• 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/

Killing Floor 2 Grim Treatments Opt In Beta Is Now Live!

To opt into this beta, join the "preview" branch available in the Beta drop down list. Admins will need to use the following SteamCMD flag:
  • app_update 232130 -beta preview
Event
Grim Treatments
  • Prepare for the tricks and treats in this year's ghastly Grim Treatment update! Wander inside the Ashwood Asylum and witness the haunting halls filled with countless, creepy creatures ready to hunt you down. Return to Nuked to save Kevin Jr. with the help of Dr. Ogada Buyu. Thankfully, the Horzine Research Group has refurbished a selection of weapons to deal with the oncoming challenges. Along the way, you may find some spooky accessories to customize your looks for the grisly Grim Treatment event! See you on the frightful floor!
  • Beta 1 Start 9/5/2019, Beta 2 Start 9/17/2019 (Dates are subject to change)


New Additions and Highlights
  • 1 New Map
    halloween1.png
    • Ashwood Asylum
      • Compatible with Survival, Weekly, Versus Survival, and Endless Game Modes.
      • Dispatch Zeds while witnessing the horrors of the terrifying Ashwood Asylum!
  • 1 Objective Map
    • Nuked
      • Mercenaries assist Dr. Ogada Buyu in an attempt to rescue a young boy named Kevin Jr. from the remains of the destroyed city.
  • 5 New Weapons
    • HRG Nailgun for the SWAT
      hrgnailgun.jpg
      • An alteration of the Vlad-1000 Nailgun that fires nails at two different rates depending on the fire mode set. Both fire modes are automatic to allow for a string of penetrating nails.
      • Trader price is 1100 Dosh.
    • HRG Buckshots for the Support
      hrgbuckshot.jpg
      • An alteration of the .500 Magnum Revolvers that fires buckshot shells.
      • Trader price is 550 Dosh for single and 1100 Dosh for duals.
    • HRG Healthrower for the Field Medic
      hrghealthrower.jpg
      • An alteration of the Freezethrower that fires a stream of chemical gas that heals players and poisons Zeds. Alt-fire fires a medic dart for quick, long-range heals.
      • Trader price is 1000 Dosh.
    • Rhinos for the Gunslinger (Not available during BETA)
      rhino.jpg
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
      • A set of scoped revolvers that fire fragmentation rounds. These rounds burst into shrapnel pieces whenever they strike a Zed or the environment.
      • Trader price is 550 Dosh for single and 1100 Dosh for duals.
    • Ion Thruster for the Berserker (Not available during BETA)
      ionthruster.jpg
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
      • A mechanical sword that absorbs and stores heat generated by kinetic energy and friction. Each attack scorches Zeds, and the stored energy can be released upon reaching 100% for a massive, fiery slash!
      • Trader price is 2000 Dosh.
  • Dosh Vault (Not available during BETA)
    • Added Killerwatt | Vault | Vosh | Precious
    • Added Helios Rifle | Vault | Vosh | Precious
    • Added Seal Squeal | Vault | Vosh | Precious
    • Added Hemoclobber | Vault | Vosh | Precious
    • Added Rhino | Vault | Vosh | Precious
    • Added Ion Thruster | Vault | Vosh | Precious
  • New Steam Achievements
    • Ashwood Asylum and its collectibles
    • Nuked Objective game mode completion
  • Time-limited Halloween Objectives, Tickets, and Cosmetics (Not available during BETA)
    • Ashwood Asylum and Nuked Halloween seasonal objectives to earn the Kriss | Beyond Horizon | Space Elite weapon skin
    • Halloween Event Tickets
    • Halloween Cosmetics
  • Zedconomy (Not available during BETA)
    • Ion Thruster Weapon Bundle
    • Rhino Weapon Bundle
    • Halloween Hunter Outfit Bundle
    • Dragon & Koi: Tier 3 Weapon Skin Pack
    • Dragon & Koi: Tier 4 Weapon Skin Pack
    • Dragon & Koi: Full Weapon Skin Pack
    • Horzine Supply Crate | Boneyard Series
    • Beyond Horzine Encrypted USB
    • Added Bronze, Silver, and Gold Bundle Packs for :
      • Horzine Supply Crate | Boneyard Series
      • Neon MK III Encrypted USB
      • Beyond Horizon Encrypted USB
      • Ticket Bundles


Beta 1 for this update contains a lot of exciting new features! As such, feedback is going to be incredibly important. Stay tuned for a link to a survey where you, the community, will be able to provide your feedback directly to us! Thank you!

