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Killing Floor 2 Halloween 2021 Beta 1

Kittenmittens

Tripwire Interactive Community Team
Staff member
KF2 Halloween 2021 Beta 1
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 is 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
Day of the Zed
  • Welcome boys and girls to the Day of the Zed! Are you prepared to visit Netherhold and unveil all the secrets of this bastion of torture? Discover the hidden passages and maybe you will be able to survive. Speaking of surviving... two new weekly modes that will test the skills of the most veteran mercs, especially Abandon All Hope, our ultimate challenge for those who see Hell on Earth as child’s play. For those who can't handle the heat of AOH, perhaps journeying to the Wild West London will sate your inner Cowboy spirit. Only Gunslingers and Sharpshooters may apply. Finally, the Horzine devs have some offerings that may help you with these challenges, two new HRG weapons ready and loaded, the electrifying HRG Disruptor and the explosive HRG Tommy Boom.
  • Beta 1 Start 8/31/2021, (Date are subject to change)

New Additions and Highlights
  • 1 New Community Map
    • Netherhold
      NetherholdMain.jpg
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • An otherwordly bastion of torture and depravity deep underground in a cavernous expanse. A surreal and organic pandemonium of tight corridors, twisting stairways and multitudes of hidden passages and secret rooms.
  • 2 New Weekly Modes
    • Wild West London
      wwl.png

      • Wild West ambience: cowboy hats and a sepia filter.
      • Only Gunslinger and Sharpshooter perks allowed. With a reduced selection of weapons available.
      • Fan Fire skill granted to every player.
      • Players receive more dosh than usual.
      • Players receive some healing after killing a Zed with a headshot.

  • Abandon All Hope
    aah.png
    • The ultimate challenge in terms of difficulty, surpassing Hell on Earth.
    • Waves with a larger amount of Zeds.
    • Zeds spawn faster and run faster than usual.
    • Zeds spawn enraged.
    • Bosses have twice the health than usual.
    • Ammo boxes spawn more frequently.
  • 4 New Weapons
    • HRG Disrupter for the Gunslinger
      HRGDisrupter.png
      • An alternative version of the HMTech-101 for the Gunslinger Perk.
      • A tier 4 semi-automatic single pistol that shoots energy with 2 fire modes.
      • The primary fire mode shoots fast projectiles at high rate. The secondary fire mode shoots more powerful blasts at less rate, it EMP enemies while consuming more ammo.
      • Trader price is 1500 Dosh.
    • HRG Tommy Boom for the Demolitionist
      HRGTommyBoom.png
      • An alternative version of the Tommy Gun for the Demolitionist Perk.
      • A tier 2 SMG with a relatively high fire rate and explosive rounds.
      • Can shoot in full-auto or semi-auto fire modes.
      • Trader price is 650 Dosh.
    • Piranha Pistol(s) for the Gunslinger and Berserker (Not available for purchase individually during BETA)
      piranha.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon sharing system.
      • A tier 3 semi-automatic pistol. Can be dual-wielded.
      • It launches saw-blades that eviscerate the enemies and bounce on walls.
      • It can block enemy attacks and the muzzle is edged for extra bash damage.
      • Trader price is 600 Dosh for the single and 1200 Dosh for the dual variant.
    • Corrupter Carbine for the Sharpshooter and Field Medic (Not available for purchase individually during BETA)
      corruptercarbine.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • It is a tier 4 bolt action rifle with a scope for the Sniper and Field Medic perks.
      • Secondary fire shoots biological seeds that corrupt Zeds. If they die with the seed on they will explode releasing healing gas.
      • The seed can also be used with players, to provide a smaller but faster heal.
      • Trader price is 1500 Dosh.

