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Killing Floor 2 Summer Opt-In Beta 1 (PC Build 1114) Is Now Available!


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
Interstellar Insanity
  • You made it! The moon landing was performed without any complications! Well, almost... Anyway, this research station has gone quiet for a while so you must check if everything is going well. But considering that communications were cut off a few days ago, the situation does not look good, so don’t let your guard down. On top of that, there are also 2 alternative scenarios that you may experience that will imply an additional challenge level: Arachnophobia and Scavenger weekly modes. But there is some good news! At least you will be able to use the new fancy tools from Horzine Research Group, the HRG Bastion and HRG Blast Brawlers, that were being developed in this station. Final advice: it may take you some time to get used to the moon’s gravity.
  • Beta 1 Start 6/2/2021, (Date are subject to change)

New Additions and Highlights
  • 1 New Map
    • Moonbase
      moonbase2.jpg
      • Compatible with Survival, Weekly, and Endless Game Modes.
      • Takes place on a secret Horzine research outpost on the Moon which you arrived into via the Steam Powered Rocket.
      • Features low gravity across the map.
  • 2 New Weekly Modes
    • Arachnophobia
      arachnophobia.jpg
      • Custom Zed spawn composition, with more Crawlers than usual, which have much more HP than usual.
      • Stomping capacity has been improved and now it will cause devastating damage, so it's the recommended way to deal with the Crawlers. Stomping on them will also regenerate a portion of the player’s health.
      • Making several stomps in a row will grant the player a damage bonus for some seconds.
    • Scavenger
      scavenger.jpg
      • Traders will be empty of weapons. Armor and Grenades are the only available things to purchase.
      • The weapon pickups spawn rate is increased.
      • The weapon pickups pool will vary on each wave, including weapons of different tiers depending on the wave.
  • 4 New Weapons
    • HRG Blast Brawlers for the Support
      HRGBlastBrawlers.png
      • An alternative version of the Static Strikers for the Support Perk.
      • The default fire mode will shoot blasts out of each fist like if they were shotguns.
      • Some of the melee capacities are kept from the original weapon, like the block and the heavy attacks.
      • Trader price is 1600 Dosh.
    • HRG Bastion for the SWAT
      HRGBastion.png
      • An alternative version of the Stoner 63a LMG for the SWAT Perk.
      • It counts with an energy barrier that can be activated or deactivated with the alt-fire button.
      • Energy Barrier reduces incoming damage but will deplete if all energy is consumed. The energy automatically refills when the barrier is not active.
      • Trader price is 2000 Dosh.
    • FAMAS Masterkey for the Commando and Support (Not available for purchase individually during BETA)
      FAMASMasterkey.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • It is a tier 3 assault rifle with an underbarrel shotgun attached. It’s also equipped with an ACOG Zoom Scope.
      • Default fire mode is 3-round-burst fire from the rifle. Alt-fire is pump-action from the underbarrel shotgun.
      • Primary and secondary ammo are managed with separated box-fed magazines.
      • Trader price is 1200 Dosh.
    • Thermite Bore for the Firebug (Not available for purchase individually during BETA)
      ThermiteBore.png
      • This is a paid DLC weapon. This weapon can be shared amongst players through our weapon-sharing system.
      • It is a tier 4 weapon that launches thermite grenades that pin to enemies and to any surface. They explode after 4 seconds, creating residual fires all around.
      • Projectiles can be manually detonated with the alt-fire button.
      • Trader price is 1500 Dosh.

Special Note for Steam & EGS Armory Season Pass Holders:
During the start of Beta 1 for Summer 2021, the Inventory Weapon Skins tied to the new FAMAS Masterkey and Thermite Bore 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 Summer Update is released in the live branch for final release.


  • New Steam Achievements
    • Moonbase related achievements
  • Time-limited Objectives, Tickets, and Cosmetics (Not available during BETA)
    • Seasonal objectives related to Moonbase
    • Complete all seasonal objectives to earn the Astronaut Companion Backpack
    • Summer Sizeshow Prize Tickets
    • Summer Sizeshow Golden Prize Tickets
  • Zedconomy (Not available for purchase during BETA)
    • FAMAS Masterkey Weapon Bundle
    • Thermite Bore Weapon Bundle
    • Interstellar Insanity Weapon Bundle
    • Interstellar Insanity Full Gear Bundle
    • Premium Summer Sideshow 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
    • Foundry Gear Cosmetic Bundle
    • Beyond Horizon MK II 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
  • Skip Trader for the Versus mode
    • Skip Trader vote system implemented only for Survivors team players.
    • Zeds team players will not be able to vote.
  • Improve the reliability of Scrake stuns with Crossbow and Compound Bow.
    • Headshots with the crossbow arrows and the sharp compound bow arrows to the Scrakes will now apply the stun more consistently.

