42
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Post by 42 on Apr 27, 2015 10:37:22 GMT -5
Yes, some dosh expenditure is required to play in the beta
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Usagi
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Post by Usagi on Apr 27, 2015 11:28:53 GMT -5
It's not technically a preorder since it's an early access game. I've never bought an early access game before so I don't know exactly how it works but I think it's the same as buying a normal game.
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42
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Post by 42 on Apr 27, 2015 11:37:51 GMT -5
You can just cancel the preorder after cant you? It's not a preorder, it's early access. So, once the game is bought, it's bought.
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cat
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Post by cat on Apr 28, 2015 8:00:00 GMT -5
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Post by Deleted on Apr 28, 2015 21:01:21 GMT -5
Good; gooood. Now I don't have to sift through pages of not-stats stuff to get to your posts.
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cat
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Post by cat on Apr 29, 2015 11:53:25 GMT -5
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Usagi
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Post by Usagi on Apr 29, 2015 23:10:49 GMT -5
The damage numbers in your spreadsheet are identical the the in-game stat bars. Are the damage stat bars actually telling the truth?
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cat
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Post by cat on Apr 30, 2015 5:51:31 GMT -5
Yes. Both - damage and rof (referred as FireInterval) are correct. But game doesn't show alt-fire damage for melee and damage with rifle butt/bash. Also, i'm not sure how exactly melee fire intervals work. Even though debugger shows same value as in trader pod the attack speed looks faster. I assume this is because game takes these intervals from mesh (model) animation. Each mesh has time stamp by reaching that it's possible to interrupt animation. At least this is how reloading works. Will check any time later.
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cat
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Post by cat on May 2, 2015 21:00:08 GMT -5
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Post by Deleted on May 2, 2015 22:02:00 GMT -5
If I'm reading this right; when the door's unreplenishable health ticks down to under 1500 it can no longer be welded to 100%. In fact it cannot be welded at all at the point, right? A little more explanation on this might be helpful.
Also, because of the doors no longer respawn at the end of a wave- does that mean unwelding and rewelding a door doesn't reset the door's max health to 4000?
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cat
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Post by cat on May 2, 2015 22:10:54 GMT -5
I'm to so good in explaing things, esp. when it's not my native language 4000 is a limit and 1500 is how much Integrity is. Let's say you keep welding this doah when clot trying to break through. Clot does damage to actual door HP and to Weld Integrity at same time. You keep Weld Integrity at 1500 but actual health (4000) slowly goes down. When either of HPs will be depleted the drop will break. You can have door with only 1 hp that is 100% welded but one hit will break it instantly or you can have door with 4000 hp and 1 hp of Weld Integrity which will also be OSK'd.
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Deleted
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Post by Deleted on May 2, 2015 23:31:33 GMT -5
In that case it'll be harder to predict when a door will break. Then again we might see more players weld doors just to reopen them and throw some grenades in there.
To be frank I had no idea English wasn't your native language until you mentioned it.
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Post by LeGitBeeSting on May 2, 2015 23:43:48 GMT -5
To be frank I had no idea English wasn't your native language until you mentioned it. Cat is his native language you clod.
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Post by Deleted on May 3, 2015 14:13:47 GMT -5
Are you a PC bro who wants to play Destiny, but still enjoy having 20 people shooting the same bullet spongy enemy? Then Killing Floor 2's high-player servers are your safest bet!
EDIT: In hindsight KF1's 30-player servers were really bad. -There were dozens of weapons for each class. You paid twice as much for a weapon four times better than what you had before. The highest-level players in the server could get the most expensive weaponry fast, and did 90% of the killing while everyone else just sat around and tried to do chip damage. What made things worse was how better weapons had larger bandoleers and directly outclassed its predecessors. By keeping custom weapons out of the mix having a 30+ player server is worth having. With less inequality between high and low-level players in KF2 this should be eradicated to the point where it's almost unnoticable. -Resell values tanked down to something like 25%. Trading up weapons was highly discouraged in KF1 modded server, and by the time a player could figure out which weapons were worth buying they were probably a decent enough level to get to the expensive weaponry fast anyways. KF2 instead encourages having 3 weapons or a melee weapon; which is great. -A lot of favoured custom maps entailed long-range combat and were lazily designed. As a result anyone who wasn't a sharpshooter or commando pretty much did nothing in the early game, but was immediately pressured to pull in the late game. Official maps are much, much better. -As a result of the game being unable to spawn in more than 800 ZEDs per wave every ZED was bullet-spongy. EVERY ZED. In KF2 only Scrakes and FPs get that, and the whole point of those characters are to be spongy. Some players end up getting killed because they just so happened to be on the front line, but other times a medic had the reflexes to keep that player alive long enough. -The rtd feature on most KF1 30+ servers made for some fun moments, but often made for a borderline Total Party Kill. It doesn't matter how good you are; nobody can take on 12 Commandos at once, or a sky dragon that can one-shot anything. It made rounds last longer, and with more people dead people were sitting around doing nothing for most of the match if they were a low level. An hour-long slogfest of ZED slaughter turned into a 2-hour showcase of one or two berserkers fighting a... fleshpound with 90% damage resistance. Worst of all you could opt to not roll yourself, but then suffer the bad rolls of other players who screwed you and the rest of the team over.
