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    Monday, May 25, 2020

    Killing Floor I worked really hard on Desolation, and this is a detailed comparison video I made between the Workshop and Official Version.

    Killing Floor I worked really hard on Desolation, and this is a detailed comparison video I made between the Workshop and Official Version.


    I worked really hard on Desolation, and this is a detailed comparison video I made between the Workshop and Official Version.

    Posted: 25 May 2020 05:03 AM PDT

    Anyone else find any more KF2 references in ManEater?

    Posted: 25 May 2020 12:49 PM PDT

    Hi Reddit! I've played so much KF/KF2 over the years I decided to make a little analysis video of it's present state in 2020. This took ages to make, so cheers in advance!

    Posted: 24 May 2020 09:13 PM PDT

    Horzine Logo In Man Eater

    Posted: 24 May 2020 03:01 PM PDT

    Best survivalist loadout for playing in a 2p group?

    Posted: 25 May 2020 02:25 AM PDT

    I know it is a big meme in team play, but I play in a group that never exceeds 2-3 players. Because this game is stupidly harder when not either solo or 6man, we each basically need to be super wave clearers AND also handle our own big zeds. So in that super niche category, Survivalist is looking pretty tempting.

    What would be some good loatouts for the perk that'll work well with just a second player? Hell on earth difficulty.

    My current guess would be the rpg and something like the M4 shotty. Though I'm not a fan of the reduced penetration because I run dry alot.

    submitted by /u/mundernoose
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    Modding Monday - 5/25/20

    Posted: 25 May 2020 07:23 AM PDT

    Feel free to talk about modding Killing Floor.

    • Did you try a new map or mod this weekend? What did you think about it?
    • Is there a mod that you think is great that you want to get noticed?
    • Do you have suggestions for a mod?
    • Are you working on a new mod? Got something in production you want to show off?
    • Got a question about adding a mod?
    • Got a question on how to mod?
    • Got a question on how to start creating mods?

    These are just some examples. If it's related, talk about it.

    Special Thread Rules: * If a mod is specific to Killing Floor 1, remember to mention it. * Self Promotion in regards to mods/maps is allowed here. * Rule #1 still applies here, so please don't suggest exploit mods or killbox mods. * Rule #2 still applies. Treat your fellow mercenaries like humans and save the hate for the zeds.

    submitted by /u/T-R-A-D-E-R_Bot
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    Looking for New Friends

    Posted: 24 May 2020 06:30 PM PDT

    Hello there -- just looking for people to play with. I play on steam so add me: lascariat. I am looking to play all perks and trying to prestige, so shoot me a hello if you'd like to play.

    EDIT: Smart thing would have been to add my area/time zone! I am in the USA, in the Eastern time zone.

    submitted by /u/Katie013
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    My attempt at fixing the survivalist

    Posted: 24 May 2020 08:06 PM PDT

    My attempt at fixing the survivalist

    I know that im not a game designer and that this is far from perfect, i just want to share my thoughts on my favourite perk. Since the survivalist is lacking original skills and an identity, i attempted to design a few skills to replace unoriginal/not very useful ones.

    i am very good at paint

    First of all i found it weird that the survivalist can hold molotov cocktails but doesnt have a significant bonus to fire based weapons, so i replaced the spontaneous zedsplosion with a buff to fire effects and connected the molotov cocktail to this.
    With the removal of spontanenous zedsplosion i opened up the possibility to choose between having stronger fire or explosions. In the case the survivalist doesnt use either, the player can still choose between the passive bonus to fire or explosive resistance. In addition to that i removed the possibility to hold heal grenades, allowing to keep the HE grenades and even granting a significant bonus to those.

    Secondly, i found his level 5 skills rather underwelming, granting only an elite reload for a selection of weapons that yet again dont include the firebug. I attempted to replace this with a variety of stats that either help in damage output or survivability.

    Next on the list is a change to the "Equipment" section of skills, where i changed his base loadout to a very unique set of starting gear making the survivalist even more versatile. Having either a 9mm with extra ammo that can heal allies or an upgradable knife, the survivalist can save valuable inventory space without having to miss out on the extra functionality of being able to heal or holding a potent melee weapon. I understand that it would consume costly resources to make a special 9mm model for this purpose, but this problem can be bypassed by replacing the survivalist's 9mm with a custom HMTech-101 Pistol which is identical in appearance but holds no weight to it. "HRG Survivalist 101" or something like that

    Since the survivalist's ZED time skills have never been a gamechanger like the berserker's or the sniper's, i attempted to change them into something that fits his identity - survival. Extending these powers to his teammates can emphasize this identity, and having a survivalist on your team could make a meaningful difference, even despite the fact that the players are very versatily in their loadouts.

    In case the removal of one of the passive bonuses confuses you, i did this to avoid redundancy because the increase in armor has been linked to a level 5 skill. Also i think that i increased the overall powerlevel of the connected skills, hence why i believe the passive stats can take a slight hit.

    I think i have shared most of my thoughts on this, as you can probably see i have created this picture using paint so please dont be too hard on my artistic skills. Furthermore I am not a native english speaker, so please forgive my mistakes.
    Lastly i have to admit that im not a very good KF2 player, so if any of my ideas are overly useless or very out of balance that is probably the reason. if you made it this far, thank you for reading and please share your thoughts!

    submitted by /u/Huenengehaenge
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    AGREE/DISAGREE -- only GS/Zerk/Medic/Survivalist perks can carry dead 6p-teams to boss victory

    Posted: 24 May 2020 04:14 PM PDT

    (Not absolutely consistently, of course, but high chances for skilled players to succeed).

    Situation is -- Boss wave, 6 player HOE, let's say boss health at 1/3 left, all other team members dead except 1 last man standing, choose one of those 4 perks.

    I feel that none of the other perks -- Support, Swat, Commando, Demolitionist, Firebug, Sharpshooter -- as the last survivor standing in that scenario can ever overcome the bosses (except the Abomination in some situations) in that scenario all because speedy kiting is pretty much key for said scenario, avoiding damage & replenishing ammo & adjusting distance, balancing those priorities with a perk that can't outrun the boss whether it chases & relentless attacks.

    I can win through the aforementioned 4 titled perks in that scenario, but for the other 5, I am yet to accomplish, never mind even enjoy the fun, of having the other 6 perks pull through in that last man standing situation.

    Like -- want to play out the fun idea & feeling of being last man Support winning in that situation?

    Forget it, that's a pipedream that'll never come true (not even in Suicidal), that kind of fun can only be had by those 4 titled perks, by perks that have the necessary +running-speed.

    Anyone else feel the same?

    EDIT: Completely forgot to mention Sharpshooter. In that situation, that perk's +10% running speed can see the perk hold against Abomination, King FP, and even Patriarch sometimes given the right kiting map.

    submitted by /u/Zolgrave
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