Merc Report - Targeting Advances this Autumn

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The work at Horzine headquarters never stops. With a new season of updates coming your way this Autumn, we have some exciting additions, improvements, and changes to share.


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Our team has been watching some outbreaks of new zed behavior. This new Outbreak has been code named Primary Target and it’s easy to see why. Certain zeds have been coordinating their rage on one merc at a time. Mercs must do their best to keep the zed’s primary target alive or risk failure of the mission.

In this dangerous situation, the primary target seems to be chosen once per wave. We have provided these targets some aid when singled out. We have the technology to get them fully healed and add a health buff to increase their chances of staying alive. Survivors of this threat have reported experiencing the loss of the ability to heal themselves when being targeted. They are able to heal others and receive healing from those that have their back, though. It has also been reported that as their condition worsens, some sort of adrenaline related increase to the damage they deal fuels them to keep fighting.


Solo mercs are not any more safe than the teams out there. This outbreak can occur in the field while one is alone. The only way to claim victory and end the zeds unrelenting focus is to keep each target alive and successfully eliminate the boss threat.


With feedback from those of you frequently joining the effort to stop the spread of zeds, we have some weapon improvements in mind.


The HRG Blast Brawlers have had their stumble power increased to feel more impactful against whatever monstrosity you come up against. Attacks will also feel faster with the increased primary attack speed that will allow you to get more shots in a shorter amount of time. When things get dicey, we think the new increased blocking animation transitions speed will come in handy.


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The Mine Reconstructor got an increase of impact damage range. The explosion damage range was also given a substantial increase. We felt the weight could also be lower. It was reduced from 8 to 7.


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Medics, in your never ending battle to keep others alive, the team realizes how valuable your medical expertise is for success out there in the field, including those specialized buffs. That’s why we have further improved the HUD icons. The speed and resistance bonuses can be stacked up to 3 times, and the damage bonus up to 4 times. Soon you will be able to see how many stacks are active at any given time. When the buff is granted it lasts for 5 seconds unless it's refreshed. The duration of the effect does not stack with successive darts, but it restarts the 5 seconds timer. To better communicate this, the duration will be updated on your HUD as well.


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We are also thrilled to bring new control options to your in game settings in the Input section under Controls. The following will be added for your convenience.

  • Vertical Sensitivity
  • Horizontal Sensitivity
  • View Smoothing
  • View Acceleration.

As your inventory grows with the amount of items at your disposal, we are continuing to improve how mercs interact with it. The Items tab will now show keys first followed by containers like crates and USBs. The All tab now shows items in the same order as they appear in their respective tabs for more consistency when trying to find what you need, be it the perfect paint job for your armaments or your favorite flat cap.

On the subject of armaments, new information on what the Horzine Research Group has been working on to keep mercs in the battle to be released next.
 
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give us finally original KF1 remaster remake reboot classic MAPS !!!! im dont get it its mature 5-6? years old game and still dont have the most iconics maps what is wrong with you TW ? players peapol love nostalagi back to old days roots so please we want old KF1 maps !! look at others games Counter strike and their de_dust call of duty ceratain and many others games

kf2_mountainpass kf2_weastlond kf2_manor im spend hounders of hours on this maps

PS.im playing on EGS so cant enjoy customs servers maps
 
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It would be great if the devs added more options to customize the in-game crosshair like other fps games have(CS GO, L4D2, etc).
I personally would love a option to make the crosshair static like L4D2 has.
 
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give us finally original KF1 remaster remake reboot classic MAPS !!!! im dont get it its mature 5-6? years old game and still dont have the most iconics maps what is wrong with you TW ? players peapol love nostalagi back to old days roots so please we want old KF1 maps !! look at others games Counter strike and their de_dust call of duty ceratain and many others games

kf2_mountainpass kf2_weastlond kf2_manor im spend hounders of hours on this maps

PS.im playing on EGS so cant enjoy customs servers maps
1. You can enjoy custom maps in EGS, just process of getting them to work is a bit involved, especially for online play.

2. Most of the classic maps are terrible in kf2, due to how much more up your face zeds are with their speed.
It would require a complete rebuild of the map, and by that point it won't be the same as the classic map.

3. Should have bought the game on steam and avoid "no modding" headache to begin with.
 
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-Primary Target sounds like an interesting twist of the tried-and-true "escort mission" formula. It ain't common to defend a target that wants to eat your face ! However, even if you mention solo players, I really struggle to see how you'd complete that Outbreak alone if you can't heal yourself as you're targeted. I suppose (and hope) you'll find a way around it.

