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Plus, from what i hear, the game is still being updated, and the content at the moment is still rather limited. So any future updates that adds stuff might break any overhaul mod u had there and whatnot, so keep that in mind.
In any case, a VIP system with exclusive content and custom waves will surely help bring in more people that might be willing to lend a hand in the near future.
- Pretty much every patch breaks many mods, especially the RPG (ServerExtension) mod.
- Custom mods are a no no in my opinion unless it's variations (and even then i'll be picky - remember our experience from my modding on KF1).
- I will be modding once the patches slow down with new content as then I can really look into it. Once done, i'll be modding KF2 like I did KF1 so expect huge changes ;)
- VIP system needs a purpose. I wont even attempt a VIP system until you can atleast give something back in return. Basically the way I did donations was that the VIP access was a bonus. In the VIP you got a free exclusive character, two perks which meant you have more access to the guns to play. Even showing off with a coloured name was a cool feature.
- I am very skeptical on the free access to the items as to me it's like the free DLC thing I once did with KF1. Doesn't feel right but I guess it could be cool for maybe the odd thing that is like rewards for competitions etc etc etc. Ego booster? Something of the sort.
For the settings, remember I Still have all the notes of when I had you guys in a meeting of how we thought of setting up the server. If you wanted it, let me know.
If anyone experiences any problem please let me know.
Edit: Thanks for testing the gameplay with me(for those who played recentlly). I got a clue on what to work, still trying to get the custom waves up. My plans is to make the mutators i've said work then i'm going for extra content for the Vip. Lest pray to god, the patches doesn't break everything. And NO, flux is not a GOD. (derps)
RPG mod Changes
Minion Spawn time 60 ---> 30
Max level for having top tier cost prestige 3 removed (hopefully)
Minion Health cost 5 / 15 / 25 / 40 / 60 ---> 5 / 10 / 15 / 20 / 40
Minion damage cost 5 / 15 / 25 / 40 / 60 ---> 5 / 10 / 15 / 20 / 40
Redemption skill Minimal level cost 50 ---> 30
Redemption chance skill cost per level 30 / 40 ---> 30 / 50
Bunny hop removed
Medic pistol cost 25 ---> 10
Duracell skill cost reduced for all levels 5 / 10 / 15 / 20 ---> 5 / 5 / 5 / 10
Nighvision cost reduced from 20 ---> 10
Berserker perk changes
-max health 300 ---> 500
-max armor 300 ---> 350
-Off damage tweaked
-Max damage capt to 1000, progress per cost 1 / 0.25 ---> 1 / 1
-max movement speed capt to 50%, progress per point 1 / 0.25 ---> 1 / 1
-Max ammo per mag capt at 200%
-Knockdown reduced from 100% to 50%
Commando perk changes
-damage progress per point 1 / 0.5 ---> 1 / 1
-max movement speed capt at 35%, progress per point 1 / 0.25 ---> 1 / 1
-Fire rate 1000 ---> 500, progress per point 1 / 0.5 ---> 1 / 1
-Knockdown reduced from 100% to 35%
-Recoil capt at 80%
-max Health 200 ---> 250
-max armor 250 ---> 350
-Max ammo per mag 400% ---> 200%
Medic perk changes
-max movement speed 70% ---> 50%,progress per cost 1 / 0.5 ---> 1 / 1
-Max perk damage 1000 ---> 500, progress per point 1 / 0.5 ---> 1 / 1
-Max health 300
-max armor capt at 250
-Max ammo per mag 500% ---> 200%
-Knockdown reduced from 100% to 35%
Support perk
-max movement speed 20% ---> 35%, progress per point 1 / 0.5 ---> 1 / 1
-damage progress per point 1 / 0.5 ---> 1 / 1
-max armor 250 ---> 400
-max health 150 ---> 400
-Knockdown reduced from 100% to 35%
-Max ammo per mag capt at 400%
-Welding speed capt at 300%
Demo perk changes
-max movement speed 50% ---> 35% , 1 / 0.5 ---> 1 / 1
-max health capt at 300
-max armor capt at 250
-Damage progress per point 1 / 0.5 ---> 1 / 2
-Knockdown reduced from 100% to 50%
-max rate of fire 1000 ---> 500, progress per point 1 / 0.5 ---> 1 / 1
-Selfdamage progress per point 1 / 1 ---> 1 / 5
Firebug perk changes
-max movement speed 50% ---> 35% , 1 / 0.5 ---> 1 / 1
-Spread progress per point 1 / 0.5 ---> 1 / 1
-Max health capt at 250
-max armor 250 ---> 300
-Knockdown reduced from 100% to 35%
-Max ammo per mag capt at 400%
-Selfdamage progress per point 1 / 3 ---> 1 / 5
Gunslinger
-max movement speed capt at 50% , 1 / 0.5 ---> 1 / 1
-max health capt at 300
-max armor capt at 250
-damage progress per point 1 / 0.5 ---> 1 / 1
-max ammo per mag 500% ---> 200%
-Knockdown reduced from 100% to 35%
Custom Waves are up and running, now becoming a weak zed after death.
Still working on balancing the waves, if you can give me a feed back that would be great.
Please Subscribe to this thread, so you guys get the update popup
I suggest people stop looking and start talking. these changes are based on people's point of view, second thing, i can't test everything myself. playing a bit solo won't hurt you. we might get new players and test how the perks feel. 2 birds one stone.
I suppose i could look at this and try to view it all on KF1 perspective, but i would wager it wouldnt be the same.