WWAUT - The Tools Of A Demo

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MikeHoncho

FNG / Fresh Meat
Apr 29, 2015
153
18
0
I don't like the C4 domino effect. I would rather they all blow up at the same time for massive burst damage (maybe you could make alt fire do that). I don't want to stack 4 C4s and have a FP or Hans run out of the blast range by the time the 4th one goes off. No one used C4 to kill trash in KF. Everything else looks good.

Demo is still going to get wrecked in this game though with how in your face the zeds are compared to KF.
 

iNF4mOuSxMiKE

FNG / Fresh Meat
Apr 12, 2015
32
0
0
NY
I'm loving the back blast from the RPG, I was hoping you guys would implement that. Hopefully the M32 makes its way into KF2 some day, that was def. my favorite Demo weapon in KF1. The update is shaping up to be awesome.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
Also my eyes may be playing tricks because it's something I'm looking out for, but have you guys touched up the fire effects? Noticed the C4 was igniting clots there and it looked like it painted em better as well as looking a bit different.
 

Rattler

Grizzled Veteran
Dec 20, 2009
2,809
313
83
Dual wielding 1-handed tier 1 weapons wouldn't be gamebreaking, far from it! It'd double your firepower and ruin your precision aiming. Who said gunslinger would get demo bonuses to the weapon anyway?

If anything, it'd be one of those things you just wouldn't do because it's a waste of money and not powerful enough. But it would be fun, which is something I personally want.

I had in mind that you will get your dmg per level bonus for example. Not the demo bonuses.
 

Lorkenpeist

FNG / Fresh Meat
May 4, 2015
836
29
0
Sunnydale, CA
tinyurl.com
Any chance the way the C4 detonates can be changed?

Let's say you have 8 placed. If you point the detonator at one of your placed C4 charges, it will blow up that charge. If you are not pointing at a placed C4 charge, it blows up a charge in the order they were placed.

This would make C4 much more fun to use. You could pick and choose which charges to blow, allowing you to detonate the 8th charge if a Fleshpound happened to walk over it even if all 7 other charges haven't been blown yet.

The current way the C4 is mentioned to work is limiting. Players would enjoy having more control over how their weapons work.

My suggestion:

Right click = place c4
Left click = detonate active c4 ("active" goes in order of placement)
Middle click = cycle active c4 (i.e 2nd one becomes active, then 3rd, etc)

Of course a visual/audible indicator would be necessary. When toggling which c4 is active, maybe it would flash and go BEEP.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
I had in mind that you will get your dmg per level bonus for example. Not the demo bonuses.

I would have thought neither, akin to using an SG500 as a berserker. You get the XP for using it, but it's a demo weapon so no gunslinging or demo bonuses when dual wielding as a gunslinger?

See, that'd probably be not-so-viable to use later waves and difficulties, but you cannot deny the badassery that comes from it.
 

poultrygeist

FNG / Fresh Meat
May 5, 2015
325
29
0
Kiting WinLondon
loving the backblast on the RPG.
heck all tier weapons for the demo look great..ill be looking forward to be using em blow up stuff

"well done son! i hereby appoint you pidgeon re-locator..here's your rocketlauncher" :D
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
Since I see several comments on how C4 works:

I believe the current implementation is about forethought on placing and balance. Other implementations would make them super powerful (which they can still be, but with some thought into their placing).
 

xFleury

FNG / Fresh Meat
Apr 22, 2015
41
0
0
In otherwords, demo got nerfed pretty hard; no more stacking a dozen demo charges and laughing as pat makes his way into orbit. Infact, unlike KF1, I highly doubt we'll be able to kill a FP/Sc with a single bomb; most likely it will require 3-5 bombs (which kinda kills the emersion a bit).

I don't think anyone expected demo to get a nerf; it took some talent to get pat to take damage from the pipe bombs; his movement is fast enough that he can trigger the pipe bombs to explode, but exit most of the blast radius before the explosion, furthermore his rockets and chain gun would prematurely detonate the pipe bombs (often killing you from your own bombs) if your teammates didn't cooperate.
 
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Charibasa

FNG / Fresh Meat
Apr 18, 2015
241
2
0
Is the RPG going to be hitscan in real time? I didn't see the actual rocket fly out in the gif. And is there a custom model for the rocket itself? It would be sweet to see its little wings spread out midflight in zedtime.
 