Balance
  • Weapons
    • Compound Bow
      • Cryo arrow explosion damage increased from 25 to 75
      • Cryo arrow explosion radius increased from 200 to 250
      • Cryo arrow explosion adjusted to have damage exponential falloff rather than linear (less damage reduction).
      • Ammo pool increased from 30 to 35 arrows
      • Initial spare ammo increased from 10 to 11 arrows
      • Ammo pickup scale increased from 3 to 4 arrows.
    • Hemogoblin
      • Impact damage increased from 100 to 120
      • Dart healing amount increased from 20 to 25
      • Ammo pool increased from 98 to 112
      • Reload speed increased by 20%
  • Perks
    • Berserker
      • Damage Resistance (passive skill)
        • Resistance bonus decreased from 3% every 5 levels (15% max) to 2% every 5 levels (10% max).
      • Skirmisher (level 5 skill)
        • Regeneration reduced from 2 to 1 health points each second.
      • Vampire (level 10 skill)
        • Healing for each kill reduced from 4 to 3 health points.
      • Resistance (level 15 skill)
        • Resistance to all damage decreased from 25% to 15%.
        • Additional resistance to Poison and Sonic damage decreased from 25% to 15%.
      • Parry (level 15 skill)
        • Incoming damage reduction decreased from 40% to 25%.
        • Duration decreased from 10 to 6 seconds.
    • Field Medic
      • Armor bonus (passive skill)
        • Armor bonus decreased from 3% per level (75% max) to 2% per level (50% max).
      • Symbiotic Health (level 5 skill)
        • Self healing decreased from 10% to 6% of total health.
    • Demolitionist
      • Extra Rounds (level 10 skill)
        • Extra ammo increased from 5 to 10.
    • Support
      • High Capacity Magazines (level 5 skill)
        • Extra magazine size increased from 50% to 75%.

Designer Notes :

We have integrated the skip trader vote system in the Versus game mode, that will make the process of skipping the trader easier and clearer for players. Only the Survivor players will vote.

We were aware of the stun reliability problems of the Crossbow and Compound Bow headshots against Scrakes, and the frustration that it may cause. We have worked on improving the system and now the headshots stun power should be applied correctly to the Scrakes, and stun them with more consistency.

The Compound bow was not in a bad spot but we think that one of their fire modes, the cryo arrow, was not performing as good as the other one, the sharp arrow. So we boosted the explosion of the cryo arrow to allow a higher damage capacity and more effective freeze effect against groups of Zeds. Finally, we increased the ammo capacity of the weapon to encourage the use of more cryo arrows to players that are usually conservative with ammo, regarding that this fire mode does not leave pickup as the sharp arrows.

We made some adjustments on the Hemogoblin to improve its viability as a medic weapon. Apart from the bleeding mechanic, the semi-automatic fire mode was a bit unbalanced, so we increased the damage of the primary fire, and speeded up the reload time. We also increased the healing of each dart to make it slightly more impactful, in a midpoint between the HMTech-401 and the HRG Incision.

We implemented several nerfs to the Berserker and Field Medic perks, mostly related to their surviving capacities, as we had a lot of community reports about both perks overperforming in that aspect, even more if their capacities were combined. We love to see the different synergies between perks and strategies that our community creates, but we would like to have every perk in a similar balance point, and each of the 10 perks to be equally relevant in the game.

Finally, we made some adjustments on Demolitionist’s Extra Rounds and Support’s High Capacity Magazines, to improve their viability, as they were underperforming compared to their counterpart skill and were less prefered by most players.



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.

Top Community Issues:
  • Fixed an issue where the only weapon pickups available was the varmint rifle when there were 4 or fewer spawns on a map.
  • Fixed an issue where escort drones on any map could become unrepairable which forced an exit of the map to continue play.
  • Fixed an outstanding issue where all players leaving servers before match end could result in the server not ending the match leaving it in a bad state requiring a restart.
  • Fixed an issue where the weekly challenge UI would be out of sync from the current weekly cycle.

Map:
  • Fixed an issue where the Trader Path would not path across the main street on Dystopia.