General
  • Added new main menu and Ashwood Asylum music titled "Asylum" by Rocky Gray.
  • Added a Request Skip Trader key to the Key Bindings options on only the PC version of Killing Floor 2. This is not assigned to any key by default.
  • Adjusted the red coloration of the HUD damage indicator to improve the awareness of damage and low health state.


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
    • Armor
      • Reworked the armor system to separate resistances from the Zeds. Now, we can adjust resistances to the armor separate from the Zeds. This change will allow us to better tweak armor values against certain damage types. Due to the changes to the armor damage calculations, Rioters and E.D.A.Rs do not have the critical spot thresholds that would normally cause them to instantly die from high damage when you hit a Rioter's head or an E.D.A.R.s chest. As such, we are currently working on iterating and improving gameplay against them, and this will not be ready for the 1st Beta.
    • Abomination
      • Abomination Spawn explosions deal moderate damage to his armor. If all his armor pieces are broken, the explosions deal minor damage to him. The explosions can stumble the boss.
      • Head damage modifier increased from 1.1x to 1.2x.
      • Torso damage modifier increased from 1.0 to 1.2x.
      • Back damage modifier increased from 1.0 to 1.2x.
      • Helios Rifle damage modifier reduced from 0.9x to 0.7x.
      • Stun, Knockdown, Stumble, Gun Hit, Melee Hit, Fire Panic, and Freeze affliction vulnerability for chest, legs, and arms increased from 0.05x to 0.1x.
      • Base head armor health increased from 1000 to 1100.
      • Base chest armor health increased from 4000 to 4800.
      • Base back armor health increased from 3000 to 3600.
      • The Fire damage type modifier for armor increased from 0.5x to 1x.
      • The Bleed damage type modifier for armor increased from 1x to 5x. This only applies to the Bleed damage done by the Hemogoblin.
      • Removed auto-enrage when an armor piece breaks. Instead, breaking the armor can knockdown the boss.
      • Readjusted the health enrage thresholds to 80%, 60%, 40%, and 20%.
      • Fart gas particle and damage radius time reduced from 10 to 5 seconds.
      • Fart explosion base damage increased from 14 to 15.
      • Vomit base range increased by 33%.
      • Vomit base damage increased from 12 to 20.
      • Gorge base damage increased from :
        • 30 to 40 for Hard
        • 40 to 50 for Suicidal
        • 40 to 50 for Hell on Earth
      • Gorge delay reduced from 0.91 to 0. Gorge will attempt to pull players immediately if they are within its range.
      • Gorge will only prevent players from moving and aiming now. Players can shoot, swap weapons, and do everything else while being trapped in the gorge ability.
      • Gorge range increased by 22%.
      • Sprint speed increased by 18%.
      • Walk Speed increased by 30%.
      • Rage speed modifier reduced from 1.62x to 1.25x.
    • Abomination Spawns
      • Base health reduced from 450 to 250.
      • Removed lingering gas after explosion.
      • Leg and arm stun vulnerability increased from 1x to 2x.
      • Explosion animation delay reduced from 0.95 to 0.66 seconds. This will cause them to explode faster when they detect a nearby player.
      • Walk speed increased by 13%.
      • Explosion damage radius increased by 17%.
      • Explosion base damage increased from 15 to 20.
    • Bloat and Abomination Puke Mines
      • Base health reduced from 100 to 50.
      • Explosion damage radius reduced by 56%.
    • Scrake
      • The Hemogoblin impact damage type modifier reduced from 1x to 0.75x.
    • Rioter
      • The Bleed damage type modifier for armor increased from 1x to 5x.
    • E.D.A.Rs
      • The Bleed damage type modifier for armor increased from 1x to 5x.


Designer Note :
The Abomination and its spawns received multiple adjustments across their many attributes to help alleviate a lot of frustrations with their mechanics. We received a lot of feedback about how the boss felt unfun and unrewarding to deal with, so we attempted to create opportunities for the players to interact with the boss in unique, effective ways. We want the experience to feel like a strategic back-and-forth tussle between the players and the boss, and in its previous iteration, it didn't land that mark. We hope these changes provide a more exciting and fun experience with the Abomination boss.

