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Post by UrbaneVirtuoso on May 8, 2014 15:09:57 GMT -5
Article.Guess what's here, motherfuckers? The sequel to the balls to the walls indie shooter, now with what is proposed to be the most advanced gore system ever! :3
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Post by Deleted on May 8, 2014 15:40:30 GMT -5
All I can say is that it won't be easy topping something that's already really good.
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Post by Deleted on May 8, 2014 16:25:55 GMT -5
For starting a game with friends only- that definitely needs work.
For getting enough starting cash for any noob on normal to buy a decent weapon right off the bat- that's also something that turned a lot of newcomers away.
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Usagi
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Post by Usagi on May 9, 2014 3:00:57 GMT -5
yaaaaaaaaaaaaaaaaaaaaaaaaaas
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Ricebowl
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Post by Ricebowl on May 9, 2014 12:37:39 GMT -5
Should they add a campaign? Probably not
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Post by Deleted on May 9, 2014 15:07:19 GMT -5
There were attempts to create a structured story mode to the game; it was okay at best. It encouraged players to move around more and hold out some of the more awkward areas of the map, but IMO it stopped feeling fresh after a few runs. I really hate that ****ing gold bar mission. "Hey guys, let's move at 10% speed across the map with zombies flooding your position while your allies do jack all!" YAAAYYY.
Adding a full-blown campaign probably wouldn't add much to the game; I guess it could help newcomers level up so that they're at least competent in multiplayer. Level 0-2 on any class is a terrible time on normal.
My only concern for KF2 is the modding community- it needs to be there. When I got level 6 in every class or got bored of grinding I would hop onto a 10-30 player server and just fool around. There were servers with custom classes, added weapons, custom maps, more enemies- all of the above sometimes. While a lot of custom game types were nowhere near as fleshes-out as the original game mode the user-made content kept me content.
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Post by LeGitBeeSting on May 9, 2014 16:09:11 GMT -5
buff shotguns
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Post by Deleted on May 9, 2014 23:05:22 GMT -5
AA12 is fine by me. The combat shotgun, however... it's just irredeemable.
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Post by UrbaneVirtuoso on May 10, 2014 5:42:42 GMT -5
Yup, why Combat Shotgun when you can HSG-1?
Good fucking lord, the latter weapon is so beautiful to be paired with the Hunting Shotgun for literal closure. :3
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Post by Deleted on May 10, 2014 13:12:46 GMT -5
Come to think of it, it would be nice if weapons didn't have to stack onto the same key. For instance I might want to pull my 9mm out, but my Handcannon is in the way and I have to press '2' twice to do so. Maybe instead I could rebind the Handcannon to slot 3 somewhere in the options menu.
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Post by Deleted on May 11, 2014 13:39:25 GMT -5
With Killing Floor classic's map sizes most of those maps got really crowded once you hit 12 or more players- the game is literally about camping spawns knowing that there's no risk of being flanked in many areas of the map. KFC is all about slaughtering lots of creatures for our enjoyment.
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Post by Deleted on Apr 8, 2015 22:53:30 GMT -5
PRE-ALPHA FOOTAGE Totalbiscuit playing with some Killing Floor 2 devs
TL:DW -10 Classes, but only a few are being showcased since it's a pre-alpha build. Currently the Commando, Medic, Support, and Berserker are available EDIT: And Firebug -25 levels per class, levelling up offers a small health increase, smaller damage buff (+25% to 50%) on top of other smaller combat-oriented buffs. There are no discount perks. -Every 5 levels you can opt to take a perk; this is likely meant to take over static abilities offered in the first one. Offclassing will be more viable. -Trader has been replaced with a 3D printer; a minor downside if you're into the first Killing Floor. -The game has been built on a new engine; a modded Unreal 3 -Melee system has changed; it's possible to counter and block with a melee weapon now. -Head hit detection more fluid with the new engine; zeds will move around more and cause more havoc for sharpshooters (assuming it's one of the remaining 5 classes) -Difficulty has changed; instead of just making the Zeds have more HP they instead have more abilities (i.e. some of them will charge at players when injured) -There will be new enemies and bosses; nothing has been officially announced -There was a really good tactical loitering spot in the subway of the first map, but as the players use it more lights shut off to force them out -Armor system changed; your health ticks down faster than your armor this time instead of the other way around. -Permablood- any blood splashes on the map will stay there until the game is over. It's not important but it's nice to have -Will be in Early Access to fix any major bugs before officially releasing -There will be mod support; the devs themselves began as modders.
