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Author Topic: Killing Floor 2 (more zombie massacre-ing)  (Read 1313 times)
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Blackjack
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« on: April 24, 2015, 10:15:19 PM »

This Unreal 3-engined game is in Early Access on Steam, so beware (they have been updating/hotfixing furiously already). Lots of interesting changes and improvements.

One small thing I really like is an animated sort of foggy line/arrow points you to the store at the end of a round. Forgot how many times I'd get lost trying to find it. And now choosing a class gets you an appropriate weapon and initial perks to use right away.

Alas, I got motion sick, badly, within 10 minutes of playing it.  icon_frown I don't know why I expected any different. Usually I could play KF a substantial period of time before that kicked in. The 10 minutes I played looked and sounded great, and you can play offline single player to get the hang of things.

I will try adjusting the FOV setting wider, and maybe see if there's a "disable bobbing" setting, but I'm pessimistic I'll be able to play this much. Just seems to get worse as I get older, not just in FPSs but in various 3rd person games too.

I'll share some shots of the classes, perks and weapons stuff later on.
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« Reply #1 on: April 24, 2015, 10:49:56 PM »

This game looks pretty cool.  I don't tend to play with a set group of people, though, so I'm not sure how much longevity it would have for me.  Nice that it at least has single player (with bots, I'm assuming?).

Is there any game mode beyond the wave-based horde style mode?
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« Reply #2 on: April 25, 2015, 01:00:57 AM »

Quote from: Blackjack on April 24, 2015, 10:15:19 PM

I will try adjusting the FOV setting wider, and maybe see if there's a "disable bobbing" setting, but I'm pessimistic I'll be able to play this much. Just seems to get worse as I get older, not just in FPSs but in various 3rd person games too.

Can you change your crosshair? I heard making the crosshair really noticeable can help alongside the usual FoV adjustments.
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« Reply #3 on: April 25, 2015, 02:34:23 PM »

Quote from: Turtle on April 25, 2015, 01:00:57 AM

Quote from: Blackjack on April 24, 2015, 10:15:19 PM

I will try adjusting the FOV setting wider, and maybe see if there's a "disable bobbing" setting, but I'm pessimistic I'll be able to play this much. Just seems to get worse as I get older, not just in FPSs but in various 3rd person games too.

Can you change your crosshair? I heard making the crosshair really noticeable can help alongside the usual FoV adjustments.
Thanks! Actually there's an option to "enable" cross hair. By default, you're firing through iron sights or just basic aiming. I'll try the crosshairs.

This morning I turned the FOV slider to max (125%, up from normal 100%) and did seem to help in my limited test. You can see the crosshair option on that UI screen too (even this zombie wanted to check it out  icon_smile):


I'll start my usual screenshot regurgitation with a weapons model closeup as the dev has made a big deal about making weapon models exceptionally detailed:  icon_cool
I guess I'm old and old-fashioned, but wish the zombies would put on some pants!  icon_razz

This is the Commando's default main weapon. btw, "V" is default melee key. I switched it to a mouse button on the side of my trusty Logitech MX-518.
« Last Edit: April 25, 2015, 02:38:15 PM by Blackjack » Logged

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« Reply #4 on: April 25, 2015, 02:43:05 PM »

Quote from: EngineNo9 on April 24, 2015, 10:49:56 PM

This game looks pretty cool.  I don't tend to play with a set group of people, though, so I'm not sure how much longevity it would have for me.  Nice that it at least has single player (with bots, I'm assuming?).

Is there any game mode beyond the wave-based horde style mode?
KF was always built as co-op from the ground-up, Engy. No (afik) friendly squad mates solo, it's just a chance to see how you can do without help.

As I understand it, they plan additional gameplay modes but Survival (incoming waves each round) is the only mode currently available in Early Access. There's a drop down menu for gameplay modes. So I figure that's an indicator of others later on.