Lastly, we adjusted some of the damage modifiers for the Hemogoblin on the Scrake, Rioter, and E.D.A.R.s. It felt very ineffective against armored enemies, so we adjusted the damage modifiers to a point where it should feel less frustrating handling these Zeds. We also toned down the damage of the impact shot on the Scrake to alleviate concerns of raging them when the base damage exceeded the rage threshold. The bleed damage over time is based off of the impact damage of the shot, so the adjustment should keep the damage against Scrakes very close to the previous Hemogoblin damage.
  • Stand Your Ground
    • The player restriction for the zone to be considered active is one player regardless of number of players.
    • The Zed restriction for the zone has been removed.
    • The rewards start at 0 and tick up for every Zed killed while any player is inside the designated zone until the maximum reward amount is reached. 75% of the Zeds must be killed to receive the full reward.
    • All players receive the objective reward when its complete. Reward amount is given regardless of the maximum reward being reached.
    • Difficulty modifiers added to the rewards. The modifiers are as follows :
      • Normal - 1x
      • Hard - 1.1x
      • Suicidal - 1.2x
      • Hell on Earth - 1.3x
    • Some of the base Dosh, XP, and Vault Dosh rewards have been altered per wave to better align with the new Stand Your Ground reward design.


Designer Note :
Stand Your Ground was a variable experience between different difficulties and player counts. A lot of feedback pointed towards the higher difficulties feeling unrewarding for the amount of effort needed of them. As such, we redesigned the experience to always reward the player of any progression they make on it. We removed some restrictions and the decrementing dosh amount for a system that requires at least one player in the zone killing Zeds to earn rewards for them and their entire team. We hope this experience helps create better opportunities for players to work and earn rewards together when the event occurs.
  • Weapons
    • Husk Cannon
      • Removed auto-fire functionality when weapon would be forced into a different animation state while charged or charging. For example, the Husk Cannon would fire if you attempted to swap it out while it held a charged blast. Now, it will not do that.
    • Vlad-1000 Nailgun
      • Base damage per nail increased from 25 to 35.
      • Number of nails fired in spray mode reduced from 8 to 7.
      • Spread of nails in spray mode reduced by 14%.
      • Fire rate of single fire mode increased by 33%
      • Nail penetration increased from 2 to 3. This means that it can pierce through up to three cysts.
      • Projectile speed of nails increased by 100%.
      • Second upgrade damage modifier increased from 1.25x to 1.3x.
      • Ammo price per magazine increased from 20 to 39.
      • Initial spare magazines on Trader purchase reduced from 4 to 3. This means that upon purchase, this weapon will begin with one less magazine clip.
      • Nail model jutting from the front of the gun removed to help improve accuracy while iron sighted.
    • Hemogoblin
      • Base damage of tube impact increased from 50 to 100.
      • Bleed damage over time reduced from 15 to 10 per tick, effectively reducing overall bleed damage from 60 to 40.
      • Weight reduced from 8 to 7.
      • Dart recharge rate increased by 17%.
      • Dart charge cost reduced from 40 to 30 per dart.
      • Reload speed increased by 16%.
      • Spare ammo capacity increased from 91 to 98.
      • Bleed affliction application rate increased by 100%.
      • Ammo price per magazine reduced from 35 to 30.
      • Initial spare magazines on Trader purchase increased from 3 to 4. This means that upon purchase, this weapon will begin with one more magazine clip.
      • Unequip animation speed increased by 13%.
      • Equip animation speed increased by 13%.
      • Added impulse on kill shots.
      • First upgrade damage modifier reduced from 1.4x to 1.2x.
      • First upgrade dart recharge rate modifier reduced from 20% to 10%.
      • Second upgrade damage modifier reduced from 1.8x to 1.4x.
      • Second upgrade dart recharge rate modifier reduced from 20% to 10%.
    • C4
      • Changed its HUD inventory position to the top of the Equipment list.
        • This should function with the Last Used Weapon key input if a player has that key assigned.
    • Eviscerator blades and Crossbow bolts
      • Width range to pick up increased by 25%.
      • height range to pick up increased by 150%.


Designer Note :
The Vlad-1000 Nailgun and the Hemogoblin received a wide array of tunes to address a lot of concerns with these two weapons. A main concern with the Vlad-1000 Nailgun was that it did not feel effective as a Berserker weapon because some Perk skills did not apply to this weapon. As for Supports, it did not compare well with their own shotgun weapons. As such, we promoted certain values and adjusted others down to provide a more compelling version of it to help alleviate a lot of its weaknesses compared to other weapons and similar buy price.

As for the Hemogoblin, it's main role as a debuffing weapon didn't shine through very well due to its restrictive bleed application rate. On top of that, community feedback has listed it as feeling underwhelming in multiple elements, and this resulted in a lackluster experience. We looked over it and made many tweaks to improve its damage, healing, and debuffing capabilities. We want the weapon to feel like it can hold its own as a tier 3 weapon, and we hope these changes will help improve its weapon gameplay identity.
  • Perks
    • Commando
      • Added a new recoil reduction Perk Bonus that increases by 2% per level.
      • Removed text for the Night Vision Capability from the PERK BONUSES list.
        • The ability is not removed and Commandos can continue using Night Vision if they press down and hold the flashlight button input.
      • Level 20 Hollow Points Round
        • Removed recoil reduction.
        • Updated text description to reflect change.
    • Berserker
      • Level 5 Skirmisher
        • Now applies to all Berserker weapons instead of only melee ones.
        • Updated text description to reflect change.


