One of the Original players from Unreal Tournament.

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crazypanther

FNG / Fresh Meat
Nov 24, 2009
2
14
0
So, here I am. Ive been playing killing floor since it was a mod, and in the official servers, no less. Ive had Killing Floor since its release, have every skin, every achievment, and well over the maximum amount of "experience" for level 6 from all classes. I am incapible of hosting a server, due to the requirements of having a port address (My ISP for some reason wont allow my port address to work in games or be viewed with ping tools) so the hours in my account are all played hours. That being said, I would like to hold my big balls in my hand and express the following.

My Suggestions:

1) Stop destroying the Commando. At first, the AK was a GREAT weapon. A bit jumpy withthe recoil, but you could kill a scrake with it in about 6 shots directly to the head. This promoted accuracy and "being awsome" as well as useful. Since the SCAR was placed in, the damage has been reduced to a near pathetic level. I know this may seem old news, but it is bugging me how pathetic the damage with Commando is, with ONLY HEADSHOTS. Anything above a siren from a level 6 commando takes two or more clips somtimes. Not really a good idea to lower the ammo if the plan was to keep Commando that sub-par on Suicide or Hell difficulty even at its max level. No longer my favorite class. I sugguest upping the damage for all COmmando weaponry to its origional as well as raising the ammo cap.

2) Fire Bug...It kind of made me laugh a little when the MAC10 came out. Seeing as one can pick up any other weapon designed for any other perk, and have it work more or less the same (Minus some damage or recoil). But the MAC10 only seems to cause fire damage when used with the Fire Bug? Do the bullets magicaly change from phosphourous to lead? Another beef I have is the mid-range damage on the flamethrower, but no real supply of fuel. Firebug becomes a huge nusance on Suicide & Hell, blinding players more then providing actual cover. And, well before the later waves are done, they will be completley empty and quite pointless on a team. I suggest a larger fuel capacity and giving the MAC fire damage with all Perks, just like the Flame Thrower.

3) Grenade/Mortar smoke. I want to slap you guys for ever putting grenade smoke into this game. Grenades dont burst into smoke in real life. Ive used plenty of them. Its a very short, sharp flash, and what looks to be like a quick blink of black around that flash from the shrapnel flying in all directions. I realize this is a game, but why are you intentionaly obscuring the players views? We all liked it better when there was no smoke and just the flash. It was realistic, awsome, and didnt become an issue for people to play with Demolitions. Now people will actualy boot you from their game if you play a Demo due to the blinding effect all of their weapons have. I suggest reverting grenades/mortars back to their smokeless origonal particles.

4) This is one everyone has been mentioning, I'm sure. Raise the level cap...My sugguestion is to allow people to take advantage of higher level perks and open games up to more then six players. There are plenty of "Mods" out there that already do this, as well as add new creatures to the mix. Its apparent by the amount of popularity these servers obtain that people want larger games at times, as well as Perks that stack much further then level six. Currently, most noobs that bought the game, look for the largest servers to go to. Which dont give "official" levels or any achievements. Also, they dont learn how to play Killing Floor since those sorts of servers are so heavily modified, that it is unlike the game entirely.

5) The final two suggestion I have is to add new mobs and limiter toggle for servers that will only allow certain levels to be played. IE, if one is playing on a Hell On Earth difficulty, toggle Perk 5+ so that one cant come in with Perk level 1 and 2 and screw up the game. I know the excuse is "Vote Kick" but people are kinda slow in most cases and dont bother to use it/cant read the same language.

Thats all I have. I know its a lot to read, but I hope it makes a change in "something". This isnt only my opinion here, and I hope that it is at least recognised. The game is fun, yes, but it can always change and evolve to something better.
 

[UIT] Akame

FNG / Fresh Meat
May 5, 2009
1,280
129
0
My own personal hell
Your status as a "pro" player does nothing to add to your argument and the post sure doesn't show much understanding of the game that one would expect of a long time KF player. Not that any of that matters to your argument...

1) Commando has very few weaknesses and prior to the lowering of damage output for the SCAR (I don't recall the AK ever getting a damage debuff, though) the Commando was able to deal with almost any set of mobs, even of 6-man suicidal, for the entirety of the wave. While perk balance is far from perfect, the debuffing of the M14, Crossbow, and SCAR did wonders to bringing Commando and Sharpshooter in line with the other perks.

2) Nutterbutter wrote a great thread discussing the specific abilities of the firebug. It is still weaker than most perks, but only really is poor in HoE. Players who play HoE should understand this. The MAC 10 is, perhaps, a bit odd but it is hardly the worst offender of unrealistic things in KF.

