WWAUT - Burning Down The Chart

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Bubbl

Member
Jan 4, 2015
66
22
8
So are the perk's knives decided then? If so can you tell us what they are or would that ruin the surprise :D
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
Re: Microwave Gun - Oh jeez, now I'm REALLY glad the Zeds don't look too human-like, or this effect would really squick me out. :p So this weapon doesn't directly light enemies on fire at all, does it?


Re: Flesh and Metal (and Mechanical) - Now THIS could change things up in an interesting way! So far it's always just been "Do I try for the headshot or just go for center mass" Now we'll have to decide things like, "Can my weapon put a dent in this Scrake's metal-clad face, or am I better off going for his fleshy parts?"

The fact that Fleshpounds have SO much more metal/mechanical parts than a Scrake should also change their comparitive tankiness in a big way... big armor-piercing guns or explosives will really be a must against the FP now, I wager?

Then again the game might not differentiate between small caliber bullets and large ones, unless metal parts are set to have an inherent, flat damage reduction against them or something? Imagine being down to just your 9mm with a fleshpound tromping towards you, and your shots are all just ricocheting off harmlessly. :eek:
 

Al Bobo

FNG / Fresh Meat
Apr 25, 2015
159
0
0
Talking about mechanical parts... What will happen when you cook a fleshpound with that microwave gun and the metal restricts it's rising?? Or what about siren? And bloat! A small army can get behind a bloated bloat! Talk about body blocking. I...I will have nightmares.
 

MORDRED

Active member
Nov 25, 2010
317
30
28
36
United States Of Russia
Btw, why not port the Calamity to steam? It could be fun, and I bet KF fans will buy it, just don't overprice it. There are several games of that type on Steam, but none has that impressive background as KF.
 

Ayter

FNG / Fresh Meat
Apr 21, 2015
16
0
0
However for this week I want to cover some recent changes to the game. Many of you will recall I previously touched on new audio for hitting zeds in the flesh, metal or mechanical pieces (such as Fleshpound chest, Husk backpack). This is a big step towards fully-implementing specific Resistances and Vulnerabilities in these zones for the Zeds. So, different areas on a zed can now be vulnerable or resistant to the particular weapons you are carrying (hint: shoot those mechanical zones for this first iteration of the system!) The goal here is to add more strategy and skill to your zed encounters, so be sure to let us know if you feel we are going the right direction with this!

Hello,

I was wondering why with a system as evolved as yours there wasn't at least something of the level of borderlands 2 loaders " and most BL2 bots" where there is visible AND game changing destructible parts on the mobs themselves. If you played BL2 you would surely agree to how good this function is.

This is a huge step forward (if this is well made/thought) for the game.
This is the right direction, now with this you can add a few more "specific" zeds in the bestiary
ex: like a kamikaze from serious sam, in KF it could hold an ammunition pack on his back, shoot it and it explodes and AE everything around or kill it to gain the pack.

Anyway i am very pleased to read this, maybe not everyone...

pkrzt
 

ve_

FNG / Fresh Meat
Jul 13, 2013
58
0
0
Talking about mechanical parts... What will happen when you cook a fleshpound with that microwave gun and the metal restricts it's rising?? Or what about siren? And bloat! A small army can get behind a bloated bloat! Talk about body blocking. I...I will have nightmares.

that might be, but once you shoot a bloated bloat (heh) with a conventional gun, it oughta burst and spray bile at everything behind it, am i right?^^
 

Alopex

FNG / Fresh Meat
Mar 31, 2015
9
0
0
Australia
steamcommunity.com
http://forums.tripwireinteractive.com/showthread.php?t=110738



That is not a 7inch tablet. Right now Calamity will only run on tablets. We did not feel the UI/UX was fun to use on smaller screens.

That's a shame. I use a bluetooth Moga Pro controller with my Nexus 5 & would have loved to play Calamity on it. I presume that the game has native controller support, having originally come out on the Ouya, right?

That aside, thanks for the update!
 
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Azra3l

FNG / Fresh Meat
May 10, 2014
73
0
0
That's a shame. I use a bluetooth Moga Pro controller with my Nexus 5 & would have loved to play Calamity on it. I presume that the game has native controller support, having originally come out on the Ouya, right?

Same here! I've always been impressed by how my phone could turn into a little console when I used the Moga Pro. Hopefully KFC will be available to smartphones in the future. I had saved a little amount of cash on my Google play card for it since the announcement, I guess it's going to stay there for now.
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,966
331
83
Belgium
The microwave gun looks ridiculous... and I love that :D .

I didn't think the commando would have his skill tree changed but I'm okay with that! We'll see how it turns out (even if I don't think I'll trade my bigger mags)
 

Blorg

FNG / Fresh Meat
Jun 23, 2015
93
0
0
I feel like popping a crawler with that thing should create a weak kind of frag grenade effect. crawlers have a lot of pointy bits.
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,511
130
63
Microwave gun looks great, and commando's changes in general sound good.

But it looks like Single Fire is going to be more useless than ever, with it not being available earlier than autofire.
For sa80/ak12/scar, you can get autofire's damage bonus for single shots by selecting full auto and tapping the trigger shortly. And bonus for bursts and mag dumps. This makes single fire obsolete when you have autofire unlocked, especially with AK12 not even having a semi auto mode.