All four classes (Beserker, Commando, Support, Field Medic) have perks/skills that help other players. I always enjoyed KF when I wasn't getting motion sick. Generally, in the co-op online mode, if you don't work together at least loosely, your group won't progress.  icon_smile
« Last Edit: April 25, 2015, 02:49:19 PM by Blackjack » Logged

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« Reply #5 on: April 25, 2015, 02:54:35 PM »

Some splattery goo to get started (keep in mind you can disable gore altogether if you prefer):

*"Dude, get some eyedrops!"
*"Dudes, I don't care if you've all been castrated, put on some PANTS!"  icon_razz


"Dude! Can I save that eyeball to give to the guy with the really red eyes!"  smirk
*This is the medic's starter weapon.


"Seriously? It's freezing, and you guys still won't wear pants!"  icon_mad


*Seeing this a lot as I try to get up to speed.  icon_redface smirk
« Last Edit: April 25, 2015, 02:56:27 PM by Blackjack » Logged

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« Reply #6 on: April 25, 2015, 03:00:27 PM »

On the mundane side, graphics options, and character models/skins choices... (note that this is Early Access, and devs promise more character models and skins by release, I think):

Graphics Options:

*I since disabled motion blur, curious if that contributes to my infamous motion sickyness issues.

Characters:


Character Skins (camo, etc.):


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« Reply #7 on: April 26, 2015, 12:22:58 PM »

Had a nice 7-wave round co-op game last night. No disconnections or technical hiccups afik. Some zombies I thought were blinking were I think these "stealth" zombies that seem akin to Predators (the movie, not the drones).  paranoid I died a lot, we did reasonably well. The armored, dual assault rifle, very talky end boss seemed utterly impossible. We couldn't dent him. When last player's dead, it seems to just end the session (or maybe I got dumped). Maybe that's an Early Access thing.

The game's very Steam-integrated, so you can easily pop up your friends list and invite anyone to a game session.

Controllers are fully-supported now. I do like the snazzy new UI and it feels natural to me on PC keys/mouse. That's no small deal. Compared to something like How to Survive, which feels like a controller system clumsily ported to PC, or even X-COM Enemy Unknown where some aspects of the interface felt more controller-designed than key/mouse on PC.

Some co-op session peeks (as always, very classy usernames, no?  Roll Eyes icon_razz)

Lobby screen -- big design mistake imho, as many people are red/green color blind. Not sure how they're supposed to "read" this screen? It could probably use a simple Ready/Not Ready icon on player name labels maybe.

Green name label means Ready; red means Not.

While headset voice com (push to talk) is fully integrated and seemed to work well, text chat is available in-lobby and in-game and works fine too.


Quick voice-macro communications menu, currently limited to these eight.


Scoreboard near the end of our session. I think the Field Medic essentially went "link dead." Probably we should've figured out a way to kick the player (he was never moving or shooting or any map, didn't seem to be connected).

I think per original game, no re-spawning during a round. So once you're dead, you're out until the rest of the squad finishes that round. You can jump from remaining player to remaining player either from first person, third person or sort of quarter-overhead camera view while you wait.

Support is shotguns, shotguns and more shotguns. Actually, my understanding is really any class can equip anything. It's just once you develop the perks/skills, then there's presumably more specific benefit to using the weapon meant for your class. I love the drum-loading auto-shotgun but it's very expensive and still doesn't hold THAT much ammo. So I spent a lot of time reloading.

P.S. And YES, most importantly, I got through 7 rounds without a hint of motion sickness.  icon_smile Did enable crosshairs, per Turtle's suggestion.  icon_smile It's not something cosmetically obnoxious. It's sort of like a large square crosshair -- but you just see little, sort of "L"s on the corners to delineate it; it's very subtle -- on screen, and I think it just helps me feel oriented.

I did feel damn worn out by then and didn't play anymore last night, but it certainly felt good to be able to get through that long a session OK. I think maybe I should stick with the shorter sessions (4 rounds) option for now.
« Last Edit: April 26, 2015, 12:37:10 PM by Blackjack » Logged

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« Reply #8 on: April 26, 2015, 06:32:36 PM »

Here's the XBox-style controller scheme layout ("dosh" is moolah, greenbacks, bucks, etc.):


Finally made it to L1 on my Support guy. I don't aim well so it turns out shotguns good for me in a game this nutty.  icon_smile Skills unlock when you get a class-type to L5.

*Welding is like in the movie Aliens or the game Alien Swarm; you have some opportunities to weld doors shot and re-route zombies to some extent but they eventually break through.