3) The smoke the M79 and M32 produce is to balance out the extreme splash damage they do. Except for berserkers, most other perks have no problem adjusting back to give themselves more room if necessary. While a lot of players were complaining about the smoke when the weapons first came out, most players properly use them now and are used to dealing with inexperienced users.

4) This has been mentioned a lot, and in the discussion it has been brought up that the effects of adding levels that contribute to bonuses would make the game easier unnecessarily. It they would be cosmetic levels it might be cool, but they wouldn't be necessary and TWI wouldn't have time to add them right now anyway. The grind for new and casual users is really high right now anyway.

5) TWI has spent lots of time, money, and effort on KF. It is rather self-righteous to demand more mobs (particularly when you fail to suggest any), but regardless there are is at least one community project that has produced a official quality specimen. As to if it will ever be added officially, who knows. The question of level caps or minimums has been discussed a billion times and the answer is no.

And this is indeed your own opinion; anyone else can speak for themselves.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
4) Have to say I'm incredibly against increasing the level cap. I figure we already have enough levels 2 and 3 players joining HoE without further increasing the level difference to obscure levels 5 and 6 too.


2) Not being rude or condecending, but only crap Firebugs can't conserve their ammunition throughout Hell On Earth, and really crap Firebugs can't hack suicidal. Even when I'm forced to spray down a mob a number of times I STILL finish with about half a tank left on HoE... and thats without even using the MAC-10. Its simply a case of not being kill hungry and using the Flamethrower as a support weapon, not a killing weapon (unless really needed).

Sure maybe the Firebug isn't quite as good as other perks, maybe he is underpowered, but he is most definately not useless. Only thing he could really use is maybe having specimens crisp up sooner when he reaches higher levels.

Sorry, its been 6 months since the balance debate, and I still get snippy when people rag on the Firebug :)
 

Lucidius134

FNG / Fresh Meat
Jan 8, 2011
405
168
0
3) Back in your days, demolitions wasn't a perk. Now that it is, having a simple flash wouldn't provide the Demo with a down side for spamming the M32.

As for realism, KF isn't a advertised as a realistic game, nor is any of the gameplay really realistic. Gameplay comes first.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
Even when I'm forced to spray down a mob a number of times I STILL finish with about half a tank left on HoE... and thats without even using the MAC-10.

It's true, he does do this. ^

I'm sorry crazy anther, but I wouldn't say you're a "pro" at all. If everyone can adapt to the bits of the game that make it harder without wanting it to be changed at all, why can't you?
 
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Gartley

Grizzled Veteran
Dec 27, 2010
2,340
349
83
UK
www.wildcardproductionstudios.co.uk
I think anyone that calls themselves a 'pro' gamer deserves a slap for being such a twit. That is unless of course they earn a living from playing games, in that case they are a pro. Otherwise, you are an enthusist and don't pretend otherwise.
 

Fail-o-wisp

FNG / Fresh Meat
Feb 1, 2011
78
19
0
West London. No, seriously.
So, here I am. Ive been playing killing floor since it was a mod, and in the official servers, no less. Ive had Killing Floor since its release, have every skin, every achievment, and well over the maximum amount of "experience" for level 6 from all classes. I am incapible of hosting a server, due to the requirements of having a port address (My ISP for some reason wont allow my port address to work in games or be viewed with ping tools) so the hours in my account are all played hours. That being said, I would like to hold my big balls in my hand and express the following.

My Suggestions:

1) Stop destroying the Commando. At first, the AK was a GREAT weapon. A bit jumpy withthe recoil, but you could kill a scrake with it in about 6 shots directly to the head. This promoted accuracy and "being awsome" as well as useful. Since the SCAR was placed in, the damage has been reduced to a near pathetic level. I know this may seem old news, but it is bugging me how pathetic the damage with Commando is, with ONLY HEADSHOTS. Anything above a siren from a level 6 commando takes two or more clips somtimes. Not really a good idea to lower the ammo if the plan was to keep Commando that sub-par on Suicide or Hell difficulty even at its max level. No longer my favorite class. I sugguest upping the damage for all COmmando weaponry to its origional as well as raising the ammo cap.
Commando's supposed to take out trash mobs. I don't think Siren counts as a trash zombie.