So really 30+ player servers are fine; I just think the modding community took it too far with amateur mods.
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cat
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Post by cat on May 4, 2015 20:05:01 GMT -5
Too bad they took away XP from these servers. For a moment i thought that KF2 is the best MMOFPS ever.
Managed to beat Burning Paris on solo HOE today (the only HOE i didn't exploited, whee). Surprisingly it was quite easy.
In few words - level 25 Medic is better Berserker than Berserker is. His Armament + Vaccination combo gives 6% (11 pts.) of armor every heal. At first it's possible to farm armor during trader time, mid. wave and even during Hans battle. All you need to do is to jump from height and heal yourself. It only takes 5 seconds to recharge the healer.
1st wave - spawning as Berserker, killing all ZEDs and let the last one hurt you badly. After killing last ZED switching to Medic to throwing two healing grenades under the feet. 175 pts of armor for free.
2nd wave - running around killing zeds. The main path is Eiffel Tower - Strairs to the garden/little fountain - Left through the door (the one which has ambulance nearby) - Down the stairs - Eiffel Tower - Repeat. Once you going down the stairs you can jump down to hurt yourself to replenish some armor. The most dangerous place in this path are stairs to the fountain. Better not to stop there since there's a good chance to face some teleported ZEDs.
3rd wave - getting Pulverizer and nothing more. Same path, killing ZEDs, ignoring Scrakes. Once only 3 SCs remaining, splitting them apart. Throwing a grenade under the feet and alt-firing each one to death, one by one. Even if you will be taking damage the heal grenade will help you to restore it along with the armor.
4th wave - same Pulverizer, same path. Fleshpounds are not really an issue, they only rage-sprinting for 10 seconds and with speed bonus you can outrun them. Once only FPs and SCs left - split them apart, toss grenade and alt-fire.
Hans battle - once again same tactic to run around. Medic, AA-12, medic SMG. His most dangerous weapons are MKb42s. You better to not stop at all. Within time intervals he will be using his Gas Grenades and on later phases Explosive grenades. To safely hit and run him, make sure that he's preparing to toss grenades and you stand nearby the corner. Shoot him once he using them and then run. Once his health become x0,35 and he will start his Hunt and Heal mode, let him grab you ASAP but before toss a grenade under your feet. The grab attack will never kill you (on HOE there's a limit of 20 hp, if you have that much health Hans won't take any more) but healing grenade will restore your armor to the max. as well as will give you HP. Once he done healing, turn back and run. At his next battle phase he will be using his claws much often. The key here is to run non stop. Like every 10 seconds (GlobalOffensiveNadePhaseCooldown) he will be (most likely) using his grenades. That will give you some time to shoot back. Keep running around and using hit and run tactic. To collect ammo you may change your path.
Also, you can cheat on solo. Type this in console to draw hit HP.
Displayall kfpawn_zedhans health
Took me around 10 attempts to make it to the Hans wave and my 2nd Hans battle gave me a victory. Just remember to avoid his guns.
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cat
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Post by cat on May 9, 2015 15:32:23 GMT -5
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Post by Deleted on May 9, 2015 23:34:38 GMT -5
By the looks of it it's not unlike KF1's decap mechanics with several HP values shifted around. That being said I've seen a Scrake wander around headless twice in my 600+ hours of KF1.
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cat
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Post by cat on May 10, 2015 15:34:03 GMT -5
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Post by Deleted on May 10, 2015 16:32:46 GMT -5
The only prerequisite is that you need to be a level 2/3 sharpshooter in KF1; you need a specific weapon with little room for error. The range of damages where someone can deal enough head damage to a scrake before its body dies is very small.
Looking over that post; one thing caught my eye. A player that joins midgame gets more cash depending on how far along the game is. That's a pretty big improvement; in KF1 joining mid-game essentially meant you had to go sharpshooter for the wave. $250 to a low-level player is not enough to buy a basic weapon for any other class; let alone a gun that can handle bigger zeds. Newer players can outright quit or only went for new games because they couldn't rely on having other players give them money to boot. It's possible to play several single-player matches to gain a few levels and get a feel for the game, but who wants to play a co-op game alone?
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cat
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Post by cat on May 26, 2015 22:26:29 GMT -5
New map has arrived. Looking good, nice weather effects and decorations. However ZED flow doesn't feel smooth.
Managed to beat it on HOE by playing as Medic + Nailgun (aa12 at wave 4). I was running in small circle: Open Area with huge statue - Left from the statue, upstairs - Through the Bedroom back to respawn - Left, through corridors, back to the Open Area. Without 360ing every 3 seconds it felt like "In Your Face" simulator 2015. ZEDs kept spawning behind every single corner.
On the other news, on HOE zed speed mod has changed from x1.2 to x1.15 (~4,38% slower) and Healing grenades no longer let you farm armor.
