--- OTHER part 1 ---
This segment deals with all kinds of other things.
NEW FEATURES & SELECTION OPTIONS:
* Health display
When looking at the score screen (default Tab), you can see each players health in numbers next to the "Injured/Critical" status things.
* Score
On top of displaying kills, you also get "score". What stuff grants score could be debatted, but a good starting point would be that damage and/or kills grant score (bigger specimen = more score ofc) and score could also be granted for healing teammates.
* Handgrenade collision
An idea would be that Handgrenades don't collide with players. That means that the current Handgrenade bug would probably disappear.
EDIT: This was actually done for KF1! I guess this would be a good thing to keep for KF2 as well. However, in KF1, this no-collision fix also meant that other projectiles like LAW rockets, Husk Cannons fireballs and Launcher grenades don't collide with players either. I'd say it is probably better to ONLY have Handgrenades (and i guess Husk Cannon fireballs too) be non-colliding, if they would be an issue in KF2 too that is.
* Fix hitboxes (Cred to DeuZerre for pointing out this issue!)
This is one of the biggest issues with KF1: Your weapons might not hit where you are aiming! Something very particularly noticeable is getting headshots, they can be very hard to land (unlesss you get a hang of the problem, which requires quite a lot of experience). This is EVEN HARDER if you try to shoot specimen who are not walking straight at you (sideheadshots and backheadshots are quite difficult to land even when experienced!). Fixing this might also solve the above handgrenade issue, which means that the no-collision thing can perhaps be removed.
* Player collision
During trader time, players don't collide. This removes all problems of blocking players from enterring the trader!
* Player spawn
When a player spawns, he/she spawns just outside the trader! Possibly disabled on higher difficulties?
* Trader welding path
In addition to the red glow showing you the shortest unobstructed route to the trader, a yellow glow would show you the shortest route ignoring welded doors IF there are welded doors blocking the shortest route.
* Voice flags
After you use the certain voice commands, various exclamation signs appear above their head to indicate who says what. Examples:
"Need Money" - Green exclamation dollar sign (I guess british pound would fit better ^^)
"Medic" - Red "skulls-and-crossbones" (Or something like that)
"Look out" - Red exclamation mark
More ideas can of course be added. Players can also turn off this in options if one wishes to do so. (Could also have a hotkey to turn them on and off)
* Weapon priority
Here are some suggestable, changable options for what you might wanna have as automatic/manual weapon priority changers:
1)
Ammo dependant. When cycling weapons, if a weapon has no ammo in a certain category it goes to the bottom of the priority list. For example, Handcannon has higher priority than the 9mm when cycling pistols (weaponkey 2), so you always chose the Handcannon first when you press button 2. But if the Handcannon has no ammo left, it will be LAST in priority. This can be disabled in options of course.
2)
Perk dependant. Whatever perk you are playing, if you carry multiple weapons in the same category, the weapons that belong to your perk are always first in priority (unless no ammo is left for the weapon of course). For example: As a Sharpshooter, if you carry the LAR, M79 and Mac10 (which all belong to weaponkey 3), the LAR will be the first weapon chosen when you click 3. But, if you had the same weapons and played as Demolitions the M79 would be the first weapon chosen when you click 3.
3)
Manual change. This would require that you assign a key (like K for example), which would shift the priority of your currently chosen weapon in its category (wether it changes its priority up or down doesn't really matter). This would probably be the best option for most players, as automatic priroty changes might be confusing.
* Weapon keyslot-changing
When you have multiple weapons in one keyslot (for example, Katana, Fire Axe and Knife, which all belong in keyslot 1) you might think that is annoying, as you perhaps have no weapon at all in slot 3 or 4, but you wish that one of the weapons you carried on you was moved over to one of those empty keyslots. Well, how about having an assignable button which changes the keyslot your currently chosen weapon belongs to? That would make it very flexible, even while on the run. Suggested slots that certain weapons can alternate between would be:
Melee weapons can change between keyslot 1, 3 and 4.
Pistols can change between keyslot 2, 3 and 4.
Other weapons can only change between keyslots 3 and 4.
Only welder and syringe can be in slot 5.
I think those restrictions could work very nicely!
* Knife hiding option
When you have a Machete or Katana in your inventory, enabling this option will make you ignore the Knife when cycling keyslot 1. If you still wanna take out the knife while this option is enabled, you need to press and hold the 1-button for a few seconds (2 or 3 sec).
* Weapon pickup
Althought the new dualwield weights helps you from picking up random pistols on the ground, there are some new weapon pickup options:
A) Classic (no change, like in KF1)
B) Classic, manual pickup of second pistol - This is the same as in KF1, but when walking over pistols that would make you dualwield them, you won't pick them up automatically. You have to look down on the pistol and press action (E) to pick them up if you want that.
C) Manual pickup - This setting makes you unable to pick up ANY weapon if you just walk over it. You have to look down on the weapon and press action (E) to pick it up.