If it were switched to be dynamic, rather than simply based on the fire mode selected, it wouldn't be exploitable to always get the benefits, and could make for an actually interesting decision to weigh for different playstyles. Dynamic:
Single Fire: +20% damage with Commando weapons when you have not fired in the past fifth of a second.
Autofire: +20% damage with Commando weapons when you have fired in the past fifth of a second.
 
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Escadin

FNG / Fresh Meat
Apr 19, 2013
1,561
24
0
Looks and especially sounds like an Hypirion E-Tech to me lol.
 
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FoolishNinja

FNG / Fresh Meat
Apr 19, 2015
1,149
18
0
So, how will these damage zones work with melee?
I mean its already hard to hit the head.
Do I have to swing more precise or are these changes only for ranged weapons?
 

TheTCREngineer

Grizzled Veteran
Aug 29, 2013
1,464
43
48
United Arab Emirates
Now I have no problem with this update but my friend is not happy with the gore explosion. Why? Because when they explode, the huge blood explosion barely covers anything(doesn't even cover the player with blood) and the body parts that touch the ground don't cover it in blood either. Will you guys add in invisible(or visible) blood projectiles instead of making it an emitter? Or will we get an improved blood explosion for later that can cover the entire area(just like the bloats one where his intestines flew everywhere)

The microwave gun's affect is awesome, but I want to see what it's alt fire is ;)
Skill changes are nice but I don't want to look at OUR skills I want to see the zeds new skills. How many skills are zeds going to get per difficulty and how unique will it be? I'd like to see the Gorefast have an ability to armour pierce.

Edit: Microwave vs bloat = Exploding puss/zits? Those little dots on him.
 
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NokiaSE

Active member
Jul 17, 2012
907
44
28
Taiwan
Level 20 Skills
  • Single Fire skill has been moved here

So are there going to be any changes to it, either stat-wise or mechanic-wise?

By comparison 20% dmg increase over single shots just isn't as attractive as its counterpart. Perhaps add some view kick reduction in additional to its damage boosting part, or simply just more damage?


Also, I second that Impact is still a problematic perk skill because no Commando would ever want to just tickle a Zed with couple of shots and see if they can trigger that 35% chance, contrasting the situation they don't, weaker Zeds will just be killled right off in most of the time, resulting benefiting no one even if it did triggered.

Commando is an offensive perk by the nature of the weaponry this perk revolves around. It's specialized in rapidly picking off smaller, weaker targets in successive fashion, while holding some utility with the fault-tolerant trait found in its full-auto capability.

So in practice, it's a perk that will be laying down rapid fires to tackle multiple targets from close out to quite some distances away. Unlike Sharpshooters often set their mind on seeking the bigger game in further distance, or the Demo perk that will be seen preying for the moment of enemies are bunched up.

With all said, it renders this particular perk skill can hardly redeem its benefit due to the way it works; or to be more precise, the condition a Commando perk user will see it working is by against the method that this perk uses to make contribution.


In all honesty, I don't like this perk skill even at the moment I see it working because I know it's no difference than ruining the chance for the entire team to land headshots on that target. Kind of like the higher the difficulty goes the more more EMP-oriented Berserker perk will become in the current meta.

I suggest this perk skill change the way how it makes impact. In practice, I imagine something like knocking to cause affected target being slowed by 5% up to 20% as more damages are dealt, and whenever impact effect passes a threshold they will have a disruption which puts their action into a short minor stoppage (hiccup).
 
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Armisael

FNG / Fresh Meat
Apr 21, 2015
91
0
0
Also, I second that Impact is still a problematic perk skill because no Commando would ever want to just tickle a Zed with couple of shots and see if they can trigger that 35% chance, contrasting the situation they don't, weaker Zeds will just be killled off most of the time, resulting benefiting no one even if it did triggered.

While I agree with you that Impact has serious problems, that's not how it works. It simply increases your stumble power by 30%. If you'll ever be able to stumble a zed with that gun, you'll always stumble it. In practice, this means the AK can stumble everything except bloats, scrakes and FPs (and Hans), and the SCAR can stumble everything except scrakes, FPs and Hans.
 
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Escadin

FNG / Fresh Meat
Apr 19, 2013
1,561
24
0
While I agree with you that Impact has serious problems, that's not how it works. It simply increases your stumble power by 30%. If you'll ever be able to stumble a zed with that gun, you'll always stumble it. In practice, this means the AK can stumble everything except bloats, scrakes and FPs (and Hans), and the SCAR can stumble everything except scrakes, FPs and Hans.

This. The skill is usefull because it is an effective way to set ZEDs up for easy headshots.

Do you have trouble headshotting constantly enraged stalker or gorefast (perhaps because they come from weird angles or jump over railings)? Give them a torso or better yet leg shot and they stop in their tracks to play a totally slow and predictable stumble animation. => easy kill.

You can also stumble-lock sirens and husk with this skill so they cannot attack or move forward.


All in all, a good skill imo as long as you don't have to care about scrakes and FP which will hopefully the case more often in the next build.
 
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