-I can't even remember if I ever used the Blast Brawlers, so I don't know if the changes are warranted or not... But a faster RoF and "more impact" ? As if, it has more knockback or something? I guess I should quickly start a game and see the weapon in its current state.

-I don't know if the Mine Reconstructor needed buffs honestly, although they seem to be small. Basically, it doesn't deal more damage but it can catch zeds further away? That's not too bad actually, but the base weapon is already decent enough, especially for an explosive MEDIC weapon that can be used to zone.

give us finally original KF1 remaster remake reboot classic MAPS !!!! im dont get it its mature 5-6? years old game and still dont have the most iconics maps what is wrong with you TW ? players peapol love nostalagi back to old days roots so please we want old KF1 maps !! look at others games Counter strike and their de_dust call of duty ceratain and many others games

kf2_mountainpass kf2_weastlond kf2_manor im spend hounders of hours on this maps

PS.im playing on EGS so cant enjoy customs servers maps

Most of the classics have been available since the early days of KF2 my friend... That's at least the case for Manor, Biotics Labs and West London. I don't even agree with s5yn3t for once, as I feel like the more versatile zeds makes some very open maps more challenging (like Mountainpass and Farm). But it does make very cramped maps like Offices much more difficult, to the point of being unbeatable sometimes.

It would be great if the devs added more options to customize the in-game crosshair like other fps games have(CS GO, L4D2, etc).
I personally would love a option to make the crosshair static like L4D2 has.

Real chads play without any crosshair 👀
 
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don't even agree with s5yn3t for once, as I feel like the more versatile zeds makes some very open maps more challenging (like Mountainpass and Farm).
I did say most...
The open sure, those can work... Especially since the more open ones in kf2 are the most enjoyable to play.

But something like west london, manor... God forbid biotics lab..... Those are so cramped (especially latter 2) that its near impossible to play them in casual fashion, you mostly end up cramped in a spot you'd never hold in kf1, and forced to go aoe because precision in most cases is out of the question.
 
Nice HUD addition on medic buffs. These HUD improvements have been the most successful things you've done in last years IMO. I would suggest that who works on the interface gets recognition and maybe should be given more say in updating this game as most other update decisions weren't as good.

But to just point it out, these HUD additions were something that the modders came up with long time ago, so here TWI/Saber just reuse the existing ideas that have already proven their usefulness. Maybe TWI/Saber should check with the veteran modders community more on which direction the game should go. It's probably too late to roll back many of the changes detrimental to the gameplay and I'm sure TWI's revenues, but it may prevent a share of new ones introduced in the future. And the best part is you can get this for free.

Sorry for being pessimistic, but that's just how the game has been maintained. If you want something to compare your performance with, I'd suggest the DRG game, which, despite being much more backwards with regards to weapons, graphics or monster design still manages to outcompete KF2 both in reviews and concurrent players and maybe in profits over time all things considered.
 
,,original KF1 maps not gonna fit in to faster KF2,, what a idiot

we have dumb holdout arena 2x2m maps inspired by quake 3 where zeeds literly swarm you spawn on your head and legs and ppl play it enjoy it also 80% space of every maps in this game inst played you litterly come to one spot with your team and defend it for the whole game so im dont see any problem to come to this cave in kf2_manor tunel in kf2_westlondon as in old good days

also map as mountain pass in perfect map for every perks starting from long range sniping on precisions perks and blown pack of zeeds on chaoticvs perks
 
,,original KF1 maps not gonna fit in to faster KF2,, what a idiot

we have dumb holdout arena 2x2m maps inspired by quake 3 where zeeds literly swarm you spawn on your head and legs and ppl play it enjoy it also 80% space of every maps in this game inst played you litterly come to one spot with your team and defend it for the whole game so im dont see any problem to come to this cave in kf2_manor tunel in kf2_westlondon as in old good days

also map as mountain pass in perfect map for every perks starting from long range sniping on precisions perks and blown pack of zeeds on chaoticvs perks
Granted I'm a solo player most of the time, but I've never met players who were particularly fond of holdout maps. Far from it.

And if you stick to a single spot the whole game in KF2, you're either a stubborn KF1 veteran... Or someone who doesn't know how to play. Because what worked perfectly fine in KF1 is now made very difficult because of EDARs for example, of kamikaze Husks, of Scrakes and Fleshpounds who protects themselves as they rush towards you. I'm not saying it's a totally IMPOSSIBLE strategy, especially with the right perks and weapons. But as a rule of thumb, you shouldn't stay in a single place for too long (which honestly means a "camping spot" ... obviously, evolving in a fairly open area with your team is common !)
 