Note: A quicktap of E just picks it up, but keeps your current weapon in your hand. However, if you press and hold E while picking it up, you will not only pick up the weapon, you will also equip the weapon!
QUESTION: Should this be the standard way the weapon pickups work? No automatic pickup whatsoever?
* Welder
There is now an optional button to bring out the Welder instantly (rather than having to cycle the keyslot 5). Standard button could be Z for example.
SPECIMEN BEHAVIOUR AND CHANGES:
* Stunned specimen
Specimen which are stunned will no longer continue to face you. This is particularly good for Berserkers, who might rely on the easier stunning/killing by attacking specimen in the back (since you deal double damage towards their backs)
* Specimen variety
The specimen now has more variety within each type of specimen, although only
visually. For example, a Clot can look the same as in KF1, or you might encounter a more bloody one, or maybe one has lost an eye, or it has some scar(s) here and there etc. They will all have the same stats and so on, but they will just have some minor visual differences amongst each other. After all, rampaging and killing through the UK would very likely leave the specimen more dirtied up and damaged and so on.
This is to add some more atmosphere and sense of "realistic detail" to the game.
This variety-option can be turned off too, if this somehow perhaps adds more strain on the server etc.
* Fleshpound kiting
Kiting the Fleshpound (Berserkers are known for "exploiting" this) is no longer possible. When you get out of the FP's line of sight, the rage timer no longer resets, it pauses. The Fleshpound swinging at you and missing its attack, the rage timer no longer resets, it pauses. Possibly also when the Fleshpound swings at you and HITS its attack, the rage timer no longer resets, it pauses.
Why? It's meant to be the biggest, meanest and most difficult specimen, not just something you can run around potshotting or meleetricking to death. It's something the team together is supposed to deal with (In particular a target for the Heavyhitter and Middlegrounder perks.)
To quote myself from a different thread on how i viewed upon Berserkers vs Fleshpounds:
Why are Berserkers deemed overpowered?
It's because the Berserker, when played right, can kill EVERY specimen in the game by himself, just by kiting around, even by himself (Yes, even in 6-man games). This while also having the cheapest weapons in the game (and unlimited ammo in them too).
Summing up the feelings:
* Being the best tank in the game: That's ok
* Having cheap, unlimited weapons: That's ok
* Being able to handle every specimen in the game with relative ease without even having to use offperk powerful weapons (like the pipebomb): NOT ok!
Now don't get me wrong, i don't mind kiting games. What i DO mind though, is that it can be dealt with by a SINGLE Berserker, a perk which has "unlimited ammo" for its weapons. Now kiting games would require at least one of the Heavyhitters to join in, or, that (if no heavyhitters are there) everyone needs to kill the Fleshpound in a conjoined attack. If all players then are Berserkers, it means that it's gonna be a risky conjoined attack and instead having one (or more) Heavyhitters with you would make it a safer to take care of the Fleshpound. The Fleshpound must be dealt with QUICKLY, not just simply kited around.
In short: It promotes a whole lot more teamwork!
* Stalker attack
The Stalker is now able to attack while moving, making her more useful in terms of being an actual threat. An idea would also be that her attack blinds the target a
little bit longer, so while she doesn't deal a tremendous amount of damage, she is still very annoying to get attacked by.
* Crawler leap
The Crawler now makes its leap at a bit more random distances, to make it a bit harder for Berserkers (and others too ofc) to deal with them in melee combat.
* Husk close-range attack
Husk's melee attack is now gone, but replaced with something far more annoying (and a REASON why he, despite being a ranged specimen, WANTS to walk closer to you): He now has a shortrange flamethrower-like attack at the closer ranges! It deals the same damage as the fireballs, but it is more frequent and is impossible to dodge. Be sure to kill this bad boy quick! Berserkers: Now advised to not try to engage them in melee combat at all
* Patriarch melee swing
Just a simple change has been done (and works this time ^^), and that is that his melee attack now hits multiple people in an arc, making the Berserker "gangbang" less of an autowin, but still doesn't remove the option of using Berserkers against him completely, even though it will be way harder to win this way.
I mean why should the Berserker be useless on the Patriarch fight? Harder to use, sure, but not useless, hence this change. All classes have a use against him now anyway: Firebug has the damagemultiplier, Commando has stealthdetection and damage, Gunslinger, Support, Demolitions and Sharpshooter has lots of damage too, Medic has the tanking armor and the Berserker has tanking properties (specially if he uses the newly added shield) + nice damage. They are all useful now.
