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Post by Deleted on Apr 13, 2015 21:45:56 GMT -5
Whoops. It was a W1200 in KF1; I thought we where b4. We am become BF4.
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Post by ChloeB42 (Alexcalibur42) on Apr 13, 2015 21:51:02 GMT -5
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Post by LeGitBeeSting on Apr 13, 2015 22:11:46 GMT -5
Where'd you get the Steak House beavery? BLePs1?
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Post by Deleted on Apr 13, 2015 23:55:16 GMT -5
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Post by Deleted on Apr 15, 2015 15:23:57 GMT -5
Silliness aside; there's a theory going around about what the 3 other classes are. They're all original classes split up. The Berserker has branched off into the Martial Artist. Berserkers are supposed to specialize in crowd control in theory. Their berserker flavour has them wielding bulky, cumbersome, improvised melee weapons. The Martial Artist is supposed to specialize in taking out larger targets with more refined weaponry, and his top-tier weapon is the fabled katana. That, or it's the other way around. The Medic also served two roles in KF1; and now he's been split off into the SWAT class. While the medic gets speed bonuses, armor bonuses, and PDWs the SWAT player gets some of that. But wait, there's more! He even gets a few SMGs. According to the alpha build the medic gets a pistol, shotgun, smg, and assault rifle at his disposal; all of which are equipped with medic syringes. Finally the Sharpshooter no longer specializes in pistols; that's the Gunslinger's job now. Sharpshooters are all about the rifles and beating down any ranged target; Gunslingers focus more on CQC headshots, and akimbo pistols.
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Post by LeGitBeeSting on Apr 15, 2015 18:21:15 GMT -5
Akimbo shotguns?
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Post by Deleted on Apr 15, 2015 20:46:25 GMT -5
I meant akimbo pistols; I'll fix that.
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Post by Deleted on Apr 18, 2015 0:07:55 GMT -5
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Post by LeGitBeeSting on Apr 18, 2015 1:19:49 GMT -5
It's like a hot glue gun in KF2.
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cat
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Post by cat on Apr 18, 2015 9:43:30 GMT -5
Welding doahs is not really a valuable option in KF2. They seems to break really fast from what i've seen. Esp. when enraged SC of FP trying to break it. On the other news bullets are projectiles now.
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Post by Deleted on Apr 18, 2015 13:41:33 GMT -5
That might explain why nobody in the pre-alpha has been nailing many headshots.
KF1's doors were significantly easier to hold; expecially double doors for their increased potential integrity. One support player would weld a door covering an important flank and they collect many zeds behind the door. If an FP or SC came along you either needed a second person or you could unweld the door, take care of everything behind the door, and reclose the door. But if you can hold you can have so many zeds at one door and only 3/4 zeds able to attack the door while every other zed just stands there. As a result you'd end up having to fight 12-15 zeds on one attack route while 10+ more zeds sit behind a door throughout the match, and the game can only spawn in ~25 zeds at once. Effectively this was a huge bonus in harder difficulties, but it really slowed down the game.
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cat
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Post by cat on Apr 18, 2015 17:18:24 GMT -5
Hell on Earth justifies its name. It's like Killing Floor meets Left 4 Dead. All ZEDs are on drugs. Also, this
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Post by Deleted on Apr 18, 2015 19:08:08 GMT -5
At least he has the right idea going berserker. A lot of HoE gameplay I've seen involved lots of people running out of ammo. They go commando and run out of ammo because they play too many modern military shooters and go full auto aiming for the body, or they buy up a new weapon too soon and can't afford ammo. If HoE is doable in KF2 between 6 complete noobs in the pre-alpha they're going to have to go all medic/berserker if they want a chance at winning.
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cat
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Post by cat on Apr 21, 2015 18:32:18 GMT -5
Well, 20k is a good start. Played some HOE today and pretty convinced that zerks and medics will be the only option to win. At least so far.
Also, game scripts are accessible by using upk extractor. Everything is read-able except for actual variables. At least at first look.
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Post by LeGitBeeSting on Apr 21, 2015 19:25:01 GMT -5
Played some HOE today and pretty convinced that zerks and medics will be the only option to win. So in other words: Buff shotguns
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Post by Deleted on Apr 21, 2015 21:11:38 GMT -5
Played some HOE today and pretty convinced that zerks and medics will be the only option to win. So in other words: Buff shotguns Not exactly; it's more of an issue where you need to have two guns to do anything on HoE. In KF1 having a higher level meant you had a larger bandoleer for weapons in the Commando/Support classes, and even then running out of ammo was probable when larger targets spawn in. As far as I know KF2 doesn't do any of that; ammo cap is static across the board. Hell on Earth round 2 would be especially punishing for commandos and support regardless of how efficiently they use their ammo.