As far as I can tell many of the weapons from the original game will be featured in this game, if only as reskins.
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Post by LeGitBeeSting on Apr 9, 2015 13:06:55 GMT -5
Total Limp Bizzcuit lost all credibility when he was paid to shill Warframe.
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Post by Deleted on Apr 9, 2015 17:12:45 GMT -5
Total Limp Bizzcuit lost all credibility when he was paid to shill Warframe. It's the Biscuit Man contingency! Send the cookie monster!
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Post by LeGitBeeSting on Apr 9, 2015 17:36:13 GMT -5
wut
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cat
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Post by cat on Apr 9, 2015 22:06:03 GMT -5
So far looking good. Even though i haven't yet played by myself. There're some nice changes in Zed mechanics - Cyst (and Slasher?) grabs and turn you to their face, Scrake's spin attack, Boss uses your body to heal. Core mechanic seems to be changed to run and gun (just like it was in all recent even maps), it will be much harder to camp at same spot. Lights and doors will be gone for an entire game.
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Post by Deleted on Apr 12, 2015 0:47:53 GMT -5
Take note of how there's no longer an Easy difficulty. Often times KF1 players on normal would die too often, get stuck with barely any cash in the later rounds as the larger Zeds took them down more and more easily. Eventually those players would quit because they weren't levelling throughout that period as everyone else was than happy to take over the kills they couldn't secure. As a result the Easy difficulty was there to kickstart anyone with level 0 perks. It felt like riding a bicycle with 3 sets of training wheels. Simply having a starter weapon is a nice addition; a lot of players levelled their demolitions perk last because the cheapest weapon would cost $1250 before discounts.
I noticed in the Hell on Earth footage (along with the footage from PC gamer) there were no classes equipped to deal with crowds. In Hell on Earth you needed a demo to deal with Fleshpounds and have a strong means of crowd control while having a few teammates keeping you from fighting Zeds in CQC. Maybe Hell of Earth isn't as nasty as people claim. I liked how players were able to kite and wittle down hordes of zeds if they were the last player alive in KF1, but that doesn't seem like much of an option in KF2. I guess that's for the best since those situations would have 5 other people not doing anything for several minutes.
I've noticed bandolier sizes have been scaled down across the board. As a result most commando plays I've seen involve some retard body-shotting everything; which is the fastest way to get mauled alive in Hell on Earth. In order to register a headshot in both KF1/2 you have to aim for the forehead, not the jaw. The Commando's only job is to quickly dispatch many small targets in rapid succession; he's awful at everything else.
The devs clearly wanted to set a certain pace in their game across every difficulty. If you were really good as a level 6 class you could easily get the end-game weapons by the 2nd or 3rd round, then have a high-tier weapon for 8 more rounds after that. Higher-level players constantly grinded in normal or hard because they could get those guns faster. Keeping players from having a 70%+ discount on all specialized weapons could make the game less tedious in the long run. Overall I find this to be a positive thing.
Burst-fire weapons is a subtle addition that'll turn out to be novel at best. Burst-firing doesn't conserve ammo like semi-auto, and it doesn't offer the DPS of full-auto. Bursts of 2 could see use to veteran players on occasion, but 3's a waste on a class where every bullet has to count.
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Post by Deleted on Apr 12, 2015 0:57:02 GMT -5
So far looking good. Even though i haven't yet played by myself. There're some nice changes in Zed mechanics - Cyst (and Slasher?) grabs and turn you to their face, Scrake's spin attack, Boss uses your body to heal. Core mechanic seems to be changed to run and gun (just like it was in all recent even maps), it will be much harder to camp at same spot. Lights and doors will be gone for an entire game. In KF1 it was often more viable to just unweld a door about the be blown apart; that way it could be re-welded later. Since nobody has tried this I've yet to see if it's still a viable tactic.
