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    Friday, February 26, 2021

    Killing Floor Killing Floor 2 - Spring 2021 Beta 1 is now live!

    Killing Floor Killing Floor 2 - Spring 2021 Beta 1 is now live!


    Killing Floor 2 - Spring 2021 Beta 1 is now live!

    Posted: 25 Feb 2021 03:26 PM PST

    https://steamcommunity.com/games/232090/announcements/detail/3056226654802675963

    How to opt into this beta:

    • Non-server hosts (Steam only): Right click KF2 in your library dropdown menu, select 'Properties', then 'Betas', then select 'preview -' in the dropdown menu

    • Server hosts (Steam only): Type the following in SteamCMD: 'app_update 232130 -beta preview'

    • Non-server hosts (EGS only): Simply launch the 'Killing Floor 2 Beta' install in the launcher.

    How long will this beta be running until?

    It will run from 25 Feburary to 9 March. (Dates are subject to change)

    I found a bug! Where do I submit a bug report?

    The Tripwire Bug Report subforum is the best way to bring a bug to Tripwire's attention.

    Will my progress from the standard build be carried over to the beta build (and vice versa)?

    Your stats and inventory will carry over from the standard game to the beta fine, though the reverse (beta to standard builds) may cause some issues (i.e. bugs tied to the upcoming seasonal objective rewards). Perk levelling between builds should work fine though.


    What's New?

    • New Map: Dystopia 2029 by Seanchaoz

      • Compatible for Survival, Weekly, Endless
    • 2 New Weeklies

      • Bloodthirst
      • Coliseum
    • 2 New weapons

      • HRG Beluga Beat (Sharpshooter, Tier 3, $1100)
      • Gravity Imploder (Demolitionist, Tier 5, $2000)
      • Note: The Gravity Imploder is not purchasable in-store while the beta is ongoing. It can however be tried out in the beta by inputting GiveWeapon KFGameContent.KFWeap_GravityImploder into the dev console after enabling cheats
      • Note: As a reminder, the HRG Beluga Beat is free for all players
    • New Objectives, tickets, Vault items, cosmetics, and store bundles

      • Complete all objectives to earn the Cyborg Companion Backpack

    Quality of life changes

    • Dosh amount received when joining a game in progress has been adjusted for every wave and game duration.

    • New visual indication feature implemented in the game HUD for the different buffs that the Field Medics can apply to themselves or to other players when healing.

      • Perk skills that unlock the Medic buffs: Adrenaline Shot, Focus Injection, Coagulant Booster
    • New Server Browser filter to include or exclude the servers that have ever used the kick/ban functionalities from the WebAdmin tool.

      • A new icon has also been added to the Server Browser list for these servers.

    Balance Changes:

    • SA80 L85A2 Bullpup

      • Weapon weight reduced from 6 to 5
      • Bullet damage increased from 30 to 32
      • Initial spare magazines on Trader purchase reduced from 4 to 3
      • Ammo price per magazine increased from 30 to 32
    • Freezethrower

      • Rate of fire of default fire reduced by 30%
      • Minimum ammo consumption of default fire reduced from 4 to 3
      • Alt-fire damage type changed from "Freeze" to "Ballistic_Shotgun"
      • Alt-fire base damage increased from 20 to 35 per ice shard.
      • The number of shards of alt-fire reduced from 12 to 9
      • The spread of alt-fire shards reduced by 20%
      • Default fire horizontal recoil reduced by 30%
      • Alt-fire vertical recoil increased by 50%
    • Dual 9mm

      • Some perk skills compatibility were reactivated for this weapon:
      • SWAT's Tactical Movement, Suppression Rounds, Rapid Assault and Tactical Reload
      • Support's Tactical Reload
      • Sharpshooter's Tactical Reload
      • Demolitionist's Tactical Reload
      • Commando's Tactical Reload, Prepared, Machine Gunner and Tactician
    • Dreadnaught (Berserker Level 5)

      • Total Health bonus increased from 75% to 100%.
    • Resistance (Berserker Level 15)

      • Resistance to all damage increased from 20% to 25%.
      • Additional resistance to Poison and Sonic damage increased from 20% to 25%.
    • Resilience (Field Medic Level 5)

      • Max amount of resistance increased from 50% to 70%.
    • ZED TIME - Ranger (Sharpshooter Level 25)

      • Updated the way this perk skill applies the stun, to be more consistent. Now every shoot of any perk weapon will stun any Zed.