Special Note for Steam & EGS Armory Season Pass Holders:
During the start of Beta 1 for Halloween 2021, the Inventory Weapon Skins tied to the new Piranha Pistol(s) and Corrupter Carbine will be granted to all Armory Season Pass holders on Steam and EGS. This will unlock full access to these weapons and their associated variant skins for those Armory Season Pass holders that choose to opt-into the Beta update. As this new content is not present in the current non-beta live build, Armory Season Pass holders on Steam and EGS who don’t opt-in to the Beta will still receive these inventory skins but will appear with missing thumbnails, names, and descriptions that do not unlock anything in game or affect game behavior. Don’t be alarmed as these will appear as expected if you choose to opt-in Beta later, or wait until the Halloween Update is released in the live branch for final release.


  • New Steam Achievements
    • Netherhold related achievements
  • Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
    • Seasonal objectives related to Netherhold
    • Complete all seasonal objectives to earn the DoZ Companion Backpack
    • Halloween Treat Prize Tickets
    • Halloween Treat Golden Prize Tickets
  • Zedconomy (Not available for purchase during BETA)
    • Piranha Pistol(s) Weapon Bundle
    • Corrupter Carbine Weapon Bundle
    • Day of the Zed Weapon Bundle
    • Day of the Zed 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
    • Vietnam Gear Cosmetic Bundle
    • Hellmark Weapon Skin Pack


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 2020 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
  • Purchase armor in portions
    • A new option is able for purchasing armor in the Trader.
    • With this option players will be able to purchase armor in increments of 25.
  • Gameplay option for the quick swap button
    • Players can configure to include or not the 9mm in the weapon rotation when using the quick swap button.
    • It can be configured in the Gameplay menu of the Options tab.
  • More transparent drop percentages
    • The exact drop percentages for the different rarities of each Crate and USB has been included as part of their description.
  • Store - Discount UI Optimization
    • The in-game store UI had some adjustments in order to make the discounts more visible and user friendly.

Balance
  • Weapons
    • Mine Reconstructor
      • Impact damage ranges increased from 25-250 to 30-300
      • Explosion damage ranges increased from 30-300 to 35-350
      • Ammo pool increased from 108 to 132
      • Initial spare ammo increased from 2 to 3 magazines
      • Fire rate increased by 50%
      • Altfire rate increased by 66%
      • Reload time reduced by 30%
    • Hemoclobber
      • Heavy attack hit damage increased from 130 to 140
      • Heavy attack gas explosion damage increased from 200 to 225
      • Heavy attack gas explosion healing decreased from 30 to 20
      • Magazine Capacity reduced from 3 to 2
      • Spare Ammo Capacity reduced from 12 to 10
      • Ammo price per mag decreases from 85 to 75
  • Perks
    • SWAT
      • Tactical Movement (level 5 skill)
        • In addition to the current skill effect, the player will move and sprint faster.
      • Close Combat Training (level 10 skill)
        • The damage boost is increased from 85% to 100%
        • The boost is also applied to all the bash attacks

Designer Notes :

We included the option of purchasing armor in portions to allow the mercs to have more flexibility and control in the trader menu. We think that it will be especially useful in situations when you have few dosh to spend and need to distribute it between ammo, armor and grenades.

Some time ago the 9mm was excluded from the weapon rotation of the quick swap button, as part of a quality of life improvement. Some players appreciated this change but others missed the previous configuration. So now we have included it as a configurable option, so any player can select the one that prefers.

We added the Discount UI optimization and the More Transparent Drop Percentages just to increase the user experience of the store and the inventory in general.

The Mine Reconstructor was underperforming compared to other Field Medic weapons. It has not found a gap in the weapon loadout for most medics, so we made some adjustments to tune up some general stats, aiming to place it in a better position and making its unique mine mechanic to shine more.

We also made some adjustments in the special heavy attack of the Hemoclobber. We increased the damage but reduced the healing of the explosion and the magazine size. So the gas explosions will be less frequent, more powerful against enemies but less efficient in terms of healing.

Finally, two SWAT perk skills had some functionality tweaks that should improve their performance and viability. Tactical Movement will offer even more movement capacities and Close Combat Training will also improve the melee (bash attack) of all SWAT weapons.



Bug Fixes
Also mentioned in the 2020 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.

