriarch’s expended casings would hang in mid-air.

Maps:
  • Fixed an issue where the background noise would play while in the Desolation map lobby.
  • Addressed performance issues in various spots in Santa’s Workshop.
  • Fixed an issue where in certain areas in Black Forest Zeds were unable to attack players
  • Fixed an issue where in certain areas in Desolation Zeds were unable to attack players
  • Hellmark Station:
    • Fixed a number of collision volumes throughout the level that were blocking player movement away from the visible obstacles.
    • Removed problematic spawn points and adjusted other spawn points to maintain the appropriate pressure levels in those areas of the map.
    • Fixed an issue where the Trader Path would guide players through walls and other physical objects.
    • Fixed a number of LOD issues throughout the map.
    • Fixed some collision volumes with some of the spikes which were allowing players to enter into them.
    • Fixed a number of areas where players could drop items into them and they would become inaccessible.
    • Fixed an issue with the Obelisk effect where the heal self notify would remain active on the screen during the entirety of the effect.
    • Fixed multiple objects that were floating away from walls or off the ground.

Weapons:
  • Fixed an issue with the Compound Bow Cryo Arrows drifting within the sights when shifting the weapon side to side.
  • Fixed an issue with the Glock 18c Single and Duals where the pawns arm would rotate 270 degrees when grabbed by Hans.
  • Fixed an issue with the Seal Squeal dealing damage to ZEDs through walls and closed doors.
  • Fixed an issue with the HMTech-Grenade launcher dealing damage to ZEDs through walls and closed doors.
  • Fixed an issue with the Heal grenade healing players through walls and closed doors.
  • Fixed an issue where the Dual HRG Buckshot would not show the 3p animation when reloading.
  • Blunderbuss
    • Fixed an issue where the Blunderbuss keeps firing cannonballs when the player holds down fire.
    • Fixed an issue where the Blunderbuss cannonballs were dealing inconsistent damage based upon positioning of the cannonball in relation to the player pawn.
    • Fixed an issue with the Blunderbuss cannonballs where a rapid ticking sound and constant smoke was generated while withholding the cannonball explosion.
    • Fixed a visual issue with the Blunderbuss where the cannonballs were not appearing during Zed time.
  • Fixed an issue with the Teslauncher in Versus mode where the damage resistances were not being appropriately applied.
  • Fixed an issue with canceling C4 detonation animations through weapon swaps that could result in unintended C4 detonation and self damage and or killing.
  • Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
  • Fixed an issue with the HMTech-501 where when firing from the underslung grenade launcher the grenades would stay in the air when shot at a downward angle.
  • Fixed an issue with the Minigun where in Online play there was no restriction in aiming speed while firing allowing for more uptime on the fire rate than intended.
  • Fixed an issue with the Minigun where running would be prioritized over other actions.
  • Fixed an issue with the moving speed restrictions for shooting applying during the windup instead of the windup moving restrictions which were only applying while ADS.
  • Fixed an issue with the Mine Reconstructor where the liquid would remain on the barrel after a charged shot.
  • Improved performance of the Mine Reconstructor projectiles and gameplay during times of poor connection due to high packet loss.
  • Fixed an issue with the Mine Reconstructor where the interrupt notifies during the detonation animation were not triggering, forcing players to complete the animation before attempting any other action such as reloading.
  • Adjusted the Mine Reconstructor bash animation and hit registration to bring them in sync with each other.
  • Fixed an issue with the HRG Scorcher dealing double damage to Zeds that were not killed with the initial hit.

Cosmetics:
  • Fixed an issue when the Space Pirate outfit was equipped to Lt. Bill Masterson where the environment was visible through the neck.

Audio:
  • Fixed an issue where Badass Santa would play the incorrect voice lines while affected by bloat bile as well as when teammates were affected by bloat bile.
  • Fixed an issue with the Teslauncher where the bruning VFX would play continuously on EDARs, Sirens, Bloats, and Husks.
  • Fixed an issue with the HX25 pellets no longer having impact and explosive audio.
  • Fixed an issue with the Matriarchs attack VO was being cut off if another VO trigger was activated by her special attacks.
  • Fixed the audio dropoff for the Mine Reconstructor where teammates could hear it across the map.