*Double barrel shotgun's awesome except, well, you have to reload a lot.  icon_razz Provides a bit of "Ash using his Boomstick in an Evil Dead movie"  Bring your own! rush...


*Semi-automatic auto-shotgun's pretty awesome though the magazine drums don't last as long -- time-wise, my perception at least -- as you think they would.
« Last Edit: April 26, 2015, 06:39:12 PM by Blackjack » Logged

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« Reply #9 on: May 01, 2015, 01:09:39 PM »

Finally been on squads that terminated Mr. Green Jeans Yakkity Boss  icon_razz This squad really stuck together. I won't say we were tactical, but we stayed close to each other and helped each other, that's about all you can ask in this type of game.  icon_smile


The key is just for everybody to take turns firing at him, and moving. And if the boss gets his electro hands around a squadmate, blast the boss until he lets go.

The tricky part is staying out of his reach when he clearly "aggros" on you. I think maybe I finally got the hang of that last night, Run key is your friend. With 4 or more players, he's very finishable; with just a couple, haven't really been able to finish him.

I got Support up to L4 so I'm one lev shy of the first perk (20% ammo bonus for yourself; or the backpack that everyone else in squad can reload from once during a round).

The lack of motion sickness is a wonderful feeling, and thanks again for the crosshairs-enable suggestion. The FOV slider to max helped, but I feel like enabling the on-screen crosshair (which doesn't interfere with the iron sights aiming views) seemed to get me over the top to finally enjoying an FPS without sickness.  icon_smile
« Last Edit: May 01, 2015, 01:20:56 PM by Blackjack » Logged

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« Reply #10 on: May 27, 2015, 07:52:56 PM »

Patch 1, which at least adds a new map:

KF2 Early Access Content Patch 01 is now live
http://steamcommunity.com/games/232090/announcements/detail/231152900045656430
Quote
The first major content patch for the Early Access version of Killing Floor 2 is now live. This includes:
New map - Volter Manor
Collectible items added to existing maps
8 new Steam Achievements
Bug fixes and balance tweaks
And, as a very special extra, all owners of KF1 will now get the "classic" Briar and Masterson characters, with the original voice actors!
Still digging it, though imho needs more maps and more bosses (which devs have promised are being worked on, but no eta) to improve replayability. Still have yet to suffer any motion sickness playing it, which I find baffling given how many other Unreal-engined games are debilitating for me -- I know it could be the FOV setting but there have been FPS games I adjusted FOV on but still couldn't cope with playing. Not that I'm complaining.  icon_smile

I've gotten Support (shotguns) to L5 and Assault (assault rifles) to L2, haven't progressed with the others.

My MP observation is that with no friendly-fire it's hard for anyone to make fellow players miserable per se (yay). It can be less fun if players want to run off and "lone wolf" it. It seems very much at its best when you're all sticking together and informally helping each other.

I hope they'll consider an optional mode that forces you to fight in the general vicinity of the latest activated vending kiosk. As it stands (per the original game), people tend to dash to it, and then dash back to their preferred environs. In most cases, to back outside; or to a larger interior space that has more room to roam. This has the effect of players essentially skipping vast portions of a given map. Of course "the player is always right," so I only suggest as an optional other mode.
« Last Edit: May 27, 2015, 08:04:59 PM by Blackjack » Logged

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« Reply #11 on: May 28, 2015, 01:07:00 PM »

Couple peeks at new Volter Manor level. Has a nice mix of environs interior and exterior, and ranges from an underground basement lab up to 2nd level balconies and stuff.



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« Reply #12 on: January 07, 2017, 03:50:00 PM »

This emerged from Early Access a few weeks back.

This has remained my 2nd favorite co-op game on PC behind Helldivers. While I haven't made any new Steam pals playing it, and sometimes people get kicked for no discernible reasons, the playerbase is still generally OK I find. The forums maybe not so much -- the usual screaming, yelling and insults that every big-selling game seems to generate.

I have a few Perks (classes) up near the L25 cap now: Commando and Support at L23, the SMG-focused SWAT at L20. I've tried everything else, but those are really the sweet spots for me.

