mardi 2 décembre 2014

RO2 Squad rebalancing

Hello folks!



I am sure this has been brought up before in some other thread (probably multiple times and I my search skills just aren't good enough to find it) but I was wondering if there was anything in the works to fix the constant stack of players in squad1/2? Since a majority of the players are connected and have a class selected before the round begins, it would be nice if the system would autobalance the squads to distribute players more evenly. It could even take into account if a user manually selects a squad (which doesn't happen very often) and balance other users who didn't chose accordingly.



I find this portion of the game to be quite annoying because when you end up as SL3 or SL4, you have <5 in your squad on a 32-man team and when you are SL4, you are lucky to get 2 guys besides yourself. It makes it very difficult for those squads to make an impact to the battle and puts a ton of pressure on SL1 & SL2 to stay alive the whole time with 80+% of the team relying on them for respawns.




RS Rising Sun symbol after your name.

Hello folks!



I was playing on one of the EU servers this past weekend and noticed something that I had noticed a while ago but just kept forgetting to ask about; a few players having the rising sun symbol after their name. Does anyone know why that symbol is there? One person suggested that it was the indication of a battlefield promotion but I'm not sure how accurate that is. If it is some sort of tag you can add to the end of your name, I sure as heck want one! :)




Bridges of Druzhina. Imbalance.

I often see this map. And allies are defeated in 90% of cases.



Reasons:



1. Allies respawn bug.


Spoiler!





Machine gunner x2, elite assault x3, elite rifleman x3 and rifleman x4. 12 players. Never spawn on squad leader.



2. Number of machine guns.



Bridges of Druzhina 2013.


Spoiler!







Bridges of Druzhina now.


Spoiler!





Four MG-42, three marksman's and elite assault. In defense. Too much.



3. Point "E" and "D".

The most difficult point. Need block these zones after capture.



Please fix it.




Hello everyone, I come from Chinese, I like killing space game very

I like this forum, learn a lot, often years later attention




Firebug Crisp/DoT Mechanics?

Hello again with another question:



Since I recently started playing Firebug I read some stuff about it and joined a Hell on Earth game with a premade group of guys... Now I know that Fleshpounds receive less DoT damage, but scrakes take normal damage right? Since we were kiting and I was the last person to light the zeds on fire while running I thought it would be a good idea to burn scrakes... As far as I know they don't rage from the dot damage and also when they are crisped they take more damage from all sources right? Well my (more experienced teammates) did not see it like that and were mad at me but could not properly explain to me why as they told me scrakes do rage from dot damage and the damage boost only applies while their skin is crisped AND still on fire.



I tried to get resources on this, but it seems no tutorial, wiki or other source seems to give clear answers...



So basically my questions are:


  • What exactly defines beeing "crisped up"? And what is the mechanic behind zeds taking more damage when crisped?

  • Do Scrakes/Fleshpounds rage from DoT-Damage? Or can I light them, run, light them, run, ... And they won't be mad at me? ;)


Also: Do you have any tactics to share on a kiting firebug?





Thanks in advance for those who might know and care to share! :)




lundi 1 décembre 2014

Weapons Rank system?

For KF2 it would be nice to incorporate a weapons rank system within the 1-6 or how ever many levels per a perk. For example A level 1 sharp shooter can buy these, 5-6 guns, For a higher caliber weapon it would require a higher level. It would also make more sense, as the player levels up his perks he gains more experience, and with that experience he is able to properly use better weapons, his expertise would increase in a sense and he'll be able to operate those guns. It would also add more taste to the game.




weapon customization

My apologies if this has been discussed already.



The original killing floor has a distinct lack of an upgrade system for weapons. there was no way to say add a scope to a weapon, or even further to add a stat modifying attachment like a foregrip that reduces recoil, or something to increase damage or rate of fire. to be honest I wasn't sure what kept the flashlight limited to certain guns or even the laser too, I certainly wish those were more widespread.



I know that personally I really enjoyed some of the "weaker" and cheaper weapons in killing floor and wished there was some way to make them perform better in later waves even at the cost of additional cash instead of selling them for a new weapon.



A weapon modification system would of course require some additional work for the player in the trader menu to get to the modifications menu by say clicking on the weapon in your inventory to get to the list of attachments/modifications to come up instead of the list of purchasable weapons. The one downside that I see is making that trader menu slightly more difficult to navigate and take more time in the break between waves.

A solution might be to create multiple "profiles" for a gun before you start playing that come with different attachments, but that seems even more cumbersome for the player frankly.