Kyuketsuki_Neko

FNG / Fresh Meat
Jun 3, 2015
22
0
0
Pretty cool so far but I have questions related to balance.

1. Will the sirens destroy rockets?

2. If the siren is close, will it deactivate the C4 trigger (for as long as she is screaming) and if so can you blow up the C4 by shooting at it? Or will sirens just destroy the C4?

4. If a teammate gets in the way of the rocket will it explode? (I can see a lot of demos dying this way lol)
 

Vintage

FNG / Fresh Meat
Oct 20, 2010
771
617
0
Searching for survivors.
Since I see several comments on how C4 works:

I believe the current implementation is about forethought on placing and balance. Other implementations would make them super powerful (which they can still be, but with some thought into their placing).

I understand the reasoning, but taking control away from the player as a form of balancing doesn't feel good. If they must be nerfed to allow the player to have more control, then nerf the damage they do, or the explosion radius, or the ammo capacity, or the amount that can be active at one time.

Allowing 8 active charges seems cool on paper, but with extremely limited control of their detonation it's going to take away much of the fun potential. Some incredibly cool setups that could be done with 8 active charges and control over which blows first just won't be viable with a forced linear detonation sequence.
 
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mrsirr

FNG / Fresh Meat
Apr 12, 2013
4,068
0
0
Over here, no not there, here.
I understand the reasoning, but taking control away from the player as a form of balancing doesn't feel good. If they must be nerfed to allow the player to have more control, then nerf the damage they do, or the explosion radius, or the ammo capacity, or the amount that can be active at one time.
I dunno I like this. I feel like it's balancing by making it harder to use and not just by making it less effective.
 

MikeHoncho

FNG / Fresh Meat
Apr 29, 2015
153
18
0
Aren't they supposed to be super powerful? I don't get it. Please stop taking fun things from KF out of KF2. Demo had a hard enough time surviving in KF. With zeds being much faster and your decision to kill camping, you really didn't need to nerf their bombs too :(

Please add a way to detonate all of them at once, and if not maybe a way to pick up C4 and put it back in your inventory. This feels like a misplaced attempt at balance at the expense of fun and realism.
 

nejcooo

FNG / Fresh Meat
May 23, 2012
3,032
0
0
26
If you could detnote all at once **** would be super powerful and C4 is not priced as high as pipe bombs from first game that's for sure. So for balance purposes they won't let you blow all at once.

However it seems like you can blow them up quite fast, so I doubt FP will have a chance to esacpe if he gets smacked before he rages.
 

Vintage

FNG / Fresh Meat
Oct 20, 2010
771
617
0
Searching for survivors.
I dunno I like this. I feel like it's balancing by making it harder to use and not just by making it less effective.

It's not really making them hard to use. It's moreso cutting down viable setups. The only 8 charge at once setup that will be viable is a linear choke point setup.

For example, let's look at two possible setups on Burning Paris:

Set up 1: Setting up in the second floor of the hotel, putting a line of 8 charges down the long hallway.

Set up 2: Setting up in the spawn area, placing 2 charges covering the bar, 1 covering the catwalk, 1 in the doorway of the building under the catwalk, 1 covering the tunnel, 2 covering the hotel entrance, and 1 covering the rubble to the left of the hotel entrance.

The second setup isn't going to be viable at all with the strictly linear detonation sequence. If you want to use 8 charges at once you'll need to camp in a long hallway with one entrance that the majority of zeds will come through.

With the ability to control how you detonate the C4, the first setup doesn't become any stronger than it already is on a linear setup. However, the alternative and riskier setup of holding out in the spawn suddenly becomes viable.

Chokepoint camping will not be made any stronger than it already is on a controlled demolition setup. It only allows non-chokepoint camping to become stronger, even if it will still be weaker than chokepoint camping.
 

Vintage

FNG / Fresh Meat
Oct 20, 2010
771
617
0
Searching for survivors.
But the point is that there are setups. If you could detonate them all at once hen it would be like in KF1 where people just lay a mound of pipes then deafen everybody when they detonate all at once. Feels spammy to me, but to each his own.

You are quoting me but replying to someone else. I have not suggested allowing all the C4 to be detonated at once. I have only been advocating for the ability to choose which C4 to detonate if you have more than one planted at a time.

If you assume this means you could plant 8 at one spot and one-click detonate all of them - the easy fix is only allowing one to be blown up per click even if they are stacked.
 
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