WWAUT - Click Boom

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
I will also say we don't have numbers for passives. First thing I noticed about it is all the demo damage seems to come from passives, besides alternate ways to attack like trapdoors or martyrdom.

With the inclusion of offperk weapon damage too, it seems to me demo might get what he needs passively and the skill trees are more about utility - Seems different but remember that a demolitions expert has plenty of ways to cause chaos. C4, trapdoors, martyrdom and contact grenades, I am rather excited for it. One thing I always thought demo was missing were ways to utilise explosives like this.

It's like an engineer being associated with sentry guns, the title means so much more! I feel the same way with most explosives expert classes in games, it can be so much more than putting damage downrange.
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,561
24
0
I will also say we don't have numbers for passives. First thing I noticed about it is all the demo damage seems to come from passives, besides alternate ways to attack like trapdoors or martyrdom.

With the inclusion of offperk weapon damage too, it seems to me demo might get what he needs passively and the skill trees are more about utility - Seems different but remember that a demolitions expert has plenty of ways to cause chaos. C4, trapdoors, martyrdom and contact grenades, I am rather excited for it. One thing I always thought demo was missing were ways to utilise explosives like this.

It's like an engineer being associated with sentry guns, the title means so much more! I feel the same way with most explosives expert classes in games, it can be so much more than putting damage downrange.

You're right demo should come with a variety of explosive toys as opposed to just rockets and grenades and I'm glad to see it does.

However, I think it is kind of weird to build the perk backwards like that. Usually, when people take their first look at a skill tree for a demolitions perk they'd look for damage boosts, bigger explosions, fragmentation upgrades or other fancy stuff and more boom in general. Well I do.
I'd also expect decisions like more AoE or more single target damage? More crowd control or more personal defence?

Instead the skill tree tries to sell you a selection of minor utility gimmicks you didn't even know you needed as big improvements while (hopefully) sufficient damage comes naturally with passives you don't choose.

As I said before those gimmicks might be more useful than they sound and the perk might play just fine but that's a rather unique design nonetheless. At least, I suppose, this makes it easier to avoid mandatory skills like 'mandos fast reload, which don't really leave a choice.
 
Last edited:

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
I will agree I was looking for stuff like that. But as we have both agreed, we'd need to spend time with the perk ourselves to see! I reckon it may also be a way to keep the perk's weapons on-the-level. They may be incredibly powerful weapons as standard you see!
 

Diogenes

Member
Jun 18, 2015
116
0
16
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.

Yeah, my thoughts exactly. But I don't mind they doing things their way first, and then changing something if it really disappoints the community.

Lets just hope they don't take too long to notice and/or fix the game based on player feedback (like they are doing with the M4 shotgun and eviscerator)...
 

Krozu

FNG / Fresh Meat
May 12, 2014
35
0
0
I was hoping for a [+1 Grenade / 5 Levels], or something like it. And why do people assume that the other perk trees aren't changing? For all we know, the supplier perk only gives ammo and no grenades.
 

tijolol

FNG / Fresh Meat
Jun 12, 2014
256
0
0
The motion sickness during rapid-fire would be so strong, man...



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


Spoiler!

Spoiler!

Spoiler!

Motion sickness? You didn't get it. The guns would move, not the screen.

About the edit 2 I actually meant to actually use the irons sights of both at the same time at a 45 degree angle, not like in KF1. That was weird and unrealistic. You never used the iron sights of the weapons yet your aim was always perfect with both shots being parallel to each other all the way.
 

tijolol

FNG / Fresh Meat
Jun 12, 2014
256
0
0
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

This is probably how everyone, including TW, sees it. When you're not aiming they're probably just like kf1. These are ideas are for when you want to aim.

Edit so I don't create yet another post: Will there be 'akimbo' mode? Allowing us to fire whichever pistol we like and/or both at the same time? Dual wielding different pistols?
 
Last edited:

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,561
24
0
Out of honest curiosity is there at least a time scale for when the update will be released? I mean should it be counted in months or seasons or what?

I likely misread the charts but for me it looks like there's been about a bit more than one month worktime left on every chart ever since the first one so I really have no clue whatsoever.
However, I suddenly realized summer is about to end relatively soon and given what I took away from those charts in addition to what an effort QA + building a release candidate apparently is it appeared to me that even autumn might actually be too soon. That just makes me curious- is all.
 
Last edited:

G-fan 27

FNG / Fresh Meat
Feb 7, 2014
343
0
0
u read the chart wrong, from what it says now the longest it will take to complete the content is like a week

then itll prob go into the testing process whether thall be open to the public or not idk
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,561
24
0
u read the chart wrong, from what it says now the longest it will take to complete the content is like a week

then itll prob go into the testing process whether thall be open to the public or not idk

Wait do those numbers on the left side represent weeks or days? I thought they changed it to weeks but I can't remember what gave me that impression lol.
 
Last edited:

poultrygeist

FNG / Fresh Meat
May 5, 2015
325
29
0
Kiting WinLondon
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.
perhaps i missread stuff then since i understood the perk enables C4 to detonate on contact as opposed to you having to trigger it manually....it was late and i had a few beer..the old grey not working very well under those conditions :p
thanks for the answer
 

FoxReinhold

FNG / Fresh Meat
Jun 12, 2012
64
1
0
As some people have pointed out, the sacrifice skill's desirability is going to be based on how big and damaging the explosion is.

If it takes out a few clots, no biggie, everyone is going to take resistance and grenade themselves if things look bad.

If it's an area leveling blast that shreds FPs and Scrakes, this could mean the difference between a wipe and a victory. Things looking bad and two FPs and Scrakes show? Demo runs in and levels everyone. Game changed, victory now possible. For counter balance, obviously the bosses will have high resistance to sacrifice's explosion, otherwise we'll just get 5 demos on every boss fight with an AA12 medic providing back up.
 

mrsirr

FNG / Fresh Meat
Apr 12, 2013
4,068
0
0
Over here, no not there, here.
perhaps i missread stuff then since i understood the perk enables C4 to detonate on contact as opposed to you having to trigger it manually....it was late and i had a few beer..the old grey not working very well under those conditions :p
thanks for the answer
Yeah I see where the confusion is. I believe dynamite is demo's grenade.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
A bundle of dynamite you say? Hmm.

What about it breaking off on the first explosion into individual sticks which then also explode? A MIRV!
 

P4INKiller

FNG / Fresh Meat
Jul 22, 2015
94
1
0
Honestly, perk two seems pretty unbalanced. I can't see myself ever using 'sacrifice' over damage resistance. Dying isn't really a good strategy.
It can be a good strategy if the survival of the rest of your team depends on it.
It would have to be a super powerful explosive though, make a nice mushroom cloud.

Regarding the dual wielding; I thought the way it was handled in KF1 was perfect, now it seems like you're aiming down the sight of one gun and hipfiring the other.
 
Last edited:

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
476
42
0
Sacrifice and Door Traps are the most creative and awesome perks you guys have come up with so far. All my love.