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Post by Kami on Aug 5, 2011 7:19:34 GMT 10
I like the changes, but the SUPER auto on the Overcharged aa12 is way harsh. You can't even fire straight with it.
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Post by Hoshikudaki on Aug 5, 2011 10:54:17 GMT 10
I like the changes, but the SUPER auto on the Overcharged aa12 is way harsh. You can't even fire straight with it. The recoil of SUPER auto is 50% of the normal Overcharged aa12's auto mode which seems fair. Its semi controllable for me with my mouse on 2000 dpi. Also a shotgun firing at that rate would have enormous recoil.
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Post by [}{] Monkey D. Luffy on Aug 5, 2011 21:19:45 GMT 10
I like the changes, but the SUPER auto on the Overcharged aa12 is way harsh. You can't even fire straight with it. The recoil of SUPER auto is 50% of the normal Overcharged aa12's auto mode which seems fair. Its semi controllable for me with my mouse on 2000 dpi. Also a shotgun firing at that rate would have enormous recoil. a shotgun firing at that rate you wouldn't have the strength to hold it. and even if you could you would have literally no control of where your shooting
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Post by [}{] Demon_333 on Aug 17, 2011 4:04:34 GMT 10
KFLv58 update:
1. Tanktriarch:
- Resistance adjustments made to several things
- Squad spawn adjustments
2. New Dice Rolls:
- Spawn BloatMothers
- Spawn Shades
- Spawn Metal Clots
- Spawn Husks
- Spawn group of Brutes
- Spawn horde of sirens
- Win suitcase full of money
3. Perk Pyro:
- Husk Cannon: Ammo price reduced
4. Perk Shotgunner:
- extra shotgun ammo increase: 25% to 55%
- Overcharged AA12: less recoil on super auto
5. Perk Rambo:
- The Phoenix: Normal auto mode will work properly
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Post by [}{] Demon_333 on Sept 9, 2011 4:27:31 GMT 10
Hello members and regulars, the new update is out/
KFLv59 Update:
1. New Dice Rolls:
- Add ammo and add ammo to all roll fixed
- Fully replenish players ammo
- Win holy grenade
- Win a portal minigun turret
- Miniboss Punygingerfast
- Raise zeds by 60
- Jackpot
- Spawn suicide jacks
- Spawn army of clots
2. Server Perk Mut: Fix by Entangler
- Bug fixed where you would join on trader and it would select you on the wrong perk.
- Implemented custom weapons mutator with this mutator (ServerPerksMut.TraderInventory) where there is NONE hardcoded limit to how many weapons.
- Changed trader weapon category groups to collapse when you select expanded group.
- Should and hopefully be 100% bug free thanks to Entangler.
3. Specimen Suicide Jack: Suicide bomb damage increased.
4. Overcharged AA12: new fire sound
5. Unholy Caroler: new scream sound
6. Specimens: Puny Gingerfast, Baby Pat Santa and Baby Fleshpound hitboxes fixed close to 100%
7. Perk BattleMedic:
- New weapon: Medic Shotgun
- Bean Bag Shotgun
8. Perk Marksman:
- New Weapon: Colt Python
- New Weapon: Reintroduced the M14EBR with better iron scope sight and a new texture by Saffire.
- G43 Scoped
9. Perk Rambo:
- MP40
- STG44
10. Perk Shotgunner:
- Portal Turret
- Overcharged AA12 new skin
11. Perk Ravager:
- FireAxe new skin
12. Perk Demoman:
- Multiperk Weapon: Xbow with arrow sticky bombs
- Now gets discount with multi-perked weapon AFS12 and Xbow
13. New Specimens:
- The Fatale
- The Shiver
- Baby Scrake
- Baby Brute
- Baby ClotElf
- Broodmother
- Broodlings
- Banshee
14. New random last bosses:
- Gaytriarch
- Tanktriarch Jr
- Santatriarch
15. Misc Item in Trader that are buyable:
- Holy Grenade buyable at trader
- Adrenaline which temporarily boosts speed
- MedKit which will recover HP instantly to 100
Credits: Entangler, Hoshikudaki
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[}{}_Koroh
KFL Clan Member
t3h cool 4dmin
Posts: 11
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Post by [}{}_Koroh on Sept 9, 2011 14:01:30 GMT 10
Mkay I've tested the weapons, here's my review.
SharpShooter[/u][/font][/color]
G43-Scoped[/u] Less damage than other Sharp weapons but this is counterbalanced by a faster shot time with a quicker reload.
Colt Python[/u] Excellent damage with no no recoil that I could see, RoF is a little slow in my opinion but overall it's an awesome weapon.