However, it is better to vary the perks on the bossfight anyway, because there is a new version on the Patty as well... (Called the Heavy Patriarch, more to that in the following part, "NEW SPECIMEN")
NEW SPECIMEN:
*** SHIVER ***
The Shiver is a new trash/medium specimen, made by Hemi. This awesome specimen's special feature is that it can teleport short distances and it looks very creepy, especially with its constantly twitching head! Here is a vid of it:
Killing Floor - Shiver (new specimen) - YouTube
*** FATALE ***
The Fatale is another specimen made by Hemi. Think of the Husk. Now, instead of a fireball-launcher, think of a GRENADE launcher... Yes, this is a very dangerous specimen, but it's not so common either. The Fatale is less durable than the Husk, but deals about the same damage, although in an instant rather than over time, plus its grenades also creates a smoke cloud to obscure the vision of the players. Contrary to the Husk's fire resistance, the Fatale does not have any explosive resistances, or if so, not nearly as resistant as the Husk is to fire. It also takes much longer to shoot its grenade compared to the Husk, giving in particular the Sharpshooters some time to handle these lethal specimen.
Things to be debatted would be how fast it shoots it shot and wether its grenades detonate on impact or after time. Imo, there are 2 alternatives:
1) Detonates on impact, but the Fatale takes her time to actually launch a grenade.
2) Detonates after some time after being shot, but doesn't take all too long to fire at the players
Personally, i like option 2 more.
Another thing this specimen could have is that, after death she will explode (think suicide bombing) a short moment after the death has occured (so you have time to run away from her and avoid people accidentally killing a frontline player like a Berserker or something).
This specimen, on top of variety, also gives the Demolitions perk a reason to have its explosive resistance other than just for self-damage and the Patriarch's rocket.
She looks like this:
*** HEAVY PATRIARCH ***
When it's time for the boss, the Patriarch comes in 2 different forms: Either his classic very fast form, or as a heavy form (It's a 50/50 chance which one you will meet). The Heavy form is a bit slower, much stronger, more armored (and thus also has much more health) but is also more reliant on ranged weaponry, rather than stealthing and rushing in to attack you (He
can't stealth in the heavy form!). He has the same weapons as before, but also some new things:
- Fire blast:
When he gets surrounded (aka 3 or more players all at the same time come close to him), he erupts a big ring of lightning or fire, dealing heavy instant damage and damage over time. Which basicly means, no more Berserker gangbanging at ALL on this version of the boss!
- Teleportation:
When he gets hurt too much and wants to escape and heal, he teleports far away from the group. This technique is what was researched upon on the Shiver specimen. It will be very visible that he teleports away and takes a short second or three before he teleports away.
- Chaingun special:
When the Heavy Patriarch shoots with the Chaingun, he raises the chaingun as normal to wind it up, but he does this + starts shooting WHILE AT THE SAME TIME he walks (a bit more slowly) towards you. Breaking line of sight does NOT make him stop shooting, he will shoot the max duration at all times, unless a few of you get close enough to make him do the "ring of fire" attack.
Strategy:
How to fight this boss? Shoot, take cover, and run away slowly from him as he comes closer.
*New miniboss midwave (random around wave 4-6 on a long gameplay)?
IDEA - Miniboss is a merge of a number of specimen?
Clot + Stalker + Shiver (Stealthed and teleports, grabs you while attacking)
Gorefast + Crawler (Superfast and leaping bladed specimen, lowwalking (but quite big) specimen)
Husk + Siren + Fatale (Ranged deathmachine shooting grenades, flames and aoe sonicwave)
Scrake + Fleshpound + Bloat (Rageable powerhouse, doesn't stop raging after X health lost, explodes after death, but quite slow)
NOTE: This "miniboss" idea is not something i care for very much myself, but could be something optional or something like that?
NEW MAPS:
New maps are added. All the old maps from KF1 are ported over as well! New map environments include:
*Disgusting swamp
*Filthy sewer
*Deep down in a dark cave/underground mine
*Blizzardy desolate snowmap
*"Creepy haunted mansion"
Other ideas regarding maps:
*Maybe be able to switch the time of day (aka, the light) on maps, regardless of map? (filterable in search-options)
*On top of day/night-settings, how about atmosphere-settings? (fog/light rain/heavy rain etc) (filterable in search-options too)
NOTE:
These 2 above options would make for lots of difference in gameplay (especially for Classic mode), as then even a not so scary map like Mountain Pass could be set to be dark and rainy, hugely increasing its atmosphere and replayability etc)
NEW GAMEMODES:
The classic gameplay will ofc remain, but it would be highly refreshing and revitalizing for the game of new gamemodes were added, example ideas could be:
* A solo campaign with story (Should include lots of standard maps as "continuances", although modified ofc)
* Mission-based maps (Search & Destroy for example, like Vealck's idea)
* Possibly a PvP mode? (Specimen vs Players)
NEW NON-GAME OPTIONS:
New options are added in the search functions, on top of whatever else has been noted above. Stuff like:
* Search/filter specific maps / gamemodes
* A stop search-function
* Better "Favourite" function
* Block server options
* Difficulty filter is set to beginner by default
And so on