2) Fire Bug...It kind of made me laugh a little when the MAC10 came out. Seeing as one can pick up any other weapon designed for any other perk, and have it work more or less the same (Minus some damage or recoil). But the MAC10 only seems to cause fire damage when used with the Fire Bug? Do the bullets magicaly change from phosphourous to lead? Another beef I have is the mid-range damage on the flamethrower, but no real supply of fuel. Firebug becomes a huge nusance on Suicide & Hell, blinding players more then providing actual cover. And, well before the later waves are done, they will be completley empty and quite pointless on a team. I suggest a larger fuel capacity and giving the MAC fire damage with all Perks, just like the Flame Thrower.
Maybe perhaps if you don't hold down the Flamethrower button and try to hose down everything you'd get more ammo and not blind the team. Try tapping the mouse button instead of "DEEERP M11111111111111!"

3) Grenade/Mortar smoke. I want to slap you guys for ever putting grenade smoke into this game. Grenades dont burst into smoke in real life. Ive used plenty of them. Its a very short, sharp flash, and what looks to be like a quick blink of black around that flash from the shrapnel flying in all directions. I realize this is a game, but why are you intentionaly obscuring the players views? We all liked it better when there was no smoke and just the flash. It was realistic, awsome, and didnt become an issue for people to play with Demolitions. Now people will actualy boot you from their game if you play a Demo due to the blinding effect all of their weapons have. I suggest reverting grenades/mortars back to their smokeless origonal particles.
It's called balance. If the grenades can take out a whole bunch of specimens in one go and not have smoke, it'd be overpowered.

4) This is one everyone has been mentioning, I'm sure. Raise the level cap...My sugguestion is to allow people to take advantage of higher level perks and open games up to more then six players. There are plenty of "Mods" out there that already do this, as well as add new creatures to the mix. Its apparent by the amount of popularity these servers obtain that people want larger games at times, as well as Perks that stack much further then level six. Currently, most noobs that bought the game, look for the largest servers to go to. Which dont give "official" levels or any achievements. Also, they dont learn how to play Killing Floor since those sorts of servers are so heavily modified, that it is unlike the game entirely.
No. We don't need more perk levels. Killing Floor isn't a RPG where level-grinding is the only thing you do. Enjoy the damn game.

5) The final two suggestion I have is to add new mobs and limiter toggle for servers that will only allow certain levels to be played. IE, if one is playing on a Hell On Earth difficulty, toggle Perk 5+ so that one cant come in with Perk level 1 and 2 and screw up the game. I know the excuse is "Vote Kick" but people are kinda slow in most cases and dont bother to use it/cant read the same language.

Thats all I have. I know its a lot to read, but I hope it makes a change in "something". This isnt only my opinion here, and I hope that it is at least recognised. The game is fun, yes, but it can always change and evolve to something better.
Answers in green. Frankly, judging from your post, you're far from a pro. Far from it. Thousands of miles away from it.
 

Lucidius134

FNG / Fresh Meat
Jan 8, 2011
405
168
0
Answers in green. Frankly, judging from your post, you're far from a pro. Far from it. Thousands of miles away from it.

B-but if you've played a game for long that means you're good at it right?

Spoiler!
 

Lubaz

FNG / Fresh Meat
Jan 10, 2011
143
271
0
Let's say there's two guys. A plays Team Fortress, and I mean actually play it, for ten hours. B idles in Team Fortress 2 for 10000 hours. Who's better at the game?
The idler because he gets better weapons for Idling. :p
 

Lubaz

FNG / Fresh Meat
Jan 10, 2011
143
271
0
But then he wouldn't know how to use those weapons! I don't think he could differentiate the barrel from the handle with the Direct Hit and instead of shooting the other dude he shot himself instead!
I dont listen to you because you keep wasting my time with your signature!
 
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Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
203
0
TN
The AK47 is brutal. I use it in HoE all the time. You can ask Jester or one of the other guys that I regularly play with how "weak" the commando on HoE is. I do fire short 2-3 round bursts at heads though, I don't spray with it. I haven't intentionally aimed at the body in an FPS since Doom.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
The AK47 is brutal. I use it in HoE all the time. You can ask Jester or one of the other guys that I regularly play with how "weak" the commando on HoE is. I do fire short 2-3 round bursts at heads though, I don't spray with it. I haven't intentionally aimed at the body in an FPS since Doom.

The Draco pistol (AK47 for you people :p) is my primary weapon as Commando on any difficulty. I use it just like Rainy explained. burst fire is the best since when 1 shot won't hit the head, 3 will.

Also the SCAR is just a backup gun... a very big, high-calibre backup gun. :)
 
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