Was on a good team last night, suicidal difficulty (intended loosely for L13-25 perks) that extinguished the Patriarch boss in what seemed to be record time:

Killing Floor 2 - Patriarch boss on Outpost map (suicidal difficulty)
https://youtu.be/1yOAXjp0iKg

I can play this FPS for hours and hours with zero motion sickness. If I knew why, I'd ask other FPS and even 3rd person games to bottle it up.  icon_smile

While they added a "vs" mode (player-controlled Zeds vs non-Zed players), it doesn't interest me.

A new map is available in beta at this point. I think a co-op mode other than Survival is planned, but it seems bizarre to me they had the game in early access forever and never got a 2nd co-op mode implemented.
« Last Edit: January 07, 2017, 03:51:47 PM by Blackjack » Logged

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« Reply #13 on: January 10, 2017, 10:10:17 PM »

This looks like fun, is BJ the only person who played it all this time?
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« Reply #14 on: January 11, 2017, 04:31:13 PM »

Quote from: rittchard on January 10, 2017, 10:10:17 PM

This looks like fun, is BJ the only person who played it all this time?

I tried it out when they had a free weekend quite a while back (or did I buy it and get a refund?  I don't remember).  It seemed cool, but at the time I didn't really like the feel of their guns and shooting.  Which was kind of a nonstarter for an FPS game all about killing.

I have considered checking it out again now that it's done, but I have so many other games it'll probably wait until another free weekend trial.
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« Reply #15 on: January 15, 2017, 04:05:16 PM »

Quote from: rittchard on January 10, 2017, 10:10:17 PM

This looks like fun, is BJ the only person who played it all this time?
I think that's always been par for the course for any threads I post a lot in.  icon_smile SWTOR in 2011 was maybe an exception.  icon_biggrin

I think like any horde shooter, you have to enjoy repetition even if the game imho does a great job of always throwing mixes at you from different directions, and the higher difficulty levels toss different enemy behaviors at you. If you don't dig repetition or need a story, etc., it's the wrong game.

I certainly love the weapons feel, though the Beserker's bobbing melee weapons feel isn't my cup of tea.

This did launch on PS4 in November, but I think for better or worse it's perceived more as a PC only title.

If there's tactics, it's -- and I had to read the various KF2 Wikis to understand this -- in understanding the types of Zed your particular Perk's weapons are best directed at. If you can get a 6 person group going with six different perks, then it's interesting to watch them work together.

As I blathered, I don't make any new Steam friends playing this, as opposed to Helldivers where probably 80% of the folks on my friends list are out of playing that. Most games people just can't wait to leave when it's over. I'm not sure why that is.
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« Reply #16 on: January 16, 2017, 05:33:15 PM »

I only got to play a little of this so far, but I liked a lot of what I played.  Unfortunately it did make me a bit nauseous/motion sick after.  I tried enabling the crosshair and I turned on the "anti-motion sick" switch (no idea what that does but cool that there is one).  I think I need to slow down the mouse look some more.  It's been a while since an FPS got me dizzy, I'm not sure why this one in particular had any effect, it could be because I'm still getting over a cold.

My only complaint so far was that in the match i joined, they threw me in at the end and it was a pretty high level group fighting a boss.  I died in about a minute and spent the rest of the time watching.  Surprised there isn't any kind of respond or method to bring players back?  I went back and played some more solo which was still pretty fun.  I can imagine if I got the right video settings and into a more suitable group it could be a lot of fun. 
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« Reply #17 on: January 20, 2017, 02:52:34 PM »

Quote from: rittchard on January 16, 2017, 05:33:15 PM

I only got to play a little of this so far, but I liked a lot of what I played.  Unfortunately it did make me a bit nauseous/motion sick after.  I tried enabling the crosshair and I turned on the "anti-motion sick" switch (no idea what that does but cool that there is one).  I think I need to slow down the mouse look some more.  It's been a while since an FPS got me dizzy, I'm not sure why this one in particular had any effect, it could be because I'm still getting over a cold.