Designer Note :
We removed the recoil reduction bonus from Hollow Point Rounds and incorporated it as a passive Perk bonus that improves with each level. Community feedback provided multiple suggestions for trying this out to help better align the comparisons for the Hollow Point Rounds and Eat Lead Perk skills. We look forward to seeing how this change plays out for the Commando Perk.

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.

Top Community Issues:
  • Fixed an issue where The Bloat's puke mine would become invisible and remain after a wave was completed. (A very special thanks to InsertNameHere and our other community mod community members who helped us track this down!)
  • Fixed an issue where the Escort Cart on Santa's Workshop would spam the Web Admin.
  • Fixed an issue where player explosions caused other players to have extreme camera shake. The camera shake tension should be reduced substantially.
  • Fixed an issue where Perk icons above a player's heads were too small for their prestige borders.
  • Fixed an issue where Zed players could initiate and partake in a vote kick of human players in Versus Survival.
  • Fixed an issue where custom weapons did not earn dosh.


Gameplay:
  • Fixed an issue where players can reset the match start timer when they are the only one not queued up.
  • Fixed an issue where the SWAT's Battering Ram skill was not applying knockdown to zeds during specific animations.
  • Fixed an issue where the Sharpshooter's Marksman skill was increasing the speed of grenade throws.
  • Fixed an issue that caused players who joined matches as spectators to complete seasonal objectives while spectating.
  • Fixed an issue in the Objective game mode where players could pull out their Welder by holding "E" on a non-active object.
  • Fixed an issue where spectators could experience screen shake when close enough to explosions.
  • Fixed an issue on Objective game mode maps where the transport beacon became unlit after finishing the objective.


Zeds:
  • Fixed an issue where the Halloween seasonal variant Husk's fireball spawned off center from its cannon.
  • Fixed an issue where all Fleshpound types could have their rage interrupted by hitting them with multiple items that cause the EMP affliction.
  • Fixed an issue where players could move fast enough to break out of an E.D.A.R.'s trap laser.


Maps:
  • Steam Fortress:
    • Fixed an issue where z-fighting occurred around the railings.
    • Fixed an exploit where players could get into the middle of the map.
    • Fixed an issue where an ammo spawn was inaccessible.
  • Fixed an issue where on the Powercore Sector 2 area players could get stuck on a section of stairs.


Weapons:
  • Fixed an issue where the Husk Cannon's fireball remained in the air when a player was killed while charging a shot and grabbed by a Zed.


Cosmetics:
  • Fixed an issue where the Digital Eye Display B Red showed as a blue icon in the gear and inventory tabs.
  • Fixed an issue where Vault Vosh | Bone Crusher and Vault Vosh | Fire Axe did not get blood on them.
  • Fixed an issue where the Digital Eye Display A Red and Precious variant showed as a blue icon in the gear and inventory tabs.
  • Fixed an issue where the Precious and Standard Steampunk Boiler Hat could not be equipped.
  • Fixed an issue where Dragon and Koi skins were not marked as Tradeable.
  • Fixed an issue where Mrs. Foster was not marked as tradeable.
  • Fixed an issue where Project H-02 | Pokerface Open | Green was giving out the wrong amount of crafted material.
  • Fixed an issue where Steampunk | Crow-hawk | Standard showed in-game as Steampunk | Crow-hawk | Precious when obtained.


Audio:
  • Fixed an issue where modded audio files did not download properly after being uploaded to the workshop.
  • Fixed an issue where switching or dropping the Husk Cannon while charging results in the charge audio constantly playing.
  • Killerwatt:
    • Fixed an issue where the third person charge sounds abruptly cut off and did not come back when reaching a certain distance.
    • Fixed an issue where the global sound for the charge was too loud.