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Post by LeGitBeeSting on Apr 22, 2015 0:13:51 GMT -5
Well more DMG would increase ammo efficiency.
Buff the AA-12.
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cat
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Post by cat on Apr 22, 2015 11:54:49 GMT -5
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Post by Deleted on Apr 22, 2015 16:09:07 GMT -5
The chart never says it, but you'll need 280k XP to get to level 25 in each class.
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cat
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Post by cat on Apr 23, 2015 6:03:38 GMT -5
I keep adding stuff into this sheet, but i can't find actual Difficulty and HP modifiers, along with Head HP and weapon damage table. There are few classes like KDFifficultyInfo or KFCharacterInfo_Monster and they do contain modifiers but they all the same as default. I believe it's bit more complicated, considering that upon higher difficulties ZEDs getting new abilities. Or maybe i'm a potato (most likely).
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Post by Deleted on Apr 23, 2015 9:18:44 GMT -5
I know the developers made it clear that they wanted to keep Zed health the same at every difficulty; nothing has been said about Zed damage, though. I imagine they might do more damage, but at the same time if you're prone to lose 100 health all at once you were probably screwed to begin with.
In Killing Floor 1 there was a difficulty multiplier that affected kill rewards, Zeds per wave, Zed movement speed, Zed damage, and Zed health. There were several other things taken away in high difficulties to add to the challenge, such as increased damage resistance on larger Zeds, less starting cash, and lower headshot multipliers on certain weapons. Looking at the bounties for each Zed type as difficulty scales I would hypothesize 1.00/1.33/1.80/2.05 would approximate the new difficulty multipliers.
Also, these guys managed to beat Hell on Earth.
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cat
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Post by cat on Apr 23, 2015 10:52:44 GMT -5
These multipliers present here as well, but they all equal regardless from difficulty pastebin.com/4rT7zLCnAt least from i've found so far. Some guy on reddit claimed he has found hp multipliers in SDK. I'm not really familiar with it and was unable to find any script editing tools there. Nothing but level editor, mesh viewer and stuff like that. Also, SDK comes with only 60 mb .exe and small config file so no change for any extra data there. Guess i should just start playing the game. Also,
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Usagi
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Post by Usagi on Apr 23, 2015 23:42:38 GMT -5
Do the recoil and spread modifiers stack, or do some override others? For example, if I ADS while crouched with the pump shotty, do I get just the 0.5x ADS multiplier or do I get 0.375x as a result of the ADS and crouched bonus stacking multiplicatively?
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cat
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Post by cat on Apr 24, 2015 2:21:19 GMT -5
Not really good at reading through the code but spread and recoil seems to stack. IF-ELSE expressions seems to apply only on: for spread: BUsingSights (yes or no). for recoil: if(Instigator.bIsWalking) (walking or running). Otherwise there's a series of "IF" checkers. During each of them CurrentSpread (or CurrentRecoilModifier) multiplied by stance modifier. Here's the code pastebin.com/gBfpw2XsAlso, added some data for ZED stumble mechanics into the spreadsheet.
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cat
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Post by cat on Apr 24, 2015 13:17:46 GMT -5
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Usagi
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Post by Usagi on Apr 24, 2015 14:41:53 GMT -5
That's neat. Some Zeds have a lower stumble resistance for their legs and some guns have significantly higher stumble power against legs. I wasn't expecting legshots to be a thing, we resident evil now.
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cat
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Post by cat on Apr 25, 2015 16:17:36 GMT -5
Added zed health and difficulty modifiers.
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Post by tiesieman on Apr 26, 2015 4:41:57 GMT -5
It's a shame theres a chance perk levels might be reset, especially with the grind it is (even if its much less of a grind than kf1) if anyone wants to play sometime though hit me up on steam steamcommunity.com/profiles/76561198129702226/
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Usagi
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Post by Usagi on Apr 26, 2015 23:02:33 GMT -5
It's a shame theres a chance perk levels might be reset, especially with the grind it is (even if its much less of a grind than kf1) From the Early Access blurb on the store page:
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Post by UrbaneVirtuoso on Apr 27, 2015 1:10:27 GMT -5
Curiously, does one need to pre-purchase the game in order to get into the beta? My cash is actually a little short.
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