My only complaint so far was that in the match i joined, they threw me in at the end and it was a pretty high level group fighting a boss.  I died in about a minute and spent the rest of the time watching.  Surprised there isn't any kind of respond or method to bring players back?  I went back and played some more solo which was still pretty fun.  I can imagine if I got the right video settings and into a more suitable group it could be a lot of fun.  
On that same Gameplay Options screen, you might make sure the FOV setting is set to WIDER (maximum), which is 125 (narrow FOV is a motion sickness trigger for me and others in many multi-platform titles):

Interesting about the anti motion sickness, I should look up what that does. Perhaps it reduces "weapon bob" or "head bob while moving," which are motion sickness triggers for a lot of people.

I believe KF2 uses a heavily modified version of Unreal Engine 3. Virtually all Source-engine games (even Portal!) give me severe motion sickness going to the original Half-Life, I think due to a "gliding" feel in the movement where I feel like I'm moving on rollerskates/ice skates instead of moving around. I generally have fewer issues with Unreal engine games.

*If you die, you're just done for that "round" (I think games can be 4, 7 and 10 rounds; with a countdown timer break to visit the weapons/equipment vendor in between). You can still chat, and sometimes I'll holler out about a Scray or Fleshpound that's on the way. Note that if you die with upgraded weapons, those will drop on the ground. Nicer players may pick them up and then drop them (select weapon, then BACKSPACE key by default) near the vendor machine between rounds; but if it's a heavy weight weapon, nobody likely will. You can backtrack to get them but there's no overhead map and sometimes you don't have time to go back and find 'em.

KF2 uses dedicated servers. While I guess anybody can start one, I miss client-based titles like Helldivers where it's very easy to invite a Steam friend into your game, set up games for Steam friends only etc.

A big TropicalBash update just came out. I'll make a separate post on that.  icon_smile It's fun to have a new map, and some other changes freshen things up, but I really would rather get an Objective mode as in KF.
« Last Edit: January 20, 2017, 02:57:09 PM by Blackjack » Logged

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« Reply #18 on: January 20, 2017, 03:00:44 PM »

Big TropicalBash update dropped, including a new Lost-inspired Jungle Island Map:
http://killingfloor2.com/tropicalbash/
*The new Gorefiend is a whirling, twirling arm-blades pain in the ass, and my groups had some trouble adjusting to it last night.  ninja Which is a good change of pace imho.
*I haven't tried the mace/shield combo that was added yet. Beserker's just not my thing. It's really meant more for players who like to parry enemy attacks, and I haven't really gotten hang of that.

*The map has some interesting environmental stuff including a periodically blasting volcano in the background, and changing tides at the teach. I haven't really noticed a gameplay impact from these.

*Multiperk adds some new, "makes sense" weapon choices for each Perk (i.e., Class), and still earn your "own" Perk XP when using it. So like the SWAT Perk gets access to the Medic Perks' SMG (which has a healing dart ability like all Medic Perk Weapons). Commando gets access to various assault rifles from other perks, etc. This does open the door to more hybrid-Perking where you're still earning XP for the class you're playing, while using a weapon previously tied in to a different perk. However, this does to my eyes really clutter up the vendor weapon screen, and can make a little rough to sort through in the 20-40 seconds you might have between game rounds.

Some changelog details:
Quote
We would like to welcome all Killing Floor 2 players to the Tropical Bash and join us for some bone breaking fun on sunny Zed Landing! With a special thanks to everybody who helped us test this update over the holiday season, let the hunt for (Alan) Wilson begin!

This changelog includes all the changes from the beta with a special section on fixes from the beta and since the beta. Full crafting/econ changes are still in the process of going live as database is being updated. They should come online shortly.

Highlights
New Weapon - Bone Crusher
New Map - Zed Landing
New System - Multi-Perk Weapons
New Zed - Gorefiend

General
New System - Emotes - Players can now equip an emote and trigger it during gameplay

Multi-Perk Weapons
Weapons can now be tied to multiple perks allowing for perk bonuses
Example: Support Perk will now gain benefits from the Medic Shotgun

Inventory
Crates can now be broken down into craftable items
Game will now check for players purchase of KF 2 during early access via API and grant players the early access rewards
As part of this previously granted EA rewards have been made non tradable
Slightly sped up first 10 level experience gain
Players can now turn off the auto-upgrade system
« Last Edit: January 20, 2017, 03:09:39 PM by Blackjack » Logged

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« Reply #19 on: January 22, 2017, 03:34:13 AM »

Finally got my favorite Perk (Class, most games would call it), Commando to L25 to unlock the Advanced Training ability:
"Zed Time" is like The Matrix/Max Payne slo-mo, and each Perk has a L25 ability to choose that gives mega bonuses during those Zed Time periods.