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Post by Deleted on May 26, 2015 23:30:49 GMT -5
I've looked at a couple vids of Volter Manor. The biggest upgrade from the original is that it looks like a proper manor this time. The original Manor was literally five rooms and two floors. The rest of the map was a cellar, cave system, and a dock. It was a good map mechanically, but flavour-wise it was pretty weak. This one looks like the kind of place a mad scientist would hang out in; and aesthetically it looks amazing this time around. Sure it looks like a haphazard set of seemingly mindless strung-about corridors; but that's what a good kiting map looks like.
I mean, KF1 had issues certain zed spawns were very obvious. However, there was a certain sound the zeds would make when they spawn, and that gives them away. It gave out fair warning every time in tightly wound maps. Even if that isn't the case in KF2 it's not like it can't be dealt with. Berserkers and support have often ran into issues where they'd sit back for a wave doing nothing while their ranged-weapon counterparts did most of the heavy lifting. Likewise I've seen sharpshooters and demolitions getting mauled because they thought it was a good idea to risk getting into close quarters combat with a class that struggles in close quarters combat. I'm looking at you, Clandestine.
IIRC ZEDs moved at 130% speed on HoE, followed by 120% and 115% on Suicidal and Hard respectively. I guess they made ZEDs naturally move faster in KF2?
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cat
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Post by cat on May 27, 2015 8:25:31 GMT -5
Hadn't played original mod too much but i like how creepy was Manor there. Mod itself was much scarier than retail version. Clandestine was definitely not my favorite map, but it was playable and i had not feel that game cheated on me each time i was getting killed. In KF2 however this type of maps (narrow ways, corners, limited LOS, lack of open spaces) along with ZED teleportation leaves me no room to mistake. Yesterday i had plenty of instances where i was getting killed because of Bloat or Siren, which i haven't killed in time, was teleported in my face. Seriously, running around and performing 360s like every 3 seconds just to prevent ZED from teleportation isn't fun at all. Anyway, just spawned ZED will be, most likely, waiting you behind the nearest corner, because the game surely knows where to spawn these bastards.
Seems like only Husk's base speed has changed. From 2.3 to 1.7 m/sec. However in KF2 pretty much all the ZEDs can sprint and for most of them movement speed during sprint is faster than player's. The gap between Suicidal and HOE a way too huge. I enjoy playing Suicidal and, actually, consider this difficulty as a walk in the park, comparing to HOE where my only way to survive is
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Post by Deleted on May 31, 2015 14:41:29 GMT -5
Because of its low weight and ability to heal at range I've noticed a lot of people cross-classing with a medic pistol on higher difficulties. I've also noticed that the Scrake's charging swing animation is fairly easy to dodge from either side; people on HoE have been known to kill scrakes by continuously dodging it and pelting it to death with a medic pistol when ammo gets low.
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cat
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Post by cat on May 31, 2015 22:22:46 GMT -5
From time to time i use medic pistol as well. Syringe doesn't feel solid due to having weird hit detection and "100% ammo cost but shorter recharge duration" scheme. Plus weapon swapping times are not so nice i'd say.
Yeah, he's pretty manageable. His initial lunge can be avoided by side stepping quite easily. The only thing i can't really stand and call pure BS is his Gutbuster attack (the one when he puts his chainsaw inside you). Haven't found exact number but hand measured tests showing 0.4 sec. intervals between each hit during this attack. Might be fine for solo but during online i've found myself dying instantly, especially considering the fact that he does full damage with his chainsaw. Speaking of chainsaw attacks, it could use slight nerf. Like 20 - 25 pts. per hit.
My #2 overall BS attack is Husk's Flamethrower. Same thing, too much damage over short period of time.
Also, current trend is spin-to-win around him, however devs stated that this thing is under considering due to be little exploit-ish
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Post by Deleted on May 31, 2015 22:35:10 GMT -5
There was also another exploit where people have tried to bait the scrake into a certain corner of the map on Outpost. In turn he would fall through the map and effectively die. It is very difficult to set up, but when it does happen it's hilarious.
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cat
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Post by cat on May 31, 2015 22:42:24 GMT -5
Haven't seen that but recently i saw gorefast falling off the bridge on Burning Paris. Somehow the one out the group decided to jump on the handrails which caused his fall. Could be some pathfinding thing as there was no real reason to do so. I laughed, it was so unexpected.
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cat
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Post by cat on Jun 16, 2015 20:38:21 GMT -5
Is this ok to be more hyped about this game rather than new cod?
From pcgamer conference
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Post by Deleted on Jun 17, 2015 0:52:00 GMT -5
Is this ok to be more hyped about this game rather than new cod? I suppose; at this point the only way CoD can surprise anyone is if it didn't release this year. Games like Fallout 4 and Killing Floor 2 receive so much hype because the developers made it a special occasion.
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cat
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Post by cat on Jun 19, 2015 22:43:14 GMT -5
If someone's interested here the .doc for calculating weapon damage depend on level and skills.
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Usagi
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Post by Usagi on Jun 20, 2015 2:44:43 GMT -5
Neat, thanks. Saves me some time. Shots to kill on the DBS seems inconsistent. It takes far more than twice as many shots to kill with the single shot than the double shot according to your calculator. It doesn't get extra pellets like it did in KF1 so I don't know what's wrong.
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