User Interface
  • Fixed an issue with the ammo count in the Trader Pod not accurately reflecting Support weapon ammo counts when using the High Capacity Magazine skill.
  • Addressed multiple issues within the friend invite UI while using a controller:
    • Selection button beside friends name will now highlight appropriately.
    • Already invited friends are now skipped when scrolling past them.
    • Now able to enter text into the search field.
    • Fixed various buttons that were not functional when the controller was enabled.

General:
  • Fixed an issue where the client log was spammed with a map preview line while waiting in the lobby of a match.


As always, thank you for your continued support!
 
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Items listed in the changelog as additions should be showing up anytime between launch in a few hours later as the database gets updated.
 
On PC, and with a controller, the new weapon switch mechanic is totally broken.

It was perfect before this update, I don't understand this change. It's broken and unplayable.

Thank you for your understanding. (I'm not a new player)

 
As mentioned in the changelog above, this is a change that went live with this update.
  • Controller Input
    • The controller’s “Switch Weapon” hotkey will alternate between all primary, secondary and melee weapons without including the single version of the 9mm and the knife.
 
Awesome update!

Arc Generator: Incredible! Really adds a bit of flavor and cohesiveness to the Survivalist. Especially works well with Zed-Splosion and Lockdown.

Minigun: SO good! Bullets go brrrrrrr!

Scorcher: Neat, but... meh. I don't think it should be better, though. Firebug already has one of the best arsenals, so I didn't really expect it to shine compared to the other weaponry anyways.

Mine Reconstructor: Interesting, but overall disappointing. It either needs to be reduced to 7 weight, or upped to Tier 5 with the added ability to heal yourself. I always take the grenade rifle and either the assault rifle or the healthrower; the mines just aren't good enough to justify not being able to take the grenade rifle. (I could see taking the reconstructor instead of the assault rifle or the healthrower though.)

Thanks, Tripwire!
 
Nice update guys !

Did you tweak the game engine? I was used to run the game at 80 - 100 FPS, now it runs at 145 - 150 FPS
 
Some feedback on the Minigun: it feels kinda....bad to use for the price. The Damage/shooting is fine, just, your mag empties so fast with it, you honestly spend more time reloading then shooting and it's overall ammo pool and weight make it...even worse feeling to use, I'd personally suggest doubling the base mag size and increasing the ammo pool a good bit, even if you have to push the weight up by one, maybe two, points to compensate for this
 
Late to the party, but here are my two cents, as usual

-The new map is excellent. The best addition we got this year, and one of the best period. I cannot help but think the release of Doom inspired Saber a wee bit... But in a good way ! I love when maps bring a little something unique, just like the monoliths in this map. The very hellish landscape, with the gore splattered everywhere is also great. This map has both atmosphere and layout...sprinkled with some uniqueness as well. Great work. It's also cool that you brought hell in a station, rather than a mere interpretation of hell as we often see it. All in all : great map !

-The weapons, as usual, are a mixed bag. But for once, I feel like the DLC weapons are actually superior. The scorcher is weird man... as in inconsistent. Sometimes It's a goddamn face-melter. Sometimes I feel like I'm wasting half my shots. All in all, I guess it's supposed to be a sidearm rather than a primary...But a T3 sidearm?! That's rough. I think lowering the price to like 900D would be more reasonable, as I feel every other Firebug weapon to be more reliable and versatile.

The Arc Generator seems to be thought of as a nuking weapon by many...And I have to say I didn't see it. Again, for the price, I actually find it a tad hard to use. Having a "ball generator" as a secondary fire doesn't make it a BFG as many pointed out. But I guess the fact it zaps multiple zeds at once is deal-making... So does the sheer fun of destroying hordes of trash. I don't think it's gonna become a favorite of mine...But it's okay.


For the Minigun, just like the Arc Generator... I feel like an anticonformist compared to the rest of the community ! I love it ! It's basically a Stoner cranked-up to 11. Heavier, taking longer to reload, less reliable, more expensive...But with a faster RoF and bigger mags. It's a room-clearer and that's how it should be done. Yeah sure, it takes a lot of shots to kill the biggies... But I believe it was done on purpose. I was certain such a weapon would be too much for Killing Floor, but you did it, and well might I add. Bravo.