Localization:
  • Altered the text string for the HRG Incendiary Rifle in the trader pod in Russian to allow it to fit within the UI.
  • Altered the text string for the HMTech-501 in the trader pod in German to allow it to fit within the UI.
  • Altered the text string for the Limit Results filter in the store in German to allow it to fit within the UI.

Cosmetics:
  • Fixed an issue where the Conquest variation of the Reaper Outfit did not apply to Anton Strasser.
  • Fixed an issue where the Witch Hunter body did not apply the correct colors to Hayato Tanaka.

Store:
  • Fixed the spelling of the HMTech-001 Scalpel in the Neon MKVII Weapon Skin Pack.

As always, thank you for your continued support!
 
Last edited:
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I admit I was skeptical about the TWI intention to nerf the overpowered from the survivability standpoint zerk, but now when we have the numbers I gotta say that TWI did the right thing. Great work on the balance section, no objections whatsoever.

You also guys finally fixed the xbow stun consistency on scrake headshots! I've seen this weapon in use on anyone but myself maybe 3-5 times during the whole last year and that was like 500 or so hours of play, and most of those players actually played survivalists, not sharpshooters.

I predict though that its usage won't grow as much as another major issue with it is forgoing the ReU skill and the fact that the xbow has a poor synergy with other sharpshooter weapons. If you run xbow you don't benefit as much from ReU as you do from fast reloads, but that goes against the mag-fed rifles, which benefit from ReU and don't benefit as much from the fast reloads. The winchester, if used with the fast reloads skill, has a reload animation that covers the center of the screen making it hard to land headshots which leads to ammo waste to the point when one questions if the fast reloads are really beneficial if the loaded rounds don't land anyway? So the only weapon that has a good synergy is the SPX 464 Centerfire, but again, it's hard to use on trash economically as ammo cost is too high and the damage is too high for trash. Overall it would be awesome if you guys fixed the Winchester fast reload animation so it doesn't cover the center of the screen, then it would be a nice combo to run with, winchester + 2 times upgraded xbow.

But even with the scrake stuns fixed, the xbow use will grow maybe 50-70% more than it was before. I'll definitely run with it more.

Also great changes to the composite bow. It was definitely underperforming and hard to use, but again, it still has other major issues that make the people look for something else, such as random delays before the projectile issue.
 
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I made a little calculations for new Berserker stats.
For people who don't know, the effective health is the concept that each single point of health you have
actually absorbs more than one point of damage, so you effectively have more hit points than indicated.
berserker state effective health.jpg
According to this chart, you may have nerfed the parry skill a bit to much, it's a high risk high reward skill after all.
I'll run some tests.
 
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Support
  • High Capacity Magazines (level 5 skill)
    • Extra magazine size increased from 50% to 75%.
I repeat myself from the previous thread about this part - this change is a mistake. HCM is underused not because of its numerical values - numerically it was perfect at 50%. The problem is mechanical, that it's entirely useless on certain weapons (Boomstick, Doomstick, Buckshots etc), while the counterpart - the elite reloads option - works on every weapon in the perk's kit.

The change HCM truly needs is to grant elite reloading to perk weapons unaffected by the magsize bonus. Same goes for other perks with similar choices, such as Commando (which has its underslung weaponry not benefitting from the magsize choice at all, for example). It's the only change which would make the two choices truly even.

In fact, I'd probably propose for the shell-by-shell-reload weapons to get elite reloads instead of the magsize bonus when choosing HCM. But that's more just subjective opinion.
 
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Actually, a similar case of this issue, but more extreme:

Heat Wave vs Firestorm:

1) Heat Wave = Works for every weapon + Is a powerful defensive option
2) Firestorm = Works for only a couple of weapons + Is a situational QoL bonus

Firestorm needs MECHANICAL changes so it works on all weapons AND it needs to be worthwhile as a choice versus the super-powerful Heat Wave.
 
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Who here's gonna rock the 73 nail VLAD-1000 during this update?

I'm still skeptical about symbiotic health getting nerfed since most players don't off-perk the Medic Pistol to keep their medic's health topped up. I think the nerfs could've worked if the Medical Syringed was also buffed in such a way where it functions more like its Killing Floor 1 counterpart (healing teammates only uses 50% of its battery)
 
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You know... what makes the Medic and the Berserker overpowered is the one thing they both share: extra movement speed.
Sure, nerfing the Zerker's damage resistance and health regeneration helps, but they're still going to kite everything around the map. Same for the Medic if the need arises.