User Interface:
  • Fixed an issue where switching graphic options caused store and inventory items to disappear.
  • Fixed an issue on Santa's Workshop where the weld UI would disappear when too close to the target.
  • Fixed an issue on controller where using the right analog stick would reset the cursor on multiple menus.
  • Fixed an issue where the Dosh Vault loads the gear tab when clicking through menus rapidly.
  • Fixed an issue where the Dosh symbol appeared darker than the related text in the Objective game mode.
  • Fixed an issue where the Find A Match was yielding games with incorrect wave lengths.
  • Fixed an issue where the low health HUD Indicator plays during the boss intro cinematics.
  • Fixed an issue for the Objective game mode where crosshairs were visible during ending cutscenes when the option is enabled in the options menu.
  • Fixed an issue where the Sharpshooter recoil reduction passive on the PERK BONUSES window listed it as "Recoil" instead of "Recoil Reduction".
  • Fixed an issue where the Gunslinger recoil reduction passive on the PERK BONUSES window listed it as "Recoil" instead of "Recoil Reduction".
  • Fixed an issue where the Berserker Butcher Perk skill listed only melee weapons as receiving the damage bonus instead of perk weapons.

SDK:
  • Fixed an issue where the Content Browser would crash when using "Landscape Visibility".
  • Fixed an issue where custom maps would not work with the Objective game mode.
    • To address this locally, a mapper will need to add a block to kfgame.ini for their map, e.g.
      • [[MAP_NAME_HERE] KFMapSummary]
      • MapName=[MAP_NAME_HERE]
      • MapAssociation=0
      • ScreenshotPathName=UI_MapPreview_TEX.UI_MapPreview _Airship
      • bPlayableInSurvival=True
      • bPlayableInWeekly=True
      • bPlayableInVsSurvival=True
      • bPlayableInEndless=True
      • bPlayableInObjective=False
    • To address this in Steam workshop, a mapper will need to add that block to a new .ini file ([drive]\Users[user]\Documents\My Games\KillingFloor2\KFGame\Config\Config\KFWorksho pMapSummary.ini) and include that .ini file during cooking. They will need to create a new "Config" directory in their "Config" directory, and then add KFWorkshopMapSummary.ini to their new directory, and then add that block to their new .ini file.
  • Fixed an issue where custom game modes were not recognized by KFSeqEvent_LevelLoaded resulting in broken maps.
Known Issues
  • Custom maps without a custom .ini will not show up in Beta 1. This has been fixed internally and they will show up in beta 2 defaulted to supporting Survival, Weekly and Endless
  • Admins who use the "-configsubdir" flag will have to manually set up their servers for Beta 1 and copy in new clean files into the sub directories. This has also been fixed for Beta 2.

As always, thank you for your continued support!
 
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The balance changes look quite good, however i had hoped to see the DBSG returned to its former glory (it's garbage compared to the HZ-12) or at least close to it. The Doomstick should be made more consistent at headshotting zeds from close range, (like seriously, Scrakes at point-blank shouldn't be surviving quad barrels to the head) because it very inaccurate and unreliable compared to other shotties, like the Combat Shotgun. If you don't want to up its accuracy, then a pellet count or damage per-shot increase could fix the inconsistency as well.
 
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Nice to see those changes, but I was hoping to see some tweaks for Objective mode.

My suggestion:
Decrease zeds spawn rate for HoE difficulty and increase movement speed for the escorted drone.
Reason: Drone gets overwhelmed by zeds often and whenever you're repairing it, it's already overwhelmed again.
It's hard to defend him alone and while you repair him nobody covers your back.
Also maybe drone should release a little stun wave once for a while or when you repair him to 100%.
 
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Is it just me or does it feel like most weapons added nowadays are tier 3+?

Also I can't wait to try out the nailguns, I love my Vlad.

EDIT: I played the update for about 2 hours. The pistol shotgun is 👌 I can just feel my character's wrists breaking. Having a 2 weight shotgun is definitely a quality addition. Something I noticed is my steampunk skin for the 500 applies to the HRG weapon, but not to the duel variant. I think this would be a great feature to have as a selection on the individual skins, assuming this is unintentional, which I think it is because after changing the skin for my nail gun it did not apply to the HRG variant. I love the nailguns, the fire rate buff and the magazine fix on the standard Vlad was a very needed. The fully automatic Vlad feels very satisfying to melt crowds with. These weapons feel great on both their corresponding perk and the survivalist, however concerning the survivalist, I wish these HRG weapons had at least something to distinguish the models like maybe an extra flashlight on the nailgun so I can tell at a glance which one it is (I'm totally running double nailguns) (is the sight removal supposed to apply to the base nailgun as well because it doesn't, and I think it would help that weapon)

I like the atmosphere of the map alot, with no HUD and no Music it stands up pretty well. The ghosts and occasional paranormal stuff give it personality and I hope we see more paranormal in the future.
 
