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** The Pirahna Pistol is another good weapon that is put behind the paywall, fitting for both Berserker and Gunslinger players alike. In addition to shooting razor disks a la Eviscerator, it can be used to parry attacks. And, just like the Eviscerator, its projectiles can be picked up and reused again. In the right player's hands, the Pirahna pistol becomes outright devastating, [[GunsAkimbo especially when used in a dual mode]]. It is also very useful for ZED time extension due to its discs cutting through the weaker zeds like a knife through butter and also dealing a good damage to bigger enemies.

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** The Pirahna Piranha Pistol is another good weapon that is put behind the paywall, fitting for both Berserker and Gunslinger players alike. In addition to shooting ricocheting razor disks a la the Eviscerator, it can be used to parry attacks. And, just like the Eviscerator, its projectiles can be picked up and reused again. In the right player's hands, the Pirahna pistol Piranha Pistol becomes outright devastating, [[GunsAkimbo especially when used in a dual mode]].mode]]. In cramped spaces (which is very common in the game's levels), a player can shoot all the disks and turn those spaces into a blender for 10 seconds. It is also very useful for ZED time extension due to its discs cutting through the weaker zeds like a knife through butter and also dealing a good damage to bigger enemies.



** After its release, the Survivalist class was pretty much agreed to be a MasterOfNone at best while being a waste of a class at worst, and this was because being vaguely adequate at everything was far less appreciated by the community than having a dedicated class doing their defined role. As an example, players prefer to have an actual Berserker on their team (who has all melee-related Perks that mesh well together) to hold back the Zeds effectively, over a Survivalist who does the same essential role less effectively even while played well (in this instance, the Survivalist class has a hodge podge of skills and is missing valuable passive and active Perks for melee). Players had already been able easily swap Perks mid-game since Early Access to fill gaps in their team's composition, which didn't help Survivalist's touted "jack of all trades" value to its detractors. The later addition of multi-Perk weapons caused some of the game's community to outright dismiss Survivalist as a worthless class, since other classes could now be more flexible and effective than the class that's supposedly designed to be the ideal multi-tasker. It has gotten some positive changes over time such as exclusive weapons and buffs to its perk skills, but is still considered the least effective perk by most of the community.

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** After its release, the Survivalist class was pretty much agreed to be a MasterOfNone at best while being a waste of a class at worst, and this was because being vaguely adequate at everything was far less appreciated by the community than having a dedicated class doing their defined role. As an example, players prefer to have an actual Berserker on their team (who