My SWAT Perk (L24) will be next and maybe Support (L23). All my other perks are in single digits up to maybe 11 or so.

I'm mostly a "bullet hell" fan in this type of game, but it's really classes like the Demolitionist and Sharpshooter on the high end that can really make the difference in battling the nastier Zeds (Scrake and Flesh Pound), along with the Beserker. I find a lot of my "job" with SWAT and Commando is simply to help "rinse off" lesser enemies as much as possible and let the mega damage Perk players focus on the rougher enemies.

Gotta say this Corsair gaming mouse has held up great in KF2, and I feel like somehow the LMB clicker lets me fire handguns in the game faster than on my trusty Logitech MX510. I still think if Corsair released a version minus the fat "sniper" button on the left (which gives you a temporary dpi setting of your choice), that would be perfect for me.
« Last Edit: January 22, 2017, 03:36:52 AM by Blackjack » Logged

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« Reply #20 on: January 22, 2017, 07:39:46 PM »

Got SWAT Perk to L25 today:

*Read up on Steam forums about the two final Zed Time skills. Battering Ram apparently works against Scrake and Fleshpound but not when they're in midst of certain animations; and on Bosses, which seemed like it could be invaluable at times, but you have to luck into that pesky Zed Time at the right moment. Seems like it would make more sense visually if the perk got some sort of a riot shield.

I'm asking about whether Rapid Assault provides "infinite ammo" even if your favorite SMG is out of actual ammo.  icon_smile

I looked up SWAT Perk's last two SMGs on YouTube to see what they're like in real life use on a shooting range:

P90 SMG:
https://www.youtube.com/watch?v=Sd3-vAAlyko&spfreload=10
*Apparently its rifle-type bullets are designed to fragment within targets and not pass through, presumably to cause less damage to passerby in a crowd. I'm not sure if KF2 models that or not.  icon_smile

Kriss SMG:
https://www.youtube.com/watch?v=cqw2ENtN9s8&spfreload=10
*In KF2 I can attest it bucks like a bronco and gobbles ammo like Pac-Man.  icon_cool

I'm pretty sure real SWAT doesn't use these much (P90's an official weapon for Secret Service apparently), but I guess it fits Tripwire's take on the perk/class being SMG-focused.
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« Reply #21 on: January 23, 2017, 08:44:44 PM »

I had a blast playing some more this weekend.  I'm still extremely n00b-ish and there's still some residual motion sickness but for the most part I had a great time.  I did like 4 or 5 short matches with mostly the same squad, and had a generally good time.  I think we only beat one boss but it was still fun.  It reminds me a bit of of one of my favorite (failed) games, Hellgate London.  Usually zombie games scare me too much, but with the co-op emphasis, this one really works well for me.

For motion sickness reduction, I maxed the FOV, increased graphics to ultra, turned on vertical sync, decreased mouse sensitivity, and perhaps the most important thing - I sat further back from the monitor lol.  I'm using the ultra-wide monitor but wearing my glasses when I play now, so I had forgotten I can sit back a bit to take in the entire screen. 
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« Reply #22 on: January 24, 2017, 09:44:33 AM »

You also making sure that there's always at least a crosshair dot on screen?
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« Reply #23 on: January 24, 2017, 06:12:10 PM »

Quote from: Turtle on January 24, 2017, 09:44:33 AM

You also making sure that there's always at least a crosshair dot on screen?

Yup I have the full crosshair thing on, thanks.  I played some more last night, I'm getting a lot more used to it now.  There's definitely something slightly different about these graphics, there's like a slight fishbowl effect (for lack of a better term) that I think throws me off when I am not focused.  For the most part I think I'm OK now, definitely a fun game.
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« Reply #24 on: January 24, 2017, 08:20:43 PM »

Quote from: rittchard on January 24, 2017, 06:12:10 PM

Quote from: Turtle on January 24, 2017, 09:44:33 AM

You also making sure that there's always at least a crosshair dot on screen?