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Buckshot revolvers:
In a perk that usually uses heavier weapons, their very light weight redeems them from being a little underwhelming in performance compared to their price, so their base stats might be pretty good and balanced as is.
Upgrades, however, ruin their light weight specialty, since dualies take double the upgrade weight increase, so the damage benefit to upgrading buckvolvers should be a lot more, to match. T4 buckvolvers weigh the same and cost a lot more than a T3 M4 shotgun, but the M4 is way more effective.
The base spread is maybe too high, though it's tolerable with tight choke.
It's disappointing that buckvolvers don't crossperk for gunslinger to also use. (But if they did, they should probably have half the pellets not score Rack em Up points)

SWAT Nailgun:
It's really neat that the alternate mode provides more DPS while being sloppier with spread, but the spread seems too much as is, really limiting the usefulness of the mode to emergencies. In games going smoothly, there's barely any excuse to get to use the fun mode. Maybe reduce triple-fire mode spread from 0.15 to 0.1? Eh, flashbangs make it work often enough.
Also, in the shop, I'd recommend describing the triple-fire mode differently, without the word "burst", since that makes it sound like the three nails aren't fired simultaneously. Maybe "Choice of single-nail 857 rpm full-auto and triple-nail 500 rpm full-auto fire modes."
The firing sounds are cool, but they have an echo or delayed part of the sound or something which makes it less easy than a normal SMG to tell how many shots you've fired.
 
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Everything looks promising but I still have issues with commando's Hollow Point vs Eat Lead. You guys should make a survey regarding those again along the lines of "what would you rather have damage vs higher capacity mags, or damage vs higher reserve ammo".

Picture any random Assault Rifle, and for this example let's say that it has 330 rounds when bought with full ammo, and it would normally have 30 rounds per mag (300 reserve + 30 in the mag). So now I'm in the middle of choosing between Hollow Point Rounds and Eat Lead: of I'd pick Hollow Point Rounds any day, it's a no brainer.

Why would I even choose extra mag capacity at the cost of extra damage from hollow points? Which btw with that extra damage also serve as ammo conservation because it takes you less rounds per kill. Rather than always going for the SAME +35% damage vs +100% mag capacity, I'd REALLY think it would be better for everybody if it was something like +35% damage vs +50% more reserve ammo.

Going back to that 330 total rounds AR example, that would mean "would I rather have 35% more damage, or 480 rounds total ammo (30 + (300 * 1.5)", I mean that certainly is a way more meaningful choice than a simple mag capacity increase that doesn't even grant extra ammo whatsoever.

Please someone say something about this, why should or shouldn't become a reality so I can have peace.
 
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Higher reserve ammo tbh ends up being a waste of a skill as well...
It's only scenario where it makes a lot of sense to use that skill, is in the early hoe waves... And after that once you have 2 rifles, the reserve ammo ends up being non issue at all (unless you just want to use stoner for longer)

I've been pushing my suggestion to buff eat lead with additional bonus of v1 of rack em up.... But since twi moved recoil reduction to the passive, that suggestion ends up being obsolete as it would just straight delete hollow point from the meta.

At this point it eat lead could have an additional skill buff of having ability to knock down a zed with enough bullets shot to its head (raged fp included) with maybe some additional bleeding added?
 
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Edomaro;n2334480 said:
please someone say something about this, why should or shouldn't become a reality so I can have peace.

You you actually do get more ammo, whenever you take a mag increase skill, it basically adds another mag into your total pool. Boxes you grab or support packs you use will grant you a full magazine, so with eat lead you're basically getting two magazines for one, or two and a half with the other ammo skill. You also reload much less if you're still smart with your shots. Keeps you in a fight longer, you know?

It's one of my favorite skills, along with the firebug equivalent, because everything becomes a light machine gun.
​​​
 
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Edomaro;n2334480 said:
mag capacity increase that doesn't even grant extra ammo whatsoever.

Except that it does. Ammo pickups grant ammo based on magazine capacity, which means Eat Lead doubles how much ammo you receive from pickups. The Tommy Gun is filled from zero ammo to full with three of those glowing green godsends. In addition, Eat Lead allows you the ability to combine higher mag capacity with the increased reload speed from Tactical Reload, something you can't do otherwise. Combining those two drastically reduces downtime, something that's pretty valuable in a game as fast-paced as this.

I really don't see why people like Hollow Point Rounds so much. If you need more damage just upgrade your weapon or buy a higher tier one. Do you really need more damage to just to kill trash anyways? You burn through your ammo too fast to use it on Scrakes and Fleshpounds, damage bonus or no.
 
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Still waiting for a second 9mm pistol will be 1 kg and will be useful. And the medic pistol Hm 101 will be a 2 kg immediately. For, it is too useful for its cost.