Map:
  • Moonbase
    • Adjusted LOD’s in the Green Dome to improve performance.
    • Corrected an anti-aliasing issue in the bottom of the Small Dome.
    • Corrected an anti-aliasing issue in the Living Quarter.
    • Corrected an anti-aliasing issue in the Rocket Dome.
    • Filled in a gap between walls in the Living Quarter.
    • Fixed a ZED pathing issue near the green dome in the left side corridor.
  • Dystopia
    • Adjusted LOD’s in the Office Area 2 to improve performance.
    • Adjusted LOD’s in the Office Area 1 to improve performance.
    • Adjusted LOD’s in the Main Street area to improve performance.
    • Adjusted LOD’s in the Car Dealership to improve performance.
    • Adjusted LOD’s in the Hotel Area to improve performance.
    • Adjusted LOD’s in the Waterfront Area to improve performance.
    • Adjusted LOD’s of the various billboards to improve performance.

UI:
  • Fixed an issue where using auto fill on the armor would charge more dosh than listed.
  • Fixed an issue where armor partial fill button would be non-interactable when using a controller while on PC.

As always, thank you for your continued support!
 
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Reactions: Arcames
Is the Purple Miasma objective supposed to be a joke? Cuz after searching long and hard around the map for anything that looks like it could activate the dining room doors, I'm about ready to think that Tripwire's response to people complaining about RNG objectives it to make objectives that are worse than what was complained about, almost as if to get people to start wishing for RNG reliance again.
 
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Wild West London is a very nice weekly!!
I thought that the skill to recover with a headshot is a function I want as an ability
I think it looks and feels great
It's interesting to see only the stalker's hat, so I wanted you to leave it
If I dare to say, I'm a little dissatisfied with the fact that the costumes are changed without permission.
Thank you for the wonderful work.

Thisis a completely unrelated proposal.
I don't need a competent buff, but I wanted every Perk to have the ability to count headshots.
Would you like to add a headshot count function as an option?
 
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I think i remember predicting that the Piranha Pistols would be pay-to-win when juxtaposed with the Summer 2021 Berserker nerfs. Trying to tank a large group of zeds can result in a lot of health being lost even if you time your parries correctly, and the weapon comes off to me as an in-app purchase being used to fix this issue, since the gun can thin out early-game crowds quite considerably with just six shots. I'm not saying that the Piranha should be nerfed but rather for melee combat to be buffed to act as a viable sidegrade so as to make base game content just as viable as using paid weapons.

Also, one issue that I don't think people will bring up is that I've noticed that armor is now priced by points of armor rather than by the percentage of your max armor. While i DO think that the introduction of a 1 mag button for armor is a net positive, I feel as if perk skills that increase your max armor are devalued considerably (for Commando and Survivalist, a full suit of armor costs $375 and $450 for the Field Medic)
 
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First impressions:

The HRG Disrupter is beyond ridiculous.
  • Gunslinger can now carry 3 endgame weapons; this + Deags + AF/Magnums = gg
  • It's a hitscan weapon that inflicts EMP, allowing you to shutdown anything that isn't a raged FP
  • EMP locks HVTs into slow walk, allowing you to swap and finish them with another weapon for free (or in the case of Scrakes, just kill them with one clip, if that)
  • This can be upgraded to Tier 5, so yeah
  • If you have 1 stack of ReU the primary fire one-taps Gorefiends and Rioters
  • It's effectively a Deagle with the recoil and firing rate of the HMTech-101, and its alt fire is basically shooting a bullet 3 times as powerful with the same recoil while stunning anything it doesn't instantly kill