    Bug Fixes:

    • Fixed an issue where the Elysium map defaulted into Endless Mode on Linux servers instead of survival.

      • Fixed an issue where spray actor weapons (Flamethrower, Microwave Gun, etc.) did not impact the heads of large zeds such as Fleshpounds and Scrakes.
      • Work was done to improve connectivity for EGS players to servers based in Singapore. Code was put into place to better the error handling and cleanup around stopped/failed auth requests.
    • Fixed an issue where the Rack 'Em Up skill did not work on the Matriarch's 3rd phase in some cases.

      • Fixed an issue with Survivalist skills where any interaction with Zed Time would spam the user's log per tick or use of the skills.
    • Updated the descriptions of the Medic skills Adrenaline Shot, Focus Injection, and Coagulant Booster to accurately reflect the usage of the skills.

    • Elysium-Specific Map fixes:

      • Fixed multiple instances where Spectators were able to reach non-playable zones.
      • Fixed an issue where the toxin streams, black holes, and emergence of terrain features have no SFX.
      • Desert section-specific fixes:
      • Fixed multiple pathing issues for Zeds throughout the area.
      • Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
      • Fixed issues with the sand textures that showed them as very angular shapes.
      • Fixed an issue where dropped weapons and dosh would disappear under the sand textures.
      • Fixed an issue where weapons would bounce far away from players when dropped.
      • Fixed an issue where the player was forced to crouch in 3rd person while walking up sand dunes.
      • Fixed an issue where players would automatically jump when the users approach the rocks and trees within the area.
      • Swamp section-specific fixes
      • Fixed multiple pathing issues for Zeds throughout the area.
      • Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
      • Fixed the collision on multiple barrels in the area.
      • Castle section-specific fixes
      • Fixed multiple pathing issues for Zeds throughout the area.
      • Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
      • Fixed the collision on the main gate where the player is able to clip into it.
      • Fixed an issue where the user is able to see through the geometry of the map in some instances.
      • Forest section-specific fixes
      • Fixed multiple pathing issues for Zeds throughout the area.
      • Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
      • Fixed an issue where the collision is various tables and environmental objects are pushing back the player as they approach it.
      • Fixed an issue where the player is able to climb the fences without jumping.
      • Loremaster Sanctum section-specific fixes
      • Fixed multiple pathing issues for Zeds throughout the area.
      • Space section-specific fixes
      • Fixed multiple pathing issues for Zeds throughout the area.
      • Fixed an issue where there are no ice traps under the spheres in the area.
      • Botanica section-specific fixes
      • Fixed multiple pathing issues for Zeds throughout the area.
      • Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
      • Fixed an issue where players would automatically jump when the users approach the barrels and sacks within the area.
      • Main Area section-specific fixes
      • Fixed multiple pathing issues for Zeds throughout the area.
      • Fixed multiple areas where users could get to areas or onto terrain features where Zeds were unable to follow.
      • Fixed an issue where some environmental objects floated above the ground.
    • Fixed an issue with the HRG Scorcher that would drop the overall frame rate when shooting dynamic objects.

    • Updated the impact sound of the HX25 grenade pellets to the correct sound.

    • Fixed an issue where switching weapons after trying to reload the Doomstick without any reserve ammo would force the weapon switched to fire automatically.

    • Fixed an issue with the Min Reconstructor projectiles where they would become stuck in some objects.

