11/10/2023 0 Comments Killing floor 2 summer sideshow 2018Keep in mind that it's the only weapon in the game that can be upgraded 5 times.Ĭan TWI make it so the player is not allowed to upgrade the 9mm at all? The 9MM can practically behave like a Handcannon now. Basically, the upgraded 9MM pistol(dual wield) only needs less than a mag to take down all enemies(except bosses) on 6P HoE. Summer Beta 2.0 did nerf it down a bit but, it is still OP as before. The 9mm(upgraded) was OP during Summer Beta 1.0. + Upgrade Damage Modifiers to the 9MM Pistols got nerfed Like I said earlier, another embarrasing workaround toward a bug. ![]() ![]() There was an exploit where some players can gain a lot of dosh by doing something with the upgraded pistols(I can't remember that exploit exactly because I never maanged to trigger it before, maybe someone can explain it to me if this thread gets a response). The Upgrade Price can go from 700 dosh and up to 1.5k dosh(if my memory is correct). One of the flaws is that the upgrades tend to cost a lot of dosh. This just make one of the flaws for the Weapon Upgrade System worse than what it was before. +They lowered the upgrade sell value for pistols so thanks?(but, this Weapon Upgrade System is still a mess though) I suggested that in a bug reporting thread I made a month ago. +The C4 weapon cannot be upgraded anymore However, the adjustments were few and underwhelming. 'ĭid TWI make some adjustments to it? Yeah, they did. Now, it is possible that Tripwire can make some adjustments to this system to make it better and less of a inconveince to new and returning players. From what I heard, it's even possible to have the most kills in a Co-Op match and still not have enough dosh to afford the upgrades and share some dosh with other team memebers, If the player wants to make their weapons behave similarily to earlier versions of this game, then they have to carry a lot of dosh. ![]() The worst part about the weapon upgrade system that the game can punish you for not using it because most of the weapons(like the AA-12, SCAR-H, M14EBR, and Magnum for example) suffered a nerf to their damage output. Tier 5 is absurd, 1500 for a tiny boost of damage (we already payed 1100 for base plus tier 4 upgrade), making it super heavy so we basically cannot carry any more tier 3 weapons, and the bullet quantity stays the same, it's not worth." " If we try to sell anything to get more "space" we are already losing dosh because the return is like 50%, It's always better to avoid selling weapons you already invested. Upgrading the Doomstick shotgun for the second time cost 1500 dosh(plus another one pound to make thw weapon heavier). For example, upgrading the Doomstick shotgun once cost 700 dosh(plus 1 pound to make the wepaon heavier). First off, the upgrades tend to cost a lot of dosh. What the Weapon Upgrade System is it allows the player to buy an upgrade that increases their damage output on their weapons at the cost of some extra dosh and making their gun heavier. "This is where the beta starts falling apart. Here's what I said about it back in Summer Beta 1.0. +I did share my thoughts about this system before in my last feedback thread. Plus, they're the only enemy(or set of enemies) that don't die from headshots. They have a high chance of dodging at close range, they all tend to try to get extremly close to the player. They behave similarily to Dr.Hans Volter. The Trapper's laser can still clip through walls(it harder to trigger the bug but, the workaround is embarrasing really). 2 of them(Blaster and Boomer) practically do the same thing(they both fire projectiles at the player). ![]() How hard is it to make a weapon debuff something? It stil has a high chance of enraging big ZEDs like it did before. ^The changes made to the Hemoglobin still didnt make a difference in gameplay. As for now, we adjusted the damage down, and it should reduce the likelihood of enraging Scrakes and Fleshpounds accidentally in the meantime." We are currently looking into improving that experience. Rather, the weapon is meant to be used to debilitate Zeds. Here's a quote from the Dev's notes on why so"Designer Note - We are lowering the damage of the Hemogoblin because it’s main functionality is not damage. +The Hemoglobin got its damage output nerfed. Hemoglobin Changes That Made No Difference Despite the Dev's Notes Saying Otherwise So low enough, that the player can finish it off with a quick melee bash. I said almost because the weapon lead the FP's head to extremly low HP. The Doomstick shotgun(upgraded with the Salvo skill) can almost 1(head) shot a 6P FP HoE. Not only that, it practically makes the Railgun obsolete becasue Railgun got a nerf in its damage ouput but the M99 AMR didnt. The M99 AMR can one (head) shot a 6P HoE FP with Rack Up 3x. +These 2 weapons are arguably overpowered.
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