Corruptor is crazy good as well on Sharp. I'd argue it's the closest thing this has to an actual P2W weapon, as it's basically a flat upgrade over the Mosin:
  • Extra ammo compared to the Mosin
  • One extra shot in the magazine compared to Mosin
  • Basically one fewer shot to kill on anything compared to the Mosin.
  • Can be bumped to Tier 5, allowing you to take M14 + Carbine with one of those being T5.
  • The dart is really strong. Rather than just do damage over time, the explosion appears to frontload all its damage at once, effectively one-shotting anything up to Gorefiends if they get caught in or near the blast (while the fart heals you or anyone else).
  • The dart is independent of the gun's main ammo count and works like a Medic dart; the only thing stopping you from spamming this is the cooldown. It's not hitscan; it basically has the same travel time as a Medic dart.
  • When a Zed is tagged, the explosion can be triggered by anyone, including your teammates. Or you can switch weapons and finish a Zed off. Or you can dart a decapitated Zed and the dart will trigger after the Zed bleeds out. So you can just feed other players free healing with a quick snap. The possibilities are endless!
  • Interestingly, the dart itself can trigger Zed-Time via the Lv. 25 skills; I don't even know if it does damage--in my testing it doesn't even kill a Crawler--but it's worth noting. Dunno if that's a bug.
  • Reloads crazy fast; you don't even need reload cancelling when not empty and it benefits greatly when reloading from empty; the whole animation to chamber a round lasts a while but the mag "loads" as soon as it touches the model.
  • On that note, this gun's animations seem wonky. Not like the FAMAS where it suffered from a bad case of Beetlejuice all around, but the animations seem really sped up.
Piranha pistols are meh. Being able to parry with them is a nice touch. They're not that strong in the grand scheme of things, aside from occasionally bouncing into more than one Crawler. Nothing you can't sweep away with a Crovel M2. I'd rather have the full Eviscerator, to be honest. Spamming the "tap tap" weapon check is kinda fun. Probably goes without saying but they're trash on Gunslinger, especially when compared to the Disrupter; even the Rhinos beat these out. More useful than the Spitfires but that's damning with faint praise.

The Tommyboom is just bleh. It's going to make precision perks weep tears of blood with DoW spam, but beyond that, it's not really that strong. A hitscan explosive weapon is definitely different, but it just weighs too much and does too little damage except to the trashiest of trash Zeds, even when maxed out.
The thing I truly dislike about it, though, is that it feels like there's no feedback with the weapon compared to others. This one's hard to put into words, but when you shoot things with a hitscan weapon, there's appropriate body part damage and feedback (including the headshot noises). The Tommyboom doesn't really have that feedback, it just kind of makes explosions until something falls apart, even if killed by headshots.

I'll have to get a proper game of AAH in sometime to judge that, but having everything spawned preraged is...hmm.
 
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A couple of things, not really bugs:
- SWAT's Close Quarter Combat works with all "bludgeon" weapons, even off-perk. However, passive bonus is no longer applied on G18 Shield bash when using this skill (same goes for knife - it's either damage from passive without this skill or damage from CQC without passive. That's how it's coded).
- Seed rechange time is't afftected by Medic's bonus. Probably better this way. When corrupted ZED dies it leaves healing gas cloud. This cloud does no damage to ZEDs. Only initial explosion. When seed fired on player, it creates super small explosion that only does 1 damage within 1m range, i think it should be buffed to make it usable (something like 50-70 within 2m or so).
- Tommy Boom's explosion already has small radius and it has falloff too. Shooting too far away (head) from ZED's pivot point (legs) nets to about same amount of the total body damage, or even less if you shoot head, just by 2-3 points, and that's implying that head has extra multiplier. This weapon should really have no falloff. And its damage is kinda meh, could use a buff i think. Another suggestion is to change its impact damage type from Ballistic_SMG to Ballistic_Shell, this way all ZEDs will be taking more damage (since none of them is resistant to this type) and High Impact Rounds skill will be working with this gun (it does not right now).
- Dual Piranha Pistols can't fire and have missing ADS animation if you have "Use alternative aim mode for dual pistols" option enabled. I think its a known bug at this point. I'm surprised this weapon "is not melee" for Survivalist's Melee Expert skill.
 