The Mine Reconstructor is also a nice touch, even if I don't get how and why some blue goop can become a potent explosive... I believe proper mines would have looked better, kinda similarly to the Sticky Bomb Launcher from TF2. But that's a small gripe. Other than that... Yep. Just another OP gun for the Medic ! That perk went from being a shy support class to a proper infantryman. I guess you could play a full team of medics and still win. Do I have a problem with that? Kinda... I believe a proper mine launcher would have been better in the hands of the demo. Even though I often use the Reconstructor as a makeshift grenade launcher instead. This being said, it's really, really good... Probably too much so in the hands of the medic, and too much for a T3 weapon. But I like the look of the gun : reminds me of the zerk weapons of old !

-I didn't try the tweaks yet sadly...So no words on that

-The event itself... Well I'm glad we're back to being somewhat "in-theme" with the event ! It's Halloween, so let's go to Hell. Makes sense. As I pointed out, the map is great. I'm a bit bummed that we're getting YET ANOTHER backpack item though... They tend to be my least favourite items in the game. I believe a more rewarding item should be thought of for the next times, even more so considering the objectives are becoming harder and harder (600 headshots, wow !). But I'm happy towards the objectives this time. Even if I think some are still too easy (you can pretty much get the "10 monoliths uses" in a single playthrough)

All in all, I'd say it's a pretty slick update. Much better than the two we previously got. And yet, I can't help but say the same as I do with every single one of them : when are we gonna shake up the formula? That's probably wishful thinking at that point, but I would love to be surprised by the game... And not just by a well-made map.
 
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Some feedback on the Minigun: it feels kinda....bad to use for the price. The Damage/shooting is fine, just, your mag empties so fast with it, you honestly spend more time reloading then shooting and it's overall ammo pool and weight make it...even worse feeling to use, I'd personally suggest doubling the base mag size and increasing the ammo pool a good bit, even if you have to push the weight up by one, maybe two, points to compensate for this
I would agree about increasing the overall ammo pool, but the mag sizes...Nah. You can already get a ridiculously high mag with the right skills. It's a freaking minigun, OF COURSE it's gonna burn through its ammo very quickly.
 
I would agree about increasing the overall ammo pool, but the mag sizes...Nah. You can already get a ridiculously high mag with the right skills. It's a freaking minigun, OF COURSE it's gonna burn through its ammo very quickly.

If a gun needs you to lock specific perk skills to be enjoyable/usable then it needs work, doubly so if it's a gun one has to pay for to reliably have access too. I wouldn't mind the base ammo pool staying the same but the mag size being upped to 150 as a base line. Yes, this means you can bullet hose longer, but you also burn your ammo supply faster if you brrrrrt for longer, the big problem is, if you want to have a MANAGABLE reload currently that doesn't take 5 days you are looking at low mag size unless you sacrifice 30% of your damage to double the mag size. For one weapon. That's the problem with it right now, you have to make other weapons less usable to make it satisfying to use.
 
If a gun needs you to lock specific perk skills to be enjoyable/usable then it needs work, doubly so if it's a gun one has to pay for to reliably have access too. I wouldn't mind the base ammo pool staying the same but the mag size being upped to 150 as a base line. Yes, this means you can bullet hose longer, but you also burn your ammo supply faster if you brrrrrt for longer, the big problem is, if you want to have a MANAGABLE reload currently that doesn't take 5 days you are looking at low mag size unless you sacrifice 30% of your damage to double the mag size. For one weapon. That's the problem with it right now, you have to make other weapons less usable to make it satisfying to use.
And if a weapon becomes stupidly overpowered with the right skills, it needs to be nerfed. Your logic is flawed my good friend. Could you imagine having a meaty 300 bullets mag? That's ridiculous. Even for a T5, even for a DLC gun.

By the way, that's the main issue with DLCs whenever they have an impact on gameplay : make them too weak and people will feel scammed. Make them too powerful and people will feel like they're missing on something. Finding the right balance is a key difficult to find...But one developers should always strive to reach.

