Preview patch changelog (v1010)

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Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
In my experience penetration has improved. My way of testing this was gorefasts - Before and now their chest will suck up a whole blast unless it kills them. Bit further away than point blank, however:

before, he'd suck up everything that hit him and only stuff to the left or right would have a chance of igniting. Now, those pellets are going through gorefasts more often, and I can reliably hit stuff behind gorefasts now. Not if they're point blank, their chest still absorbs the blast close-up.

This is my experience anyway. And I've also noticed more panicking. In my eyes the shotgun's purpose (spreading fire to everyone you can see) is fulfilled but the actual fire it applies isn't doing much. Maybe it's just me?
 

UltraJake

Active member
Dec 8, 2014
1,071
0
36
Florida
I've heard some people talking about frontal head hitboxes being messed up as of this update, with the example using a melee weapon on a scrake. I can't test it out myself right now, so can anyone else confirm or deny this?
 

Myrkr

Member
Apr 27, 2015
353
2
18
Would be nice if, as a firebug, you got an actual reload when picking up ammo, not 1/4 of a clip (which you'll burn through almost instantly) and a bit of balancing, RPG damage (for how little ammo you have and it's intended purpose) should be upped significantly on a direct hit but the splash damage should be nerfed, also, ideally, it'd bypass the metal bit damage resistance (as it is designed to hit highly armored targets. In effect this would make it more effective at taking out high priority targets like scrakes/fp/hans, while reducing it's crowd control) and the Microwave gun needs a SERIOUS nerf to damage done to fp/hans (no reason a single clip should take down a FP even on normal, when a demo has to go through 50% or more of their rockets)

Another thing to note, there is a good 1sec lag time between dealing firebug damage and fire showing up on enemies, makes it hard to tell if you hit or not since no blood splater from flamethrowers, and the flare effect of using the flamethrower/caulk makes it excruciating to figure out how far your actually spraying the stuff. Recoil on flamethrower/microwave gun is also a bit over the top, being higher than an AA12 that's hip fired on full auto.

The Demo also needs a bit of throwing training, the extremely short tnt thrown range makes the 'contact explosives' perk option at level five completely unviable (I've seen a limp wrist-ed newborn throw a pacifier farther than the demo perk can throw half a stick of tnt) and the spread on the starting Demo class weapon is....extremely unreliable to the point of making iron sights useless on it, perhaps that should be adjusted to a tighter more predictable spread instead of a randomized one, or change how it fires entirely, as there is no reason that just outside puke range all four to six explosive bomb-lets should miss a bloat when your aimed at the belly, that's a bit too much spread.
 

MrMoss

FNG / Fresh Meat
Nov 2, 2013
12
0
0
The new trenchgun is great. Now, it's an useful weapon.

But... that annoying and horrifing microwave sound... it is intended or a bug? Please, remove it.
 

0niisan

FNG / Fresh Meat
Aug 28, 2015
4
0
0
yeah i frigging love even more the trenchgun! great improvement!now i hope for flare gun dlc at next year <3
 

MrMoss

FNG / Fresh Meat
Nov 2, 2013
12
0
0
But... that annoying and horrifing microwave sound... it is intended or a bug? Please, remove it.
Sorry, nothing to see here. :)
It happened in solo and mp, and it was related with MWg, because when i dropped the gun, the noise ceased. But when i restart the game, don't happen again. Sorry.
 

FoolishNinja

FNG / Fresh Meat
Apr 19, 2015
1,149
18
0
Will we ever get rid of these head blobbing while reloading? I get motion sickness of it.
 

DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
When you are in the trader, the description for the T1/T2 weapon for the Support, you still have the prior value with an ammo pool of "32" instead of 48.

Not that much important but an easy fix :)
 

CreatingMadness

FNG / Fresh Meat
May 10, 2015
6
0
0
Can i ask if we ever going to have a solution about the c4 ? I find it annoyng that only i can detonate it. I truly belive they have to have option to detonate by zeds.
 

dynAdZ

FNG / Fresh Meat
Mar 26, 2015
177
0
0
Germany
Can i ask if we ever going to have a solution about the c4 ? I find it annoyng that only i can detonate it. I truly belive they have to have option to detonate by zeds.

First perk skill: C4 detonates when touched by Zed ("On Contact"), is that what you're searching for?
 

FoolishNinja

FNG / Fresh Meat
Apr 19, 2015
1,149
18
0
can we please remove the "reload cancel with RMB" thing? I dont want to press RMB to load faster. They could keep the "use melee bash to cancel reload" tho.
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
I think what CreatingMadness is saying is that they preferred the KF1 Pipe-bombs, with their automatic proximity detonation.

I, on the other hand, greatly appreciate the greater player involvement for the C4. And not having them wasted by a handful of crawlers when I'm waiting to blow up a Fleshpound... And the ability to air-detonate them. Etc.
 

Myrkr

Member
Apr 27, 2015
353
2
18
So....if any one at TWI has been keeping up with this, concerning demo and how week it is, is that gonna be fixed? Cause as it currently stands firebug is better at damaging big zeds than the demo when it should be the other way around, and pretty much all the explosives, while satisfying to shoot/see in action, don't feel satisfying with what they actually do to the zeds.
 

Angelus343

FNG / Fresh Meat
Jul 30, 2014
23
0
0
I, on the other hand, greatly appreciate the greater player involvement for the C4. And not having them wasted by a handful of crawlers when I'm waiting to blow up a Fleshpound... And the ability to air-detonate them. Etc.

This sums up my opinion of why I prefer the remote detonate C4 perfectly, C4 I would say has a lot more control to it, rather then trying to control what would trip a proximity mine.
 

NightAngel

FNG / Fresh Meat
Nov 3, 2009
8
0
0
France
Please give the Firebug more range, at least with flamethrower. I just have the range to light up my cigar... Feeling pretty useless against other perks killing everything while you have to rush to kill some !!
Where is my KF1 flamethrower... So disappointed... :eek:
 

ComradeHX

FNG / Fresh Meat
Jun 5, 2010
490
34
0
Please give the Firebug more range, at least with flamethrower. I just have the range to light up my cigar... Feeling pretty useless against other perks killing everything while you have to rush to kill some !!
Where is my KF1 flamethrower... So disappointed... :eek:

Use shotgun.