Still observed very strange. Why do you specify in the beta things that can not be tried in the beta? It's like the DLC weapons in the update written about them. And try cannot be. You said that you want to make them balanced, but the testers do not give it a try? It's kind of weird. Because, I think, beta is not all put. And so wishing will immediately see and try these weapons and get it as it will be released on the main servers.
 
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Edomaro;n2334480 said:
So now I'm in the middle of choosing between Hollow Point Rounds and Eat Lead: of I'd pick Hollow Point Rounds any day, it's a no brainer.

Why would I even choose extra mag capacity at the cost of extra damage from hollow points?

Please someone say something about this, why should or shouldn't become a reality so I can have peace.

Because damage isn't everything my friend. Commando's role generally isn't to take out scrakes and fleshpounds. It's to clear trash and keep ZED Time up. You do that more efficiently with extra ammo in the magazines. Also, your DPS doesn't suffer too much, considering you'll need to reload 1.5x as much with the extra damage from Hollow Point Rounds.
For me, it's kind of a no brainer, I choose the extra mag size any day (Unless I have a team that lacks perks to handle/isn't doing so hot at taking out scrakes, quarterpounds and fleshpounds). But even then, you can chain ZED time to put in LOTS of shots into scrakes/fleshpounds (fire several shots in their head, kill a cyst, fire several more shots, kill a crawler, etc... repeat), having a higher magazine capacity makes a world of a difference in being able to do that.

That said, I hate the change they made to Commando's recoil. The main reason I love playing Commando is to test my recoil control. At the very least, if they wanted to buff Eat Lead, just give Eat Lead decreased recoil and buff Hollow Point Rounds slightly with damage (say from 35% to 50%). That way you're rewarded for having good recoil control with more damage. I'd still probably find Eat Lead to be preferable based on what I described above, but in that case would probably choose Hollow Point Rounds to continually challenge my recoil control.

Or they could've made it so as a passive, horizontal recoil is decreased (and eliminated by level 25) as opposed to total recoil. Recoil is a lot easier to deal with when your aim isn't flinging left and right.

But giving decreased recoil as an overall passive kind of ruins the perk for me. I love this game because of how several weapons function in challenging, but rewarding ways (that translate to other FPS games as well). This change just removes all challenge from Commando for me (and thus any feeling of reward I previously experienced for having good recoil control). There's practically little difference in gameplay between Commando and SWAT now (not that there was a whole lot of difference to begin with). I mean the whole difference between Commando and SWAT has been that Commando does more damage at the cost of higher recoil. Now, there's hardly any difference between the two, other than higher mag sizes for SWAT and different grenades.

Commando used to be my favorite perk, but it's definitely not after this change. I'll probably be playing a lot more Sharpshooter now (with full auto FN Fal). :(
 
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Just a few thoughts on the beta:
The new map is fantastic! I enjoy it a lot, lots of pathways to escape, load of possible paths to take to kite zeds. No complaints there.

Changes to Abomination:
Edit Update- Nevermind, he's actually fine. Didn't realize killing Abom spawns near him causes him to stumble. The fight is actually MUCH funner than it used to be with those changes. You can dodge Gorge by moving around a corner when you predict he's about to use it. And now it's critical that you stay within a certain range of him. If you go too far, Abom spawns will pour out of all kinds of places you don't expect (and with the buffs to explosion damage, it can easily wind up resulting in your death). So it's important to kill abom spawns near him when he's too close to stumble him and gain some distance, while killing off Abom spawns/letting them suicide to stumble the ones behind to allow Abom to catch up.
I'm glad there's actually a strategy other than "stay the f*#!" away"! :p Definitely welcome changes (and actually after figuring out the fight, it's probably best that you can't interrupt Gorge. It would make him far too easy).
The only gripe I'd have is this fight is much more challenging for mellee Berserker, A potential change that could remedy that would be to make it so killing Abom spawns killed with a mellee weapon and/or under the impact of an EMP grenade don't explode causing damage. Also, there'd probably need to be a cooldown on Gorge.

The HRG Buckshots are incredibly underwhelming-
The damage is fine, but the problem is they have very little stumble power (as far as I can tell). This is a major problem, considering the shot spread. Blowing off a scrakes face (even quarterpounds or fleshpounds) is incredibly ridiculous with these things because you need to both be in their face while also having no ability to cause them to stumble back by blasting their faces (honestly I don't feel like most weapons should cause a scrake to be stunned for a second when he's shot repeatedly in the head. I didn't see any reason as to why that was needed as a change in the first place. But for the HRG Buckshots it's kind of necessary to do any effective damage on a scrake.).
Maybe they're just meant for trash clearing, which in that case they function pretty well (I mean the fire rate + spread + penetration is pretty nice against large groups of zeds). But even fully upgraded are pretty awful for taking out big zeds compared to AA12/Boomstick/Doomstick/M4).