Actually, I feel a lot of pleasure to take a seemingly weaker or less effective weapon and turn it into a murder machine with the right skills. It doesn't happen all that often of course. But when it does... wowza !

Let's also keep in mind that the minigun is far from the only weapon that needs certain skills to be viable. Remember how a lot of firebug weapons couldn't produce ground fire? Meaning that the specific skill that increased the damage could only benefit certain weapon. Same thing for the increased mag sizes of the support : if you love to use the boomstick, you're screwed.

Let's also keep in mind than most, if not all commando weapons can be used recklessly and will burn through their ammo quickly. Less so than a freaking minigun, but still. As such, it isn't that far-fetched to fire quick bursts with the minigun as well...As you would with pretty much any commando weapon.
 
And if a weapon becomes stupidly overpowered with the right skills, it needs to be nerfed. Your logic is flawed my good friend. Could you imagine having a meaty 300 bullets mag? That's ridiculous. Even for a T5, even for a DLC gun.

By the way, that's the main issue with DLCs whenever they have an impact on gameplay : make them too weak and people will feel scammed. Make them too powerful and people will feel like they're missing on something. Finding the right balance is a key difficult to find...But one developers should always strive to reach.

Actually, I feel a lot of pleasure to take a seemingly weaker or less effective weapon and turn it into a murder machine with the right skills. It doesn't happen all that often of course. But when it does... wowza !

Let's also keep in mind that the minigun is far from the only weapon that needs certain skills to be viable. Remember how a lot of firebug weapons couldn't produce ground fire? Meaning that the specific skill that increased the damage could only benefit certain weapon. Same thing for the increased mag sizes of the support : if you love to use the boomstick, you're screwed.

Let's also keep in mind than most, if not all commando weapons can be used recklessly and will burn through their ammo quickly. Less so than a freaking minigun, but still. As such, it isn't that far-fetched to fire quick bursts with the minigun as well...As you would with pretty much any commando weapon.
When one thinks of a minigun they don't then 'oh I can use this for 1 or 2 seconds before spending the next 8 reloading' I'm not saying my suggestions were perfect by any means, but if a gun isn't satisfying to use unless you build all around it and thus loose viability on all other weapons as a result there is a problem.

Hell, the blunderbus suffers from a similar problem with how it's trigger mechanism works, I'd much rather it be a 3 round m79 with a shotgun alt fire than the 'hold to keep your shot from blowing up till later' as it's kind of frustrating if you also need to reload after your most recent shot as that disrupts the 'hold' and causes the round to blow up anyway
 
When one thinks of a minigun they don't then 'oh I can use this for 1 or 2 seconds before spending the next 8 reloading' I'm not saying my suggestions were perfect by any means, but if a gun isn't satisfying to use unless you build all around it and thus loose viability on all other weapons as a result there is a problem.

Hell, the blunderbus suffers from a similar problem with how it's trigger mechanism works, I'd much rather it be a 3 round m79 with a shotgun alt fire than the 'hold to keep your shot from blowing up till later' as it's kind of frustrating if you also need to reload after your most recent shot as that disrupts the 'hold' and causes the round to blow up anyway
And yet that's the case of many weapons. Am I saying this as a justification? Obviously not. But I'm saying the minigun ain't special in that regard. Although I would argue that nearly all commando weapons can be stupidly fun to use with both mag increasing skills (having an AK12 with like, 75 rounds is incredible...Even if the damage increase is arguably the best option)

Again, "spray'and'pray" is a technique that needs to be used in peculiar situations. Even though that might seem like the antithesis of a minigun, it's also something you should be doing to save ammo, and avoid reloading all the time as you put it. I honestly don't know how you manage to do it... The only cases when that happen is when I'm dealing with Scrakes and Fleshpounds.

And too bad for you, but the Blunderbuss is actually one of my favourite DLC weapons too... and you pretty much nailed why. It's basically a three-shot M79, with the capability to retaliate even at close range. It's stupidly versatile, probably the most reliable gun in the demo's arsenal besides the M16/M203.

I'm sorry buddy, but I really struggle to see where the problem stands. It's perfectly normal for guns to have strengths and weaknesses.
 
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