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Just some thoughts

Bloat Trap in Sanitarium (one in the "weird" room) doesn't do enough damage to cause DOT. It does 4 points of toxic damage with DOT scale of 0.1 which will round it down to 0 / tick. I assume the point of the trap is to cause ZED panic but as of now it doesn't work.

In Operate and Control objective you don't really have to defend the area. Just go somewhere and wait untill trader tells you that the button is ready. Come back, push the button and go away again. It's only matters that by the moment of activation there should be less ZEDs in the zone than it required. Otherwise you're free to travel without defending it. It was like that since the Airship objective, on all maps. I kinda like it though.

Riot Shield's bash feels underpowered. Only does x2 more damage than regular bash and has small AOE. Feels like it should be on pair with Mosin Stab but with slower attack speed.

For some reason Sharpshoter gets damage bonuses for buttstock bashing ZEDs with HRG Winterbite.

I see there's damage type called "Ballistic_MosinNagantSpecial" with high incap powers on it, but its not in use. Could it be referenced by weapon's flavour text "The M91/30 specializes in stabbing, shooting, and stab shooting. ". Like scrapped fire mode?

Matriarch's Plasma Cannon (the purple one that does fire damage in short intervals) feels too OP. It melts through health and armor even on Normal. Would you consider adding "duck and cover" mechanic allowing you to dodge it like you dodge FP's chest beam?

She also feels kinda tanky (too much shield and health) and she changes her battle phases instantly, calling EDARs and getting back in action right away without leaving room to take a breath.

HRG Incision uses same particles on its "healing darts" as on primary. Doesn't look "medical" at all, also feels like in needs different firing sound and this red overheating effect when you fire should be changed to blue. Another request would be to reduce zoom level of its scope so you could have more of your teammates in sights.

ZED's armor is kinda broken again https://forums.tripwireinteractive....ta-1-zeds-armor-and-excessive-damage.2334859/
 
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Shield's bash "explosion" is centered around player, not around initial target. Which makes sense but renders it completely unable to damage multiple ZEDs at time, unless they are really close to eath other. Granted that explosion radius only 25 cm bigger than regular bash.

Matriarch's shield takes full damage, equal to weapon's default damage value. Perk bonuses have no effect (neither resistances and hitzone mods which, again, makes sense). But it feel like perk bonuses should work.

Wave 5 of Biotic Labs objective - escort the drone - has, what it seems, "reversed" ZED spawn odds: in this particular wave there's 25% for FP to be replaced by Bloat and SC by Husk. Shouldn't it be harder, not easier? Considering that in wave 4 Bloats and Husks are actually getting a 15% chance to be replaced by FPs and SCs.
 
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I'll mention again this issue with winterbites.
When you hit a zed's collision cylinder, but not its hitzones, (such as shooting over a zed's shoulder) you lose out on the impact damage, which is most of the damage, and there's only the weak frost puff. This makes winterbites pretty lousy for some uses. It would be much better if either the impact damage did count for hits to the collision cylinder, or if the snowballs didn't detonate when hitting the collision cylinder, and could keep going and properly impact another zed behind.

Matriarch's Plasma Cannon (the purple one that does fire damage in short intervals) feels too OP. It melts through health and armor even on Normal. Would you consider adding "duck and cover" mechanic allowing you to dodge it like you dodge FP's chest beam?
Another factor that could balance it is a little more time and warning to get into cover, like pat's gatling gun.
 
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