-Primary Target sounds like an interesting twist of the tried-and-true "escort mission" formula. It ain't common to defend a target that wants to eat your face ! However, even if you mention solo players, I really struggle to see how you'd complete that Outbreak alone if you can't heal yourself as you're targeted. I suppose (and hope) you'll find a way around it.
Yeah it's very vague how this mode would work for solo players... I could see a decent trade-off being you only get to heal yourself during trader waves, at least. Otherwise that max HP bonus would need to be pretty large. Then again, maybe we're overestimating how difficult it will be.
 
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Good stuff with the Medic buff HUD boxes. Been a long time coming.

Primary Target sounds like it further incentivizes players to Zerkwall with chaos perks, since that's a tried-and-true formula that never doesn't work. If Zeds auto-target a player then everyone who isn't that player and is using hitscans has a tougher time hitting headshots since the Zed pathfinding will get wacky with everything trying to target a single player...but that doesn't matter anymore if the player is guarded by one or two tanks, a Medic, and literal and metaphorical firewalls.

I wouldn't be surprised to find this being a Hard difficulty weekly.

As for this map debate...
Kittenmittens has said something before along the lines of the team not being interested in redoing the KF1 maps because they'd rather work on new stuff instead of retreading old ground.

Having said that...

we have dumb holdout arena 2x2m maps inspired by quake 3
?

where zeeds literly swarm you spawn on your head and legs and ppl play it enjoy it
Nah, the elevator-style maps like The Descent and Nightmare are not fun.

Biolapse is probably the least-awful of them, but unfortunately all of those are pretty much desgined to be beaten via Zerkwalling due to the mini-map layouts.

I've certainly done it with precision perks but it's not what I would call a good time.

also 80% space of every maps in this game inst played you litterly come to one spot with your team and defend it for the whole game so im dont see any problem to come to this cave in kf2_manor tunel in kf2_westlondon as in old good days
I haven't played the ported version of Manor in this game, but yeah, the popularly available iteration of WestLondon in this game is super-campable in the tunnel.

Good times.

also map as mountain pass in perfect map for every perks starting from long range sniping on precisions perks and blown pack of zeeds on chaoticvs perks
Eh. I'm not missing us not having mountain pass

,,original KF1 maps not gonna fit in to faster KF2,, what a idiot
Wrong angle to approach this from, but no, *most* of the KF1 maps don't translate directly well to KF2.

On the one hand, you have maps like the KF1 Biotics Lab remake available on the workshop, which on its own doesn't fit with the KF2 spawn system in the slightest.

Most every team I've played with opts to sit at the spawn point with the broken elevator and the T-shaped hallway, because 95% of the spawns trigger in the center lane and so everyone just spams AoE stuff down the hallway. The side paths occasionally get trash Zeds that need to be shot, but that's about it.

Going anywhere else on the map, by contrast, leads to players getting boxed in by spawns from all directions. It's not a good fit on a 1-to-1 scale and needs some changes.

On the other hand, we have stuff like KF1 Farm in KF2, which is somehow even more of a snoozefest than KF1's version because if anyone is half-decent with their reaction times, the Zeds spawn in such a way through most of the map that they'll never reach the players.

You know how maps like Desolation got changed up from the workshop to the final version seen in game with a lot of boxes and line-of-sight blockers? TWI did that with the purpose of making the maps something experienced players can't sleepwalk through.

I would wager good coin that MountainPass would turn up with the same issues. MP was already a slog in KF1 unless you camped the crash site and that's because the Zeds actually had a chance of catching up to players if you sat still; we don't need a retread of that. It would turn out like Elysium 2.0 where players test their ability to run marathons.

And if you stick to a single spot the whole game in KF2, you're either a stubborn KF1 veteran... Or someone who doesn't know how to play.
:x

Because what worked perfectly fine in KF1 is now made very difficult because of EDARs for example, of kamikaze Husks, of Scrakes and Fleshpounds who protects themselves as they rush towards you. I'm not saying it's a totally IMPOSSIBLE strategy, especially with the right perks and weapons.
Sitting in one place with hitscans and shooting everything in the face is still the META at high difficulties and player execution levels.

Despite all the stuff TWI keeps putting in this game to try and make that an obsolete tactic.