    • Fixed an issue with the Pulverizer reload animation that caused a desync of the animation in 3rd person.

    • Updated the icon for the Neon MK III Bronze Bundle to reflect the accurate number of USBs contained therein.

    • Fixed an issue with the VoIP icon where it would not appear when a user that had reset their audio options would speak.

    • Changed the Brazilian Portuguese text string for the Dual HRG Buckshots in the trader pod to fit within the text box.

    • Changed the Spanish text string for the Medic Zedative skill description to fit within the text box.

    • Fixed multiple Spanish, Polish, and Brazilian Portuguese text strings in the store to fit within the text box.

    • Fixed an issue on console where Dosh Vault crates were not being added into the user's inventory.

    • Fixed an issue on console where in some cases where a large number of Dosh Vault crates were being awarded to the user.

    • Fixed an issue on consoles where black artifacts and striping would appear throughout all areas of the map when sprinting in Elysium.

    submitted by /u/ANoobSniper
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    Truly devastating. Thankful for good meds.

    Posted: 26 Feb 2021 12:11 PM PST

    So I wonder if this is a nice easter egg or if this confirms Man Eater takes place in the same universe as Killing Floor.

    Posted: 25 Feb 2021 08:37 PM PST

    Hi :)

    Posted: 26 Feb 2021 09:32 AM PST

    Hi my names zack ive been playing the game for awhile but i have a question whats the best healing perk ?

    submitted by /u/Few_Boss5561
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    Frequent crashes on PS4

    Posted: 26 Feb 2021 03:56 AM PST

    I've recently experienced heavy amounts of random crashes for some reason. Especially on multiplayer as soon as i join a server. Has this been an issue to anyone else or is it just me? Also noticed that my profile icon is being shown as the standard KF2 icon and no longer shows my PSN account photo.

    submitted by /u/NxY_ReTeX
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    Error and blue screen

    Posted: 26 Feb 2021 02:32 AM PST

    The game keep crashing every time I launch a game on any map for the last 2 days. Im not the only one sometimes when I can play some round I see people leaving for no reason like they play through the map and all then 2 or 3 /6 players leave suddenly and they come back the next round. I didnt see anyone talking about it and it happens a lot for me (ce-34878-0).

    Edit: Im playin right now and I think its bc we are too much in the same lobby Ive done a game where we were 3 n everybody who join get "kicked out" (4ppl) The next game with the same 2 guys I have been kicked out of the game when a guy join at the wave 2 (first wave was chill)

    submitted by /u/Oni_fuecu
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    How is KF2 these days?

    Posted: 26 Feb 2021 12:54 PM PST

    Haven't really played since mid-2019. Lost interest in playing when newly added medic weapons didn't really make me switch up my loadout any, then didn't come back when i heard tell of straight up DLC weapons. Has anything changed for the better since?

    submitted by /u/Scykotic
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    Recorded a few sharpshooter takedowns with stability to see what I could come up with that wasn't suicide (that's why the railgun only shows once and the crossbow shows in all but one)

    Posted: 26 Feb 2021 12:15 AM PST

    Anton Strasser is missing!

    Posted: 26 Feb 2021 06:47 AM PST

    Anton Strasser is missing! My friend lost Strasser in choosing a character, what should I do?

    submitted by /u/YunisBadShah
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    The Beluga Beat and Ranger buffs - why are we "fixing" Sharp when it was never broken?

    Posted: 25 Feb 2021 03:27 PM PST

    So the Beluga Beat dropped today in the beta. As someone who was around for the legendary 2018 Summer Shitshow (when we got FP one shots and T5 Deags) this thing somehow still managed to shock me with its absurdity. Primary fire is AoE attack that kills through body damage and wipes out mobs with little effort. I'm confused...shouldn't Sharp be a little weak against trash to balance its effectiveness against larges?

