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mrsirr

FNG / Fresh Meat
Apr 12, 2013
4,068
0
0
Over here, no not there, here.
I am also pleased to let the community know that something else will be coming in the update. While the main focus of this update is of course the Demo and the Firebug we have been prototyping how dual pistols will work. When this update goes live players will now be able to purchase dual 9mm pistols from the trader (fill out that extra slot in your build, or go nuts and challenge Hans with dualies only)!

*image*

hnnnnnnng
 

poultrygeist

FNG / Fresh Meat
May 5, 2015
325
29
0
Kiting WinLondon
looking good and thanks for the heads up.
one question though..
how does the on contact perk work? will it be triggered by any old zed or is it more like in KF1 where only bigger zeds/a cluster of small buggers trigger them..
 

Drassel

Member
Jun 7, 2013
435
3
18
Canada
3-Auto zig-zag shooting
"Same" as above, the focus just changes on each weapon between shots so the iron sights goes to the center of the screen. You can't expect to fire as accurately AND fast with two pistols, right?

The motion sickness during rapid-fire would be so strong, man...

Edit2: Idea number 4- A middle-ground between 1 and 2, should seem more realistic and... more confortable. 45 degrees as such /\. With the pistols not side by side, but the left one a little bit to the front of the other. Who shoots fully facing the target?

I like it more. In fact it's pretty much how the dualies were held in KF1.


Spoiler!

Spoiler!

Spoiler!
 

Yoshijk

FNG / Fresh Meat
Ideas:
1-Dual gangster
View attachment 16294

2-Zig-zag aiming/shooting
View attachment 16295

3-Auto zig-zag shooting
"Same" as above, the focus just changes on each weapon between shots so the iron sights goes to the center of the screen. You can't expect to fire as accurately AND fast with two pistols, right?

Edit: Sorry for potato quality images, they are supposed to be demonstration of iron sights aiming.

Edit2: Idea number 4- A middle-ground between 1 and 2, should seem more realistic and... more confortable. 45 degrees as such /\. With the pistols not side by side, but the left one a little bit to the front of the other. Who shoots fully facing the target?

Would be cool to have a few different ways of doing it that you can choose in the gameplay menu, or cycle through somehow. Personally, I prefer the original way from KF1 where they're angled inwards. I like being able to see between my guns instead of having my view blocked by one pistol using its iron sight, not to mention feeling more like a gunslingin' cowboy who doesn't use iron sights c:
That made KF1 Sharpshooter so much fun to use :D
 

EpNn10

FNG / Fresh Meat
Jul 20, 2015
20
0
0
Thanks for the update, can't wait! I don't think Sacrifice will be used much since a lot of people tend to die while running from Scrakes and they tend to resist explosives. I'm not sure though since I don't exactly know how much damage the explosion will do / the radius of it.
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,511
130
63
Instead of sticking to one method, or animating each of the dual weapons in several different ways to make it a menu option, I'd think it'd be best if they had different weapons be dual wielded with various aiming/shooting/reloading techniques, to make them each feel more unique.

So, for example, while the 9mms work like in the screenshot here, dual small revolvers might just be new york reloaded, double deagles might work like KF1, and dual S&W5000s fire both with each click.

Being able to altfire to switch to equipping only one at a time would be nice no matter what, but especially if any fire simultaneously.
 
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Gallic_Taffer

FNG / Fresh Meat
Mar 30, 2015
406
0
0
Alesia, Gaul
Yoshiro, can we still have pipehats? That was the pursuit of a true KF veteran, getting the killing blow on the Patriarch with a stack of pipebombs balanced on my head. Always a crowd pleaser.
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
881
10
0
1. What's up with this issue about Grenade supplier? It's a fair point to discuss, yeah. But I mean...all because support has an objectively better ability, it doesn't mean that it means this ability is useless.

How many times have we seen posts/threads here talking about people who don't use supplier. And people who defend that practice? Not every support player you encounter is going to use supplier.

And on that note...we will have six classes, and we're going to ten eventually. There won't necessarily be a support player in every team. I know right now the meta is relying on the support to kill but then there's...

The support has a different decision. Which is why not everyone uses supplier to begin with. An extra mag of the most powerful weapon we have right now.

Here, the demo has to decide if he wants to give extra nades versus...proximity activation for the dynamite.

That's the comparison that deserves more examination imo, not comparison to a completely different class that may or may not even be relevant.


2. Tier 4: Off perk. This is really cool btw, and it really works well with the demo class I feel.

3. Tier 3: Siren Resistance. I really don't like this ability at all. But I don't really care for the other one either. So I guess they're kinda equivalent. Wait, I guess, the siren resistance is cool as like...an emergency thing. When I first read it, I imagined ppl intentionally throwing nades at sirens, but now it's more of, if I throw it at that crowd, and a hidden siren happens to scream. Maybe it'll still blow.
 

Blorg

FNG / Fresh Meat
Jun 23, 2015
93
0
0
mixed feelings about dualies. was kind of hoping that the eventual pistol class would be able to viably use single pistols, but now I'm getting feeling that won't happen. Still cool though. I'll take it.
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
looking good and thanks for the heads up.
one question though..
how does the on contact perk work? will it be triggered by any old zed or is it more like in KF1 where only bigger zeds/a cluster of small buggers trigger them..