Yup I have the full crosshair thing on, thanks.  I played some more last night, I'm getting a lot more used to it now.  There's definitely something slightly different about these graphics, there's like a slight fishbowl effect (for lack of a better term) that I think throws me off when I am not focused.  For the most part I think I'm OK now, definitely a fun game.

Generally a fishbowl effect or fisheye lens would be from an FOV set too high.  What do you have your field of view set to?
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« Reply #25 on: January 24, 2017, 09:20:45 PM »

Quote from: EngineNo9 on January 24, 2017, 08:20:43 PM

Quote from: rittchard on January 24, 2017, 06:12:10 PM

Quote from: Turtle on January 24, 2017, 09:44:33 AM

You also making sure that there's always at least a crosshair dot on screen?

Yup I have the full crosshair thing on, thanks.  I played some more last night, I'm getting a lot more used to it now.  There's definitely something slightly different about these graphics, there's like a slight fishbowl effect (for lack of a better term) that I think throws me off when I am not focused.  For the most part I think I'm OK now, definitely a fun game.

Generally a fishbowl effect or fisheye lens would be from an FOV set too high.  What do you have your field of view set to?

I maxed it out as BJ had suggested somewhere above.  Guess I can fiddle with that some more.
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« Reply #26 on: January 24, 2017, 11:56:56 PM »

I think there was some Unreal "console command" shortcut I had to enter in order to have the option to raise the maximum FOV to 125. I'll try to research that later. Let me know if your FOV has a "125" number or something lower as the maximum listed?
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« Reply #27 on: January 25, 2017, 12:15:31 AM »

Quote from: Blackjack on January 24, 2017, 11:56:56 PM

I think there was some Unreal "console command" shortcut I had to enter in order to have the option to raise the maximum FOV to 125. I'll try to research that later. Let me know if your FOV has a "125" number or something lower as the maximum listed?

They let you go to 125 in the interface, you can see it in the screenshot you posted earlier  Tongue
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« Reply #28 on: January 25, 2017, 01:30:21 PM »

Quote from: rittchard on January 25, 2017, 12:15:31 AM

Quote from: Blackjack on January 24, 2017, 11:56:56 PM

I think there was some Unreal "console command" shortcut I had to enter in order to have the option to raise the maximum FOV to 125. I'll try to research that later. Let me know if your FOV has a "125" number or something lower as the maximum listed?

They let you go to 125 in the interface, you can see it in the screenshot you posted earlier  Tongue
OK, another player's older KF2 screenshot showed a lower maximum FOV number, that's why I thought may have modified it.  icon_smile Perhaps that was for the console version.
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« Reply #29 on: January 27, 2017, 06:08:08 PM »

PC/PS4: Double XP Weekend Started yesterday (Thurs.) Afternoon, runs through Monday, Jan. 30:
https://twitter.com/TripwireInt/status/824701267914199042

-Double XP on all Perks (classes)
-For PC, increased drop rate for items
« Last Edit: January 27, 2017, 06:09:47 PM by Blackjack » Logged

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« Reply #30 on: February 13, 2017, 10:24:13 PM »

New... sort of.... "Survival sub-mode" announced  icon_cool It actually reminds me a little bit of The Division's Underground expansion:

WWAUT - Holdout
http://steamcommunity.com/games/232090/announcements/detail/656800146530262823
Quote
Today, something different has happened, while exploring Volter’s Manor you’ve found a new path in the ground below you, leading somewhere different, someplace more strange and twisted than the “good” Doctor's house above.

You’ve discovered a labyrinth of interconnecting rooms and no matter how many times you try you can’t seem to follow the same path through. Each time you find someplace new the horde comes back to push you to your limit forcing you to holdout (perhaps with your brand new _______________ ) before a new path emerges. Welcome to Survival Holdout!

Holdout is a new sub-mode of the Survival game type with a brand new map being the first level to use it.

Holdout will combine rooms together dynamically as players traverse the dungeon via drop downs to enter the next floor (with the only constants being the starting area and the boss room). We look forward to bringing you more on Holdout and the new map over the weeks ahead, and even more we are dying to see what our community of mapmakers does with this new mode!
I'm unclear on how this works with your team, whether everyone is teleported into the holdout room or what not.
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