    Not to mention the Ranger buffs. The perk was due for a slight buff, perhaps by making it stun scrakes with fewer shots and making stuns on calm FPs more consistent. But instead we got an obscene buff; now a single 9mm headshot is all you need to stun a raged FP. That is way too strong for the mild large count that we currently have in Vanilla. We'd need like double the present number larges to justify that level of power.

    This frustrates me. It's like TWI sees that Sharp is the least played perk in the game, but they do zero analysis to understand why no one plays it and ignore all the people pointing how strong it always has been. Think about it ; there are no ingame testing environments to learn takedowns, no tutorial videos about perk roles & synergies, no mechanisms to dissuade people from doing harmful things like joining as a perk that plays badly with the team comp, nade stacking FPs, stealing Mando extensions, selling other peoples guns, etc. Between all this and the endless buffs to Zerk/Medic's survivability, it's no wonder no one plays Sharp: every pub boils down to pure chaos and body damage, with zero coordination or takedowns, so of course the most aim dependent perk in this game suffers.

    But instead of fixing the underlying issues that cause practically every pub match to play out as the same chaotic mess, they just give Sharp a weapon that allows it to join in the mindless spam, and buff an already decent skill so that we can trivialize the already-trivial larges....

    Oh well, what can I say. Hopefully the live release tones some of this stuff down. And at least we still have the reasonably balanced Assassin and other Sharp weapons to turn to. In the meantime, catch me maining SWAT since it's one of the few perks with any integrity left.

    E: Thanks for the vid, Leon, I hate it

    submitted by /u/thatheavymetalgoat
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    How do I add a Custom Map to my Killing Floor 1 server? (using gameservers)

    Posted: 25 Feb 2021 07:46 PM PST

    I rented a server for a month because I wanted to play with some friends, it works well enough, the only issue is, I want to add a custom map but I have absolutely no idea what i'm supposed to do, something about web admin but I have no clue how to clue how to access it.

    Any help? I saw a video about adding custom map to kf2 servers using gameservers, but it doesn't seem like it's the same procedure with killing floor 1. Thanks in advance.

    submitted by /u/simpleplayer1999
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    Guns to add in the future?

    Posted: 25 Feb 2021 07:31 PM PST

    Sup guys! I'm brand new here to the sub. I discovered this kickass game when a friend of mine got me into it at his house a few years ago, but I just now bought it today.

    So, to the topic at hand: one thing I immediately noticed when I first played the game those few years back: the guns and their animations are absolutely sick. Lots of attention to detail and the reloads themselves are well animated. With that being said, many of us have probably already imagined other guns being in the game that aren't yet, so, that's what I'd like to make this post about!

    My wishlist: the AUG A3 M1. If you are unfamiliar with this AUG variant I encourage you to look it up. Basically has a modern integral scope with picatinny on the 12 and 3 o' clock positions, and the body has an A3 bolt release, and a magwell that accepts regular AR pattern Stanags. If not this variant, then perhaps a regular A3 with the flat top rail and the AUG magazine. This is all I can think of at the moment, lemme know what you guys would like to see in game as well! I love talking about what guns to add in videogames.

    submitted by /u/Wolf_Scout_Commando
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    Fast Leveling

    Posted: 25 Feb 2021 11:45 PM PST

    I just started playing the game while i did prestige my medic once i was wondering i there was a faster way of leveling him up

    submitted by /u/DomTheCom
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    It's time to bring back the Fleshpound round.

    Posted: 25 Feb 2021 05:18 PM PST

    With all of these buffs and new weapons i think it's past time that TWI buff the Zeds and add some more Zed variations cause the game is seriously getting too easy now where it's like i either have to play on SUI or HOE to actually have a challenge. Not that i don't like the buffs and DLC/HRG weapons but the Zeds need a buff now too cause this game is just becoming a sandbox.

    I'm all in favor for bringing back the all FP round. I think It's time for it to come back. With all the new buffs and gear we have i would like to see it all put to the ultimate test. I think FP round is highly doable now than ever before.

    submitted by /u/Yharl_Ballin
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