Also a LMG for the SWAT? lol ok
Also also why isn't the Moonbase available for Objective mode? In Steam Fortress we shoot ourselves into space in a space rocket, it'd make sense for "story" progression.

Also the Masterkey is going to be an awfully underused weapon because it can only fire in 3-round bursts.
How about adding a dedicated key to toggle fire modes? This way other guns can benefit as well (AK-12 could have single shot, M16+M203 could have single shot)
 
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I'm liking the new SWAT weapon the HRG Bastion... I like the new shield it gets... I don't understand why the FAMAS is not cross-perked with SWAT instead of support? I mean the support already gets a melee weapon (after he got the Frost Fang).
Also the Masterkey is going to be an awfully underused weapon because it can only fire in 3-round bursts.
Totally agree
I repeat myself from the previous thread about this part - this change is a mistake. HCM is underused not because of its numerical values - numerically it was perfect at 50%. The problem is mechanical, that it's entirely useless on certain weapons (Boomstick, Doomstick, Buckshots etc), while the counterpart - the elite reloads option - works on every weapon in the perk's kit.
Agreed
According to this chart, you may have nerfed the parry skill a bit to much, it's a high risk high reward skill after all.
I think the resistance skill was fine, Parry is worth nerfing though. Not sure if they overnerfed it though

I admit I was skeptical about the TWI intention to nerf the overpowered from the survivability standpoint zerk, but now when we have the numbers I gotta say that TWI did the right thing.
Agreed

Also, the medic won't be as weak as the berserker.. the berserker has 1 point regen instead of 2 which can be understood but the medic needs another nerf since the medic can literally do everything now, HRG Incision, shotguns, SMGs and so on.
what makes the Medic and the Berserker overpowered is the one thing they both share: extra movement speed.
I agree. But zerks are fine with their movement speed to get out of danger. Don't forget that they can't regen much now. But Since the medic can heal himself too much I suggest lowering his movement speed.
I would like to add that it may be a good time increase SWAT's movement speed to compensate for his low damage? or do something with the survivalist?

All other perks seem to be at good point now. Except for the sharpshooter who literally has no purpose after introducing the HRG Incision for the medic. I think you need to think about that
Speaking of which, I think adding some AOE damage for the survivalist is not a bad idea? for fire and poison?
 
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Before you read this : i'm French and i stil learn english, i only gonna speak about the nerf of berzerker because i got the time to play 1hour, I always play zerker with melee only ( mostly crovel and ionThruster ) and without Hemoclobber (because my gameplay is dodge/parry and stumble power) in Hell on earth only :

Skirmisher

Butcher

Parry

Smash

ZED TIME - Spartan


With this i'm able to speedrun 4 wave hell on earth before 5min30.

Well i try berzerker and i have to say, if any new player start to play with it was able to deal with any kind of zed, now no one gonna be able to stay alive front of any kind of zed ( with melee weapon and hell on earth of course );

i play a game alone, that wans't bad, for the first time i have to heal myself almost every wave of Crawler/Gorefast/Stalker because i thought 1hp less on skirmisher cost me a lot ( but the problem don't come from this nerf ), Hans didn't hurt me more than his Crawler.

I'll play a game with one guy and we stay in a spot and kill zed, runing is not our kind of gameplay, we wasn't able to deal the wave 2/4... Because we wasn't able to handle all little zed that we can't see coming on me, berzerker now take a HUGE amount of damage because he don't have resistance anymore ( he still have a little resistance but almost nothing and keep in mind that i use parry and i dodge), a crawler now eat him like it was shrapshooter,

i move the perk and take Dreadnaught with vampir ( a perk i almost never use ), we was able to take down the game with patriach ( i have record it, on official Discord of Killing Floor ).

What i want to say is : THE BERZERKER IS NOT STRONG ANYMORE WITH MELEE WEAPONS, ( and all good zerker know that if you don't play at least a little in melee, then no need to take a zerker, a Swat is better than a long range zerker ) if you found a zerker with this update/nerf, it because he gonna use long range weapon OR he gonna run a lot if he don't have the help of medic ( with or without melee weapon ).

The Skirmisher is not a big nerf, i use it because that help me to dodge screake/bloat or coming closer to a husk, the nerf worth it that ok, but without all his resistance Zerker look like a gunsliger with a melee weapon, now if someone wanna take a tank to handle big zed, i think support (with 150hp) or Swat ( because his sheild die before his health ) both of them gonna handle zed better than zerker because they not gonna melee so Support and Swat gonna keep his sheild/health for big zed, not like the zerker who now can die with 2crowler on his back ( and with all the game i play as tank, i know 1 crowler is never gonna be focus by any player i def )

In fact, if you never have learn how to play zerk, you will never wanna learn how to play with this nerf in hell on earth.