EDARs are more annoying then threatening despite them not caring about headshots, Husks should under no circumstances ever make their way to a camping team, any perk can deal with a Scrake 1v1 and win, and outside of really rude spawnrages Fleshpounds are still no match for players who know what they're doing.

"Mass QPs with spawnrages mixed in" is currently the nastiest tactic the game can use against you, because they are intentionally designed to lower the skill ceiling for players by making headshots less effective against them. Even then, they can be dealt with by just *sigh* spamming them down.

But as a rule of thumb, you shouldn't stay in a single place for too long (which honestly means a "camping spot" ... obviously, evolving in a fairly open area with your team is common !)
Kiting in this game on most maps risks getting the players boxed in because of spawn mechanics and teleporting (which is why the "split lanes and shoot faces" tactic came back around into vogue as players got better; can't punish me for kiting if I never move from my spot).

Less so for the fast perks because, well, they're fast perks, but depending on who and what gets in your way, kiting can take a situation from bad to worse.

The main exceptions are maps like Nuked because Nuked's main path gives you such a wide berth that the only things hitting you there are the occasional really fast monsters.
 
1. You can enjoy custom maps in EGS, just process of getting them to work is a bit involved, especially for online play.

2. Most of the classic maps are terrible in kf2, due to how much more up your face zeds are with their speed.
It would require a complete rebuild of the map, and by that point it won't be the same as the classic map.

3. Should have bought the game on steam and avoid "no modding" headache to begin with.


Srry i think u dnt know that classic maps u can play it in dedicated/personal servers with all its original textures, audios, thumbs etc. Just press Browser server and u will find it immediately and also, if you knows how to seek for. Set <150 No lobby Uncheck Dedicated for test resuslts finding more sv and better or not etc
I play on week maps like Wyre, West London, Bedlam, Stronghold, Cube, Deep Hel etc with its original stuff included in. The moddings for kf2 graph engine NN if you like classic/old version as you mentioned for map subject. I play Monster Ball like one of pinch/few as original from-zero maked map on 2018. Imagine this map playing on in future KF3, iwill keep playing it unless lots of tech issues to play.


Please, buff the survivalist..


The classic comment on a perk which most players dsnt knows how it works and how to take down enraged fp in few seconds i.e. Its like haters about FB which dnt understands how it works and they dnt like it cos in ignorance yet they keep. Or more in deep/further, players who thinks that: GS/SPP/CMMD/Medic are precision perks... pathetic.

Just one time will say it:

- Only SS its the Precision PERK here. Rest has precision arsenal of weapons, nothing more. Surv has all the perks in % bonus and weps % apart but we can discuss all on this in other thread unless finally someone clarified with less words than me (which i hope).

- Supp has 2 precision weps and GS 3 rifles for SS too, even its pistols (some of it) as well for same SS perk.

- FB has 3 Precision weps, Zerker and Medic as well. Not going to extend more.


Ohh and most important thing is that Precision PERKS and its weps are like the hands of whose weilding it: useful or not (from now we'll call Precision Perk: SS)

But afterall this like many other games, players who dnt understand sth normally dnt takes a mom of time to check it but they says "ohh dnt like it cos died too fast or dnt understand its buff/bonus/pros etc"
 
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-Primary Target sounds like an interesting twist of the tried-and-true "escort mission" formula. It ain't common to defend a target that wants to eat your face ! However, even if you mention solo players, I really struggle to see how you'd complete that Outbreak alone if you can't heal yourself as you're targeted. I suppose (and hope) you'll find a way around it.

-I can't even remember if I ever used the Blast Brawlers, so I don't know if the changes are warranted or not... But a faster RoF and "more impact" ? As if, it has more knockback or something? I guess I should quickly start a game and see the weapon in its current state.

-I don't know if the Mine Reconstructor needed buffs honestly, although they seem to be small. Basically, it doesn't deal more damage but it can catch zeds further away? That's not too bad actually, but the base weapon is already decent enough, especially for an explosive MEDIC weapon that can be used to zone.



Most of the classics have been available since the early days of KF2 my friend... That's at least the case for Manor, Biotics Labs and West London. I don't even agree with s5yn3t for once, as I feel like the more versatile zeds makes some very open maps more challenging (like Mountainpass and Farm). But it does make very cramped maps like Offices much more difficult, to the point of being unbeatable sometimes.



Real chads play without any crosshair 👀
always in KF 1/2/3/4/5/ the fun part is the only purpose here ....