M14EBR[/u] Enhanced damage along with an extended magazine(I think) and a fast firing rate make this a pretty awesome gun imo. Works excellent on smaller zeds and I had no trouble with scrakes/baby FPs
Demo Man[/u][/font][/color]
Multi-Perk Xbow[/u] The sticky bomb does great damage although it tends to trail further and further behind faster zeds. It still blew them up but I'm not sure if it was because they were still in range or because it was originally attached to them. This effect tends to blow up zeds who appear behind it who wouldn't have been damaged if the sticky stayed with the zed you shot it at. While shooting at the head of a Tank Scrake, it went through and stuck to the wall which was quite a way behind it but it still damaged the TS as it blew up. On the body shot it stuck to the TS though.
Shotgunner[/u][/font][/color]
Sentry Gun[/u] Lowish damage and quite useful on the smaller zeds. The lower damage is countered by how long the turret lasts for though which seemed to be, if not attacked, for as long as you want it to last. It has a mid-level tolerance for taking damage.
Overcharged AA12[/u] Higher damage and the bullets cluster together more which gives it a much farther range of effectiveness
Battle Medic[/u][/font][/color]
Bean Bag Gun[/u] Effective up close though the direction of the bean bags tend to be sporadic with 4-5 beans grouping while 4 or so beans go off on their own. Stuns zeds for up to 5 seconds and works well up to scrakes. Haven't yet tested on FPs but I doubt it will work on them.
Medic Shotgun[/u] Effective single target damage, pellets tend to cluster making groups quite difficult. Mid level reload speed. Weak on Scrakes and above.
Rambo[/u][/font][/color]
MP40[/u] Not very effective on zeds above Gorefast level and I found even Gorefasts took a little longer to kill than usual. Works rather well on groups of Clots, Gorefasts, Stalkers, Giant Reindeer, Crawlers etc. Recoil isn't noticeable and reload speed is normal.
STG44[/u] Very effective on Gorefast level zeds. Works well on Maulers/Scrakes with the normal amount of damage one would expect against Fps/MPs etc.
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Post by [}{] Demon_333 on Sept 9, 2011 18:17:25 GMT 10
Thanks for the feedback Koroh. Much appreciated.
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Post by [}{]TheBoobyTrap on Sept 11, 2011 20:01:59 GMT 10
The new guns suck. The G48 can't even 1hit gorefasts. M14 tears the g48 to shreads.
M14 has way too much recoil.
Colt is fun but useless compared to executioner and mk23, even 9mm. Just because of small clip slow RoF as Koroh said and not enough damage to compensate.
The new WWII themed rambo guns suck. They do less damage on trash than the 9mm. Unlike marksman, Rambo can't 3hit FP's.
Rambo is seriously underpowered
explosive xbow is awsome! just needs to stick to specimens better.
More often than not, the Overcharged aa12 can't even 1hit gorefasts.
Sentry is useless if it doesn't get headshots.
Overall new weapons suck.
medic shotgun is cute and fun, but needs more penetration
and bean bag has fuck all ammo to be useful.
oh and i LOVE gaytriarch LOL
tl;dr new guns suck and rambo is srsly underpowered.
Please reply your view on what i think, big or small.
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Post by jonesy on Sept 11, 2011 20:59:17 GMT 10
Haha yeah "gaytriarch", I couldn't stop laughing when I saw him in the pink shorts... lmfao.
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Post by Entangler on Sept 11, 2011 23:08:07 GMT 10
I have a feeling that some of the new weapons aren't receiving perk bonuses. And I think the Overcharged AA12 is having hitreg issues; my guess is that the usual point-blank shotgun failure bug is worsened by the pellets' increased velocity, but I haven't tested that yet.
Bear with us, guys. An update that big was always bound to have a few issues, but we'll get them sorted soon enough.
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Post by [}{] Demon_333 on Sept 12, 2011 18:41:37 GMT 10
Thats not real nice to say Booby, me, Entangler and Hoshikudaki worked real hard on this update. I'd like to see you work on a update yourself and iron them out. Considering how long it took Tripwire to balance the game to how it is now.
The new weapons that i added aren't meant to be better than some of the weapons that are already on there. They are supposed to give alot of variety to the perks.
If you aren't going to give proper backup on the things you say, then don't bother posting feedback at all, it's starting to get annoying. Saying Rambo is underpowered because the WWII weapons aren't as good in terms of damage compared to Fn Fal, considering the price between the two just doesn't make sense to say it's underpowered.
The WWII weapons are supposed to be equivalent to the AK47 and Bullpup, you don't have to use them over the Fn Fal or The Phoenix. Their buy price is much lower so it gives more variety to the lower level Rambo.