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Post by Deleted on Apr 12, 2015 15:36:12 GMT -5
Frankly I find the Firebug has no business wielding a flamethrower unless it's the end-game. The problem with firebug in KF1 was how his end-game weaponry was ridiculously cheap and could deal with almost any kind of zed with little to no accuracy required. He was boring but effective on HoE. His DoT ability is negligible, but at the same time he'd be the perfect kiting class if his DoT was significant. I have no idea what the firebug has in store for KF2, but I guess we'll find out soon enough.
I'm willing to bet the demoman and sharpshooter are going to return with similar tricks up their sleeve. While people have been egging on this game for discouraging camping the only reason KF1 encouraged it so much was because 1) randoms are unorganized and can split up if they're constantly mobile, and 2) demos had to stay in place to survive. They needed pipe bombs to cover the team and keep larger enemies at bay.
As for the other 3 classes mentioned I'm willing to predict: -An engi that wields energy weapons. He might be able to fix armor mid-round. Engis on modded servers often had turrets that formed a strong front line, but they had so much HP they were too good at what they did. -An akimbo specialist that... specializes in CQC spike damage? A class doesn't need a utility role and aggressive classes are always nice to have, but if this was a class it would create some issues. If it was worth using on HoE it would be game-breaking, otherwise it would be a novelty class. Not unlike the pyro I think akimbo specialist is going to run into similar issues. -A saboteur- a guy that had machine pistols and weapons to make poisonous lingering gas clouds. It probably would have been nice to give the firebug a molotov for AoE instead of a grenade that emitted fire damage, but beyond that this guy was clearly just a fragment of a complete concept.
There was a heavy gunner in a lot of custom KF1 servers I've played, but his abilities and weapons were too similar to the Commando's. Plus a lot of machine guns have been imported from games like Red Orchestra on top of the assault rifles for the commando, so it made sense to separate the two and not waste so many assets.
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Post by LeGitBeeSting on Apr 13, 2015 9:13:38 GMT -5
-An akimbo specialist that... specializes in CQC spike damage?/quote That's what the Barrel X 2 is in the game for. They need to buff the M1014, it was hella bad in KF1 and it still looks terribad in KF2.
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Post by Deleted on Apr 13, 2015 10:55:19 GMT -5
-An akimbo specialist that... specializes in CQC spike damage?/quote That's what the Barrel X 2 is in the game for. They need to buff the M1014, it was hella bad in KF1 and it still looks terribad in KF2. I doubt there'll be anything that can match two barrels to the face against a scrake, but double SMGs in the face might be fun if nothing else. I agree; the M1014 doesn't look very useful. I'd still buy a W1200 and keep the extra cash for an AA12 later. There will always be bad guns, but I think it would be much better if the KSG swapped in for the never-ready-for-Combat Shotgun.
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Post by LeGitBeeSting on Apr 13, 2015 12:13:53 GMT -5
Wait... The pumpy was a W1200?
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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Post by Deleted on Apr 13, 2015 13:16:34 GMT -5
Wait... The pumpy was a W1200? REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE Whoops. It was a W1200 in KF1; now it's reskinned as a SG-500.
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Post by LeGitBeeSting on Apr 13, 2015 13:23:28 GMT -5
Naw nigg, that was the Bronelly M3, you're thinking of Booty Calls 4.
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Post by Deleted on Apr 13, 2015 17:17:21 GMT -5
Actually it's an Ithaca M37
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Post by LeGitBeeSting on Apr 13, 2015 18:10:07 GMT -5
Not the Trench Gun. The basic pumpy was a Moop-3.
The Outback Steak House gun doesn't have a side ejection port.
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Post by Deleted on Apr 13, 2015 18:49:14 GMT -5
It does now.
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Post by LeGitBeeSting on Apr 13, 2015 18:51:30 GMT -5
We're both talking about this gun rite?
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Post by Deleted on Apr 13, 2015 19:29:23 GMT -5
We are now.
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Post by LeGitBeeSting on Apr 13, 2015 19:33:28 GMT -5
Whoops. It was a W1200 in KF1; I thought we where b4.
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