• Breaking News

    Tuesday, August 18, 2020

    Killing Floor Yes.

    Killing Floor Yes.


    Yes.

    Posted: 17 Aug 2020 06:52 PM PDT

    All this from my first hour of gameplay

    Posted: 18 Aug 2020 12:39 AM PDT

    Request for Better Controller Aiming

    Posted: 18 Aug 2020 01:55 PM PDT

    Hello everybody. I've made occasional posts on this the past few years, but nothing has changed yet. This post will be a copy of one of my previous ones. Killing Floor 2 is still receiving some support, so hopefully these changes will make it into an update.

    While this this issue is most important to console players, these issues were present on PC and still likely are. Addressing it there would help the gamepad players on PC too.

    A video showing these issues here: https://youtu.be/UxG2RP1UsG0

    Text version:

    Square Deadzones

    Killing Floor uses a square deadzone

    Deadzone: https://imgur.com/MLqMDZ5

    Dotgraph: https://imgur.com/JnqrKNH

    Note: the plot were tested with a Titan One device, which has a 0-100 resolution, so these might be off by 1-2%. There also might be an acceleration jump mirrored in the vertical, but I couldn't test it properly with diagonal movement.

    Those images show the issues. Square deadzones require more diagonal movement to beak out of the deadzone which isn't intuitive at all. Even more importantly however, square deadzones restrict diagonal movement in a cross the size of the deadzone, and for one at 20% this is a ton. This means in the blue regions only cardinal movements are possible, so all that stick movement is wasted on only 4 directions.

    Ideally this would be changed to a circle which shouldn't have either of those issues.

    Deadzone Size

    Killing Floor 2's deadzone is 20%, which is normal in games, but certainly large. A slider to control the size is requested, ideally from 0% to 20%. Lower deadzones make aiming feel dramatically more responsive and make making precise adjustments much easier.

    Acceleration Jump

    At about 97% with turn rate noticeably increases. While I understand this is to help turn faster while keeping the general sensitivity lower, this can be awkward to deal with. It creates a separation between the normal acceleration curve and makes predicting larger flick movements more difficult, especially since the jump only occurs on more horizontal angles.

    A slider to control the intensity of this jump/multiplier is requested, ideally with a range that allows us to disable it, up through and even maybe further than the current value.

    Square vs. Circle Deadzone Graph

    I've made a graph to show how a deadzone slider would change based on the deadzone type

    https://www.desmos.com/calculator/nsa63rp09d

    Smaller deadzones would heavily mitigate the issues with a square deadzone, but a circular deadzone carries none of the issues at any deadzone size.

    Additionally, as mentioned in the video and shown in the dotgrah, the acceleration jump is something of a rounded square, which that interactive graph also indicates. This is a good thing, and shows the acceleration itself is done well. It's just the deadzone that is changing the shape, and the switch to a circular deadzone would see the acceleration jump(if enabled with an added slider) follow a circular path.

    Conclusion

    Requested Changes

    • Change square deadzone to circular one

    • Add a deadzone slider, Suggested Range[ 0% to 20% ]

    • Add an acceleration slider, Suggested Range[ 1x(to disable) to current multiplier ]

    With these changes controller aiming should be dramatically smoother than it currently is.

    Thanks for reading.

    submitted by /u/EternalDahaka
    [link] [comments]

    Do the characters have any impact on the gameplay?

    Posted: 18 Aug 2020 02:58 AM PDT

    I am currently using D.A.R but do other people have different perks?

    I am actually using killing floor 2 but it won't let me post there.

    submitted by /u/Chopstickman-54
    [link] [comments]

    Anyway to create a private server just for friends?

    Posted: 18 Aug 2020 10:02 AM PDT

    Seems like the "create server" option just looks for any empty servers that fit my requirements, is there any easy way to just make a server? (Kinda like how you can easily do that on CSGO)

    submitted by /u/kool_kolumbine_kid
    [link] [comments]

    I hear phantom players on my kf2 server

    Posted: 17 Aug 2020 07:58 PM PDT

    I was playing alone and testing a new map on my server and out of the blue i began to hear voices (im not crazy i think), i tried to respond but it seems they couldn't hear me, has this happened to you?

    submitted by /u/Dazzling-Leopard
    [link] [comments]

    Question about keys

    Posted: 18 Aug 2020 08:23 AM PDT

    I have been playing kf2 for about 1 and a half months now and I have gotten multiple crates, yet no keys. Some people have said that you can get them from winning but others say that you can only get them from buying irl. I am not planning on buying keys for money, so if that is the only option, isn't it better to just recycle the crates?

    submitted by /u/Thaimoon
    [link] [comments]

    SPX Centerfire vs Winchester?

    Posted: 17 Aug 2020 06:53 PM PDT

    When comparing the two side by side, why should you ever buy the SPX Centerfire when the Winchester has two more rounds, and for a $500 upgrade, can deal as much damage as the Centerfire with two more rounds. Are there any pros of the Centerfire that I'm missing?

    submitted by /u/MNLife4me
    [link] [comments]

    New zed suggestion.

    Posted: 17 Aug 2020 06:47 PM PDT

    No comments:

    Post a Comment