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First impressions:

The HRG Disrupter is beyond ridiculous.
  • Gunslinger can now carry 3 endgame weapons; this + Deags + AF/Magnums = gg
  • It's a hitscan weapon that inflicts EMP, allowing you to shutdown anything that isn't a raged FP
  • EMP locks HVTs into slow walk, allowing you to swap and finish them with another weapon for free (or in the case of Scrakes, just kill them with one clip, if that)
  • This can be upgraded to Tier 5, so yeah
  • If you have 1 stack of ReU the primary fire one-taps Gorefiends and Rioters
  • It's effectively a Deagle with the recoil and firing rate of the HMTech-101, and its alt fire is basically shooting a bullet 3 times as powerful with the same recoil while stunning anything it doesn't instantly kill

Corruptor is crazy good as well on Sharp. I'd argue it's the closest thing this has to an actual P2W weapon, as it's basically a flat upgrade over the Mosin:
  • Extra ammo compared to the Mosin
  • One extra shot in the magazine compared to Mosin
  • Basically one fewer shot to kill on anything compared to the Mosin.
  • Can be bumped to Tier 5, allowing you to take M14 + Carbine with one of those being T5.
  • The dart is really strong. Rather than just do damage over time, the explosion appears to frontload all its damage at once, effectively one-shotting anything up to Gorefiends if they get caught in or near the blast (while the fart heals you or anyone else).
  • The dart is independent of the gun's main ammo count and works like a Medic dart; the only thing stopping you from spamming this is the cooldown. It's not hitscan; it basically has the same travel time as a Medic dart.
  • When a Zed is tagged, the explosion can be triggered by anyone, including your teammates. Or you can switch weapons and finish a Zed off. Or you can dart a decapitated Zed and the dart will trigger after the Zed bleeds out. So you can just feed other players free healing with a quick snap. The possibilities are endless!
  • Interestingly, the dart itself can trigger Zed-Time via the Lv. 25 skills; I don't even know if it does damage--in my testing it doesn't even kill a Crawler--but it's worth noting. Dunno if that's a bug.
  • Reloads crazy fast; you don't even need reload cancelling when not empty and it benefits greatly when reloading from empty; the whole animation to chamber a round lasts a while but the mag "loads" as soon as it touches the model.
  • On that note, this gun's animations seem wonky. Not like the FAMAS where it suffered from a bad case of Beetlejuice all around, but the animations seem really sped up.
Piranha pistols are meh. Being able to parry with them is a nice touch. They're not that strong in the grand scheme of things, aside from occasionally bouncing into more than one Crawler. Nothing you can't sweep away with a Crovel M2. I'd rather have the full Eviscerator, to be honest. Spamming the "tap tap" weapon check is kinda fun. Probably goes without saying but they're trash on Gunslinger, especially when compared to the Disrupter; even the Rhinos beat these out. More useful than the Spitfires but that's damning with faint praise.

The Tommyboom is just bleh. It's going to make precision perks weep tears of blood with DoW spam, but beyond that, it's not really that strong. A hitscan explosive weapon is definitely different, but it just weighs too much and does too little damage except to the trashiest of trash Zeds, even when maxed out.
The thing I truly dislike about it, though, is that it feels like there's no feedback with the weapon compared to others. This one's hard to put into words, but when you shoot things with a hitscan weapon, there's appropriate body part damage and feedback (including the headshot noises). The Tommyboom doesn't really have that feedback, it just kind of makes explosions until something falls apart, even if killed by headshots.

I'll have to get a proper game of AAH in sometime to judge that, but having everything spawned preraged is...hmm.
I don't agree your point about HRG disrupter and corruptor.

in HOE difficulty the HRG need 5 shot of burst mode to kill chainsaw and flashpound,it sounds op but don't forget this gun fires the same rate of Winchester in that mode and don't have spare rounds to deal with the mixed small zeds like T4 SPX464 which can also 5 shot chainsaw and flashpound but can fire 80 times instead of 50 times as hrg.

about the corruptor,it needs 3 shot to kill the chainsaw and flashpound which means it takes the same time to kill the large one like rail gun but don't like the rail gun's shot can push chainsaw back,do you really think it's op?
 