The nerf should be on his damage, lisen i kill a screake in 3headshot with the crovel lvl 4 when i play with 6 player, the screake can't start any hit before he die, same for the fleshpound, if he is lucky, he hurt me only twice before he die ( i have video ) ,remove his damage is a lot better than his resistance because he is here to take damage, not take dawn a screake in 3 hit ,the swat use one submachine gun magazine and a grenade to kill a screake, if the zerker was able to take ( not kill them but only get hurt by them ) all zed without runing WITH a medic on his back when he parry ( because he is here to handle zed, he is a tank when he play with people ), now he won't be able to handle big zed and little with medic when there is 6 people.

And if someone still cry about "zerker is still so strong" please, PLEASE ! you that cry, take zerker on this beta with melee only, Hell on Earth, take ONE spot on a map where you won't run and try to stay WITHOUT Dreadnaught,vampir AND Hemoclobber, you will see how much the zerk is weak now, and if you beat it, try it the same with people and stay on one spot, no run, if you don't have healer you gonna die ( as berzerker, not your friend ). and if you think "you need runing to stay alive" then i can't help you because you take the easy way to win, i've already see someone win a 7wave in 2hour because he was runing. I've already win on a spot with 5 random player without any zerker or medic/medic weapon when zed got 4 path to come at us on 10wave, no one of us was dead and we beat the map in 19min so if you have to run in killing floor 2, you don't have good team or you'r team have not enought dps )

For people how read this until the end, i'm not crying, i play the game since 2016 i got more than 4000h because i've start on ps4 and i love Killing Floor 2, if the nerf stay on zerker, no problem, i've already learn how to play zerk twice: when i start, and when we connot cancel reload so i will learn how deal with this weak berzerker ( for people who wasn't here when TWI bring the "cancel reload" uptade : you can't cancel relaod: you can't cancel any animation, and for berzerker we wasn't able to parry if we start any kind of hit so we cannot parry when the zed start to hit you. Because too much people crying of that, Mostly Gunslinger for people i know, TWI remove it so we can cancel reload again since this update )

One thing is sure, i don't think the berzerker gonna be used anymore.
 
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Thanks for the Stoner.
Too bad the entire SWAT meta loadout consists of HRG weaponry now.
I actually wonder if the Survivalist would use the HRG SWAT weapons more effectively tbh. Granted, RPG/Buckshots/Hemoclobber/HM101 is the best way to play that perk, though I think the HRG Nailgun pairs better with the Centerfire with any of the SWAT perk weapons due to the Piercing melee damage type being good against trash zeds, EDARs, scrakes and fleshpounds while Gunslinger Weapons could fulfill the of being a dedicated medium zed killer
 
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First impression of the FAMAS is it's a total letdown. Wastes ammo really fast, can't properly chain zed time kills, low clip size, and slow reload for both fire modes. Just make it full auto or semi auto instead of burst so we can control the fire rate rather than waste ammo. Damage is ok but cost is way too high vs the M16, MKB, and AK considering the damage output at medium range and further is the worst in the tier.
 
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@actuallyHudson : how is that a bad thing though? HRG weapons are real weapons. Behaving differently, but not in a worse way than the originals. They do look ugly however.

@MBOmnis :What's the issue about giving an LMG to the SWAT? It has never been said that the Commando was the "LMG class". In fact, considering the quick rate-of-fire and extra large mags of the SWAT... It feels like a better fit for him than the ol'commando. Do remember than a LMG is usually meant to be a supportive weapon IRL. And considering the SWAT's tankiness too, it DEFINITELY fits.

I agree about the rest however. Mostly the 3-rounds burst for the FAMAS... I wouldn't mind it at all, but if its stuck to that burst fire, I don't think I'll use it all that much. Depends on the power of the masterkey (still haven't tried it)

@Humam2104 : Why would you give the FAMAS to the SWAT to begin with? Sure I'm a bit skeptical about weapons that circumvents the main weaknesses of a perk (hence why I was skeptical about the FAMAS and didn't really like the Frost Fang), but I understand even less why you would give an Assault Rifle/Shotgun hybrid to the SMG class...

