Killing Floor 2 Halloween 2020 Beta Steam/EGS PC Build 1103

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To opt into this beta on Steam, 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

To opt into this beta on EGS, the Beta will be accessible within KF2 owners’ game libraries as a separate install called “Killing Floor 2 Beta”. Users may need to restart their EGS launcher for the Beta to populate and be accessible to install. Progress for stats and inventory are shared between both versions on EGS so for users switching between Beta and Live be sure to sync your game data to use the latest timestamp to prevent any lost progress from participating in the Beta. The Beta on EGS also includes its own dedicated server within the install for your own personal hosting needs for this version.

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!
  • Beta 1 Start 9/1/2020, Beta 2 Start 9/15/2020 (Dates are subject to change)

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 (Not available for purchase during BETA)
      • 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 (Not available for purchase during BETA)
      • 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 (Not available during BETA)
    • 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 (Not available during BETA)
    • Seasonal objectives related to Hellmark Station
    • Complete all seasonal objectives to earn the Voodoo Backpack
    • Halloween Prize Tickets
    • Halloween Golden Prize Tickets
  • Zedconomy (Not available for purchase during BETA)
    • 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

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!

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.

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.

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.

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.

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.


As always, thank you for your continued support!
 
I want to believe you to give back the KF2 in its all glory by Halloween 2020 please. And apart please give FFS the samhein celebration mp3 or flac !
 
10 seems low, thought be 12 like M99 or even full 15 but with ammo and stopping power to justify its size - guess see how it handles when time allows. Btw what's the current ammo count for it?
 
SimpleCat's spreadsheet, timely as ever, has the full stats for the Minigun.
90rd base mag capacity.
Fire rate is the same as Kriss, damage is a bit less than Kriss.
Slow equipping, slow dequipping, slow reloads, somewhat heavy, you need to spin up to fire, you walk slow while spinning up, no sights.
So overall the Minigun's performance is pretty underwhelming. It's especially good for a paid weapon to avoid being overpowered, but even so, this is underwhelming.

The spin up mechanic has a couple of irritating quirks.
--If you interrupt the spin up so you can't fire, for example by sprinting, but keep holding the trigger, you still will not fire when eligible, you have to let go of the trigger and pull it again. If you're distracted enough, the spinning sound is so loud that you might think you're firing when you aren't.
--Your aim sensitivity gets really low while left clicking, which either fires, or if you aren't spun up, spins you up. But if you use right click to manually spin up, aim sensitivity isn't affected as you spin up. So the aim sensitivity while spinning up feels weird, inconsistent, and backwards, it's less aimy if using the aiming button. With settings for no sensitivity change for ADSing, minigun also never having sensitivity changes would be nice.
 
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Hmmm, looking at the numbers I'd say going with a 120-mag with 480 reserve (roughly same total ammo) may be better for suppressing fire/crowd control. Still think 10 is light and so on but without using it personally I am hoping by the time it comes to release it is in a good spot.
 
From the game play among experienced players that I have seen so far, the Minigun performs terribly at longer ranges due to recoil and spread, even at Max Commando level.
That should be toned down a bit. The magazine capacity should be increased along with increased damage at range. The rev up Mechanic already is what balances out the weapon along with the mobility slow so it should come out with greater performance than the Stoner.
 
I believe that is what was meant, while I relish any updates I would really like to see Objective mode getting more content down the road. If not during KF2 then perhaps it will be developed upon in the inevitable follow-up when the time comes.
 
Arc Generator is pretty neat i must say, love this BFG style projectile that moves slowly and zaps surrounding ZEDs.
Scorcher's primary on the other hand is kinda underwhelming. It's just a bit slow bullet, shouldn't it produce some sort of explosion at least?

> Fixed an issue where multiples of the same items were being granted to users in specific circumstances.
Seeing this especially great after you've fixed that free vosh crates bug. Now if only i could get rid of dupes. Still no plans on delete button? :(
 
Zedconomy (Not available for purchase during BETA)
  • 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


can you also bring weapons skin bundle pack from ,,Neo MK I-VI,, series ? Jaeger RGB are O.K but neons are much better .............
 
I've already tried minigun and it feels like it's much better than upgrated stoner and it makes me upset.
Same goes to HX25 not having alt-fire like scorcher.
Mine Reconstructor feels underwhelming, feels like "healthrower for 10$" that also can't heal its user.
NGL, new Arc Generator is the first ever OFF-PERK weapon I find interesting, only problem it has no elite reload like Killerwatt.

I also kinda like new map... kinda.
 
this beta build on EGS is on same size as normal game over 70GB files ! sorry i cant downaload it with my 20MB internet and 512GB SSD
 
PLEASE don't remove the 9mm from gun cycle, can you add an option in settings for those of us long term players (2k hours in my case) who use the 9mm a lot. It's annoyed a lot of long term players, even if it's something simple like you've done for the welder where there's a toggle box in settings - let us choose if we want the 9mm easy to get to or not

Minigun and mine launcher seem kinda lackluster, minigun isn't far off the stoner and mine launcher doesn't have the ammo to justify laying 12 mines when they all get set off at once (would have expected a more C4 style triggering)
Arc is good for CC, the orb is almost sarcastically slow, not sure if it was a bug going that slow or if it's just lacking in dmg that makes it seem pointless. More dmg or faster would probably settle it.
Firebug's gun is odd, sometimes OP, other times so UP...and being blocked by siren's screams is daft, it's not really an explosive so shouldn't get blocked by it??

Underslung fix is great, long overdue and one less thing I need to actively keep track of when using those guns.
Healthrower needed the boost, seen a lot of medics use it then ditch it as it just couldn't keep up with the team and couldn't heal fast enough. Thank you (as a long time medic it's nice to see our voices got heard!)
Not 100% sure the medic nade gas should be blocked by welded/closed doors, 50/50 if it stops the dmg in the games I've been in - walls is a no brainer, needed that sorted, but through doors was always a great perk of being medic.

Keep up the hard work guys, love the game and the new content always makes matches interesting :)
 
I'd request two additional adjustments for the Helios Rifle and the Killerwatt to be implemented during this update besides the other ones. These would be the following:

Killerwatt

- Add the ability to the survivalist perk to use the elite reload of this weapon. It does have elite reload, but none of the perks can use it (not even the survivalist)
- Change the damage type for the primary attack from "Ballistic (Assault Rifle)" to "Microwave" (same as secondary fire, which is OK). This would help a lot when you face FPs and Scrakes in Endless - HOE in higher waves.

Helios Rifle

- Add the elite reload ability to the Firebug perk at least (almost the same request as I've mentioned for the Killerwatt above)
- When comparing this weapon to the Microwave Gun it feels way too weak and no upgrades are available either. My suggestion would be either to raise the damage from 50 to 75 or lower the resistance of the Zeds against this weapon.

By the way, I tried all four weapons in the past few days and I think they are awesome. I especially like the HRG Arc Generator and the Minigun. I'm gonna buy both DLC weapons for sure. :)

I'd filled out the form and sent to you with my small observation regarding the new weapons (requested by you via Steam).

Last but not least, thanks for your hard work and dedication. Keep it up guys! ;)
 
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Really, you think the Helios needs a buff? A weapon which had its upgrade removed because it was considered OP.

I do wonder sometimes how people play because from experience - many 100s of hours at this point - the Helios is in a good place. May I suggest not spraying it everywhere at everything and instead using an alternate weapon, that way you will save Helios ammo for more appropriate targets. Just my two cents, as you were.
 
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