I'm assuming this means that if you throw your grenade directly onto a zed, any zed, it will instantly explode on contact, as though fired from a grenade launcher... but if it hits the floor or some other non-zed obstruction it would presumably just bounce/roll off as normal (unless it bounces INTO a zed)

That would mean a skill with both a reward and a risk; the reward is you can deliver a very large amount of damage onto a zed IMMEDIATELY, no having to throw ahead of it or wait for the fuse to go off, regardless of what weaponry you're actually carrying (basically the benefits of the grenade launcher without having to carry one)

The risk being that if you're surrounded by zeds, you can't just drop a grenade and run... it'd just hit one of them and explode immediately, probably killing you with them.

________________

The grenade resistance has me thinking... obviously that could be a real help against Hans, and presumably the Patriarch in the future, and obviously it allows you to be more reckless with your own explosives...

But what if we actually got kamikaze zeds, at some point? It's not hard to imagine them strapping a bunch of explosives onto a clot or cyst and sending it after the players, and it detonates when killed or after successfully grabbing someone... :D
 
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poosh

Grizzled Veteran
Jan 6, 2011
3,389
326
83
That's how "community involvement" is treated: keep dev ideas in secret until the very last day and unveil it only when everything is done, everything is final and is not a subject of change, at least in the near future. Sometimes you make a good stuff--like firebug's skill tree--but sometimes you come out with ridiculous things, like demo's tree in this case. And since most devs already moved to the next patch and others have less than a week scheduled, you have absolutely no time on listening to the community and making appropriate changes.

Of course, everything I'll say below is purely subjective and can't be proven until patch goes live. But here's my feedback on what I've read:

  1. Grenade Supplier: "castrated version" of Support's Supplier. Support gives players grenade + one magazine for each gun they carry. Demo just gives a nade. Currently nades are mostly used on Fleshpounds. But when Demo will be introduced it won't be a case anymore.
    Contact: this makes hand grenades (dynamite in demo's case) useful, not just a "zed fear mark". I see no reasons why anybody [but noobs] would trade this for grenade supplier.
  2. Sacrifice - wut? I have a deep feeling that some masochists are working for Tripwire: let Hans grab you to be able to kill him; Berserker gets hurt for extra abilities; and now: die to explode! Next what? Uninstalling the game gives you an achievement?.. But if seriously, I see no reasons why to pick this skill, except trolling the Hans. Why demo would sacrifice himself to bring an explosion, if he can pick the Resistance and nade himself and zeds around without dying?
  3. Door Traps. From the first look, it is similar to welding a door and putting a pipebomb on it in KF1. Sounds like a plan. But since every door in KF2 can be used only once per game I don't see much use of this skill. Unless again: trolling Hans by welding all doors on the level. Pick Sacrifice + Door Traps before the final wave, weld all doors and take a coffee break: Hans will blow himself up.
  4. Siren Resistance. OMG, RNG again. Putting myself to the fate of luck is not my style. Oh, but you can pick Sacrifice as well: in case when dice rolls bad and Siren kills you your suicide-explosion will get that *****! But if seriously, this isn't good. Instead of random chance explosives should get particular resistance. For example, grenade could survive first 3 sonic waves but 4th one destroys it (there are 4 sonic waves per scream). This will win some extra time to kill Sirens.
  5. Off Perk Weapon Technique. I'm not sure about this. In KF1 demo's weakness is when zeds get close. Just imagine demo with RPG+Pulverizer and having damage bonuses for both of them... Or M79+AA12.
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
It's funny to me that people keep saying how pointless Sacrifice is, especially compared to resistance. That implies you think you're a flawless MLG Pro Elite player who could NEVER get killed by Zeds.... and yet you're very concerned about blowing yourself up in a fit of incompetence. :p


Getting taken down by the zeds happens, especially if you're being particularly brave/reckless or you get ****ty teammates who fail to watch your back.. and who wouldn't want to REDEEM those inevitable failures with a vengeful explosion (and net a few extra kills in the process?)

But blowing yourself up? Unless you get a fabulously unlucky grenade ricochet, that should only happen if you're really bad at playing Demo, so unless you're getting Resistance just to survive Hans' grenade spam attack (and help teammates survive it) Sacrifice seems like the more practical choice.
 

Charibasa

FNG / Fresh Meat
Apr 18, 2015
241
2
0
Personally I would just prefer having the dual pistols aim down the sights by holding them close to each other slightly tilted inwards. The character held them too far apart last game and you couldn't look down the sights since the guns were pointing down and were too high. Although the dual wielding smg's in Shadow Warrior 2 have an interesting offset aim down the sight aiming.

Oh and please think about having the duel pistol checking animations include a revolver ocelot style flourish :D
 
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Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
I will say about both skill trees, only way we can see what is good and what isn't is after release when we can try them. No point chastising them now when we don't even have numbers, you may be surprised.

Sacrifice actually sounds like a nice aggressive way to help the team when the inevitable happens. I assume as a demo you will be reloading a fair bit, 3 out of 4 of the weapons are single-shot I'm assuming. May the person who has never died in kf2 cast the first stone and all that.
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,561
24
0
As excited as I am to get demo and firebug, I really have to be honest and say that this skill tree is very underwhelming. The firebug skill tree looks much more thought out in comparison to this one. There's not a single skill in any of these tiers that I'd be dying to get.
[...]

Got to completely agree with every point you raise - my thoughts exactly. The skill trees in KF2 don't seem to be designed as total gamechangers in general but the demo's is the only one without a single skill I am anxious for.

On the other hand, most skills turn out to be much more fun and useful in practice than their discription makes them appear at first... I don't know how they manage to pull this off so consistently but it offers a weird kind of hope. Let's just wait until we can playtest those skills before we judge them, alright? :D
 
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