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As a player who played this game for 1191 hours I just hope you guys stick on a firm
direction on balancing,and test the feedback from players not only on easy difficulty but in HOE difficulty,and the HOE difficulty should be a playground of the above 1000 play hour player instead of a zed feeding mode for everyone.

yes there is always someone will say this game is too easy like some ex esport player,but can you accounting for esportlize the game to bringing more player in? LOOK AT WHAT HAPPEND TO BATTLEFIELD V when they did that!
IF YOU think there is a tones of stuff needs to be nerf,
JUMPING IN ABANDON ALL HOPE TO SEE IF IT IS!

this game is made for fun,not for ESports,so it's not necessarily to be too conservative in balancing.
 
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Is the Purple Miasma objective supposed to be a joke? Cuz after searching long and hard around the map for anything that looks like it could activate the dining room doors, I'm about ready to think that Tripwire's response to people complaining about RNG objectives it to make objectives that are worse than what was complained about, almost as if to get people to start wishing for RNG reliance again.
There is a grate that you can destroy with any explosive (maybe with guns too, didn't check) that you jump down and it sends you to the room. It's by the trader pod that is behind bars.
 
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in HOE difficulty the HRG need 5 shot of burst mode to kill chainsaw and flashpound,it sounds op but don't forget this gun fires the same rate of Winchester in that mode
The same firing rate as Winchester? On Burst mode? No. On normal mode, sure, it fires as fast as the HMTech-101, which is pretty fast. That's half my point.

and don't have spare rounds to deal with the mixed small zeds like T4 SPX464 which can also 5 shot chainsaw and flashpound but can fire 80 times instead of 50 times as hrg.
Assuming your loadout is (Disruptor + Deagles + AF-2011 + 9mm) you have 412 total shots to kill things with if you're using them for trash, because the Disruptor isn't locked to the alt-fire mode that uses 3 bullets; you can just switch. If you count the 9MM with that, it comes out to 502 total shots. Again: three endgame pistols in one loadout.

Assuming you have the same loadout and use the Disruptor in only alt-fire mode that's still 402 shots total. And unlike the SPX, you can just shoot the alt-fire once to free up a Zed for a takedown while you switch weapons, because the the EMP shouldn't wear off by the time the Zed dies. Fleshpounds are still tougher but between the EMP walk + rage headtrace you should be killing them regardless.

about the corruptor,it needs 3 shot to kill the chainsaw and flashpound which means it takes the same time to kill the large one like rail gun but don't like the rail gun's shot can push chainsaw back,do you really think it's op?
Assuming LLLLL, and no Zed-Time, the Railgun can kill Scrakes in 2 shots and can be reload cancelled. Which is pretty darn quick. When T5, it 2-shots both Scrakes and Fleshpounds assuming no ReU stacks beforehand. No, this thing can't kill HVTs as quickly as the railgun, but that's damning with faint praise because the Railgun is one of the best weapons in the entire game.

But you're not using this to compete with the Railgun, it's designed to be the second weapon in an M14 or FAL loadout using RLLRR. And in THAT regard, it's really, really good. Doesn't have to reload each shot individually like the SPX, has more ammo than the SPX, 3-shots Scakes with Stability. is basically a flat upgrade to the Mosin Nagant...I could go on.

I should note that as far as I can tell it's worthless with Ballistic Shock in that it literally won't stun Zeds by the time you kill them, but given that M14 loadouts should be using Stability and Ranger anyway, that effectively doesn't matter.

Think of this as the second coming of the Single Piston Longmusket from KF1:

Is it quite as broken as the stuff on the class that's already broken? No.

Is it necessary to win? No.

Is it absolutely a paid upgrade over the preexisting arsenal for said perk? Yes.

Is this a paid upgrade on a perk that didn't really need it? Yeah.

this game is made for fun,not for ESports,so it's not necessarily to be too conservative in balancing.
Cool, petition the devs to bring back the Early Access Firebug and Microwave Gun, where the gun that didn't have to aim on the class that didn't have to aim was the strongest thing in the game, and the meta team was "1 Berserker to wall, 4 Firebugs with the Microwave Gun, and 1 Medic offperking the Microwave Gun." We're all feeling a bit nostalgic for that time, eh?
 
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