I'll give a proper "review" of the update once I'll have access to my gaming PC ~~~~
 
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I use Google Translate because my English is very poor
I played KF2 for 2700 hours

Berserker nerf, this is too much

Survivalist will be stronger than Berserker now, lmao. Why ?because Survivalist have SWAT armor,
damage decreased 25% and have heal skill can easy heal himself.
Skirmisher nerf
Of course no problem, because I often use it to reverse the situation, such as when all my teammates are killed and only me is left.
Vampire nerf
Same as above
I have no opinion on these two skills nerf, because at some point they are really too op.
Resistance, passive skill, and parry nerf
In general, this makes Berserker more vulnerable than Survivalist. You can't nerf Berserker's self-healing skills and damage decreased skills at the same time, because this will make Berserker as fragile as glass.
When a large number of SC, QP, FP attacks, even with the help of medical soldiers, the berserkers will die due to excessive damage.
I think only nerf treatment skills are enough, otherwise Berserker will become the weakest profession.

Field Medic
Armor bonus nerf, sure ,same with SWAT max armor .I have no opinion.
Symbiotic Health nerf, too much
Because when the medics and teammates are separated, this skill will be useless

Demolitionist
Extra Rounds +10 EXTRA AMMO? The bonus of this skill is very unbalanced, it should be changed to a percentage bonus.
For example, 10 rounds of RPG-7 ammunition and 10 rounds of Seeker Six ammunition, their damage difference is very large.
So this skill should be changed to 20%-30% extra ammo.

Support
High Capacity Magazines buff
pretty good
(sorry ,the Google Translate not good, expression may be wrong
 
Upvote 0
I use Google Translate because my English is very poor
I played KF2 for 2700 hours

Berserker nerf, this is too much

Survivalist will be stronger than Berserker now, lmao. Why ?because Survivalist have SWAT armor,
damage decreased 25% and have heal skill can easy heal himself.
Skirmisher nerf
Of course no problem, because I often use it to reverse the situation, such as when all my teammates are killed and only me is left.
Vampire nerf
Same as above
I have no opinion on these two skills nerf, because at some point they are really too op.
Resistance, passive skill, and parry nerf
In general, this makes Berserker more vulnerable than Survivalist. You can't nerf Berserker's self-healing skills and damage decreased skills at the same time, because this will make Berserker as fragile as glass.
When a large number of SC, QP, FP attacks, even with the help of medical soldiers, the berserkers will die due to excessive damage.
I think only nerf treatment skills are enough, otherwise Berserker will become the weakest profession.

Field Medic
Armor bonus nerf, sure ,same with SWAT max armor .I have no opinion.
Symbiotic Health nerf, too much
Because when the medics and teammates are separated, this skill will be useless

Demolitionist
Extra Rounds +10 EXTRA AMMO? The bonus of this skill is very unbalanced, it should be changed to a percentage bonus.
For example, 10 rounds of RPG-7 ammunition and 10 rounds of Seeker Six ammunition, their damage difference is very large.
So this skill should be changed to 20%-30% extra ammo.

Support
High Capacity Magazines buff
pretty good
(sorry ,the Google Translate not good, expression may be wrong

I'm glad you try the berserker and have the same opignion than me, without his resistance the berserker is not usefull anymore to handle zed. Just to say i've play a game : 2 people start Berserker (prestige 5 lvl25) and once they got hemoclobber they move to Survivalist (prestige 3 lvl 25) but they still play with melee weapon, people who was playing berserker will turn to survivalist because of the nerf.
 
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I made a little calculations for new Berserker stats.
For people who don't know, the effective health is the concept that each single point of health you have
actually absorbs more than one point of damage, so you effectively have more hit points than indicated.
View attachment 2336255
According to this chart, you may have nerfed the parry skill a bit to much, it's a high risk high reward skill after all.
I'll run some tests.
Im using parry all time with the right skills build and the right weps (not that trash combo hemo + nail vlad/bonecrusher/eviscerator) the mitigation its crucial and can tank huskers when suicide triggered and u didnt pay attention cos lots of noises and mobs around u etc. This active/passive skill its op, but ur calculations there needs some more "tenue" thing. The hitpoints aint realistic and u must test this with the uppercut fp and when well parried then u will only receive less than 83 points hit dmg and parry mod. The same fp but in boss type u will recieve max 74 dmg hit point of 100. Better use reg hp and no vlad stealing hp. Also with the parry combo better attain with spartan skill cos if recieving heal from med or even a mid-high healing wep rate will notice much difference with while in parry mod.
 
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