I appreciate your feedback but you need to think over what you said abit more and give hard evidence over why such things are underpowered and why it needs more penetration for example like the medic shotgun, i have no idea why that needs more penetration when that is not Medics role. That is a Support abililty and the bean bag shotgun. If that had alot more ammo than it has now it would be way op, medic would be able to take on many scrakes by himself. Stun then shoot repeatedly, you're supposed to conserve it's ammo and use it wisely.
Overcharged AA12 can 1 hit gorefasts if you aim at the head and it has alot more ammo to justify it's power. The colt i might consider giving more damage but well see and the M14EBR's recoil is to justify it's 20 mag, if it had lower recoil than it has, it would be pointless to aim your shots.
The G43-Scoped obviously is going to be underpowered compared to the M14 because it has a lower price! Entangler said he will try to work on the sentry bots to make them aim at the head and the explosive xbow is the best it's going to be, it was very hard to code.
Anyway rant over.
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Post by Hoshikudaki on Sept 13, 2011 16:05:57 GMT 10
With the Sentry Bots I noticed that the targeting laser is at the top of the bot and not at the little circle area closer to the middle which seems to me is the correct position.
Also what strikes me as odd is that I think the Mp40 or STG44 is a slot 4 weapon whereas the other is a slot 3 weapon. Shouldn't they both be a slot 3 weapon?
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Post by [}{] Demon_333 on Sept 18, 2011 19:24:25 GMT 10
KFLv60 Update:
1. Perks:
Perk Battlemedic:
- Raised Medic Shotgun max ammo from 40 to 100
- New weapon: Medic Nade Launcher
- Level 20 starting weapon changed to Medic Shotgun
- M7A3 weight changed from 5 to 4
Perk Shotgunner:
- Turrets will reward perk points
Perk Demoman:
- UM32 weight fixed to 9, mag raised to 6 from 5
- UM32 slight damage increase & Prox mines damage increased
- Explosive AA12 weight changed to 7 & extra ammo bonus
- Explosive Xbow weight changed to 7
Perk Pyromaniac:
- Husk Cannon weight raised from 6 to 7
- Firespray weight lowered from 8 to 7
- Xbow weight lowered from 8 to 6
- Flamethrower weight lowered from 7 to 5
- Firespray now has a carpet flame on impact
- New high tier weapon: Fire Carpet
Perk Marksman:
- Colt Revolver damage increased, firerate increased & max ammo increase.
- M99 accuracy fixed
- M99 faster fire rate per level
Perk Rambo:
- MP40 slight damage increase
- STG44 slight damage increase
- STG44 is in slot 4
- MP40 is in slot 3
- New weapon M7A3C
2. New dice rolls:
- Spawn baby scrakes
- Spawn baby clot elf's
- Spawn baby brutes
3. Syringe and Welder now droppable and buyable in misc section at the trader
Credits: Hoshikudaki
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Post by Hoshikudaki on Sept 19, 2011 3:33:57 GMT 10
Some of my thoughts on v60 Battlemedic - Battlemedic's description needs to be updated, as it still says you spawn with a dildo launcher
- Healing Field could use a more subtle emitter, it blindingly bright.
Pyromaniac - I feel like the flame carpet is redundant as the molotov has a very similar effect.
-Theres something that makes me think the firespray's alt fire needs a buff.(shorter range & no fire carpet atm)
Shotgunner -overcharged AA12 firing doesn't sound right, needs a bigger bang noise or switch it with the AFS so the AFS is the more quiet one.
- I believe the sentry bots need some tweaking as in most games everyone makes an attempt get one and in some maps becomes too crowded.
- Also in some positions the sentry becomes a good bait to distract the ZEDs who can't reach it making the ZEDs do nothing until you come around to dealing with them.
- Could also adjust its hitbox as its frustrating when I use the explosive xbow and the bolt sticks to a sentry when it does not collide with the actual model.
- Like I've said in my previous post the targeting laser could be lowered as it should come out of the eye.
Demolitions - only used it once in this version and cannot confirm the following. - The bolt sometimes seems to behave strangely. It'll pass through some zombies when it should of been a direct hit, or clip the a ZEDs feet when I was aimming ahead of it.(Playing on bank on the roof)
- It also feels weaker, along with the lower ammo capacity makes it less desirable(Could be because the amount of people in the server or I've become used to the previous version)
- Might need to adjust the bolt as it'll stick to what I think are blocking volumes, making it less useful in some maps.
- There also seems to be a bug where you can hit enemys on the other side of a door.(Not sure how we're going to correct this one), Its particularly useful but will hurt your team as a price if you a welding a door as well.
Misc The Medkit and Adrenaline share ammo which I reckon should have their own separate ammunition and should only have a ammo capacity of 1.(Currently cost 400 to refill)
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Post by [}{] Demon_333 on Sept 19, 2011 17:49:42 GMT 10
Thanks Hoshi. I will address most of those problems in the next update.
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