The Healthrower is overpowered. I say that because Medic already has a ridiculous amount of survivability (+75% armor, damage reduction vs self-heal per heal (in perk skills), increased movement speed, healing grenades, +50% syringe heal) and on top of all that having a weapon that easily causes zeds to panic AT RANGE is just a ridiculous add-on to the survivability for Medic. (I mean does Medic NEED the increased movement speed (especially with adrenaline shot + healing grenades) and extra armor considering all that? As Medic, it's super easy to solo HoE 6 man waves... It's absolutely ridiculous. This new weapon just makes it that much easier... Especially since you aren't really sacrificing really anything in your ability to heal the team)

The new Nailgun is pretty nice. Didn't play with it much, but as someone already mentioned, the automatic "burst" fire isn't all that great except in really tough situations. Haven't played with it enough to give any meaningful feedback on it.
 
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Known Issues
  • Custom maps without a custom .ini will not show up in Beta 1. This has been fixed internally and they will show up in beta 2 defaulted to supporting Survival, Weekly and Endless
  • Admins who use the "-configsubdir" flag will have to manually set up their servers for Beta 1 and copy in new clean files into the sub directories. This has also been fixed for Beta 2.

Here we go with that config solution. I forsee alot of problems with the implementation of a config for custom maps.
 
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MrRogersBestNeighbor;n2334496 said:
But giving decreased recoil as an overall passive kind of ruins the perk for me. I love this game because of how several weapons function in challenging, but rewarding ways (that translate to other FPS games as well). This change just removes all challenge from Commando for me (and thus any feeling of reward I previously experienced for having good recoil control). There's practically little difference in gameplay between Commando and SWAT now (not that there was a whole lot of difference to begin with). I mean the whole difference between Commando and SWAT has been that Commando does more damage at the cost of higher recoil. Now, there's hardly any difference between the two, other than higher mag sizes for SWAT and different grenades.

Learning the weapons was definitely rewarding, I remember back in the closed alpha/beta (with only 4 perks), I felt pretty accomplished when I learned how to use the medic AR and killing a scrake by myself. The recoil control makes the eat lead skill even more satisfying cuz you can just laser any zed to death with practice, I loved it.

You should try the game with no hud, the game gives you enough audio/visual ques that you don't really need it and I think its a fun challenge. (atleast on solo) (and it heightens your game sense)
 
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While it was predictable, I'm still bummed out that we cannot try the DLC weapons... It would have been the perfect occasion to actually try them out and see for ourselves if they are worth a buy or not.

Haven't tried the beta yet, will probably do tomorrow and/or next week... But I'm positive I'll like what you've made. And can't wait to get back the halloween zeds...The only ones I'm not tired of yet ~~~~
 
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Nuked objective feels pretty damn terrible right now. Not it only puts you in close quarters environment but the spawn rate of the first 3 waves is just beyond imagination. And oh boy, these poop monsters at wave 2. I hope you will make some adjustments. Never have had such hard time beating any map before.

Other things:

- So far the scariest addition of this horror themed update is a new colored damage indicator. It really makes me think that my miserable life is about to be ended just by loosing 1 hp. Wish i could have old one back.
- Last year's super fast suicide attack of the Husks is back.
- Love the new weapons, although Buckshot(s) could use just a little less recoil. And i almost can see HRG Nailgun nerf is coming. It also has Piercing damage type which is better against big zeds.
- Healthrower feels kinda underwhelming. Toxic DT isn't the best is game.
- SYG feels good but for some reason trader repeats themselves by the end of the wave, even when you finished it prematurely during the wave and already had specific dialogue played.
- Dont get me wrong, but this note "The bleed damage over time is based off of the impact damage" isn't correct:

DOT is a % of default damage (e.g. 10% of Hemogoblin's 100 ballistic damage). It does not matter how much SC gonna resist to impact, but rather depend on whether SC should resist damage type of the DOT itself (which it doesn't). I'd revert the impact damage. It's not like its bullet does that much damage.
 
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simplecat;n2334529 said:
Nuked objective feels pretty damn terrible right now. Not it only puts you in close quarters environment but the spawn rate of the first 3 waves is just beyond imagination. I hope you will make some adjustments. Never have had such hard time beating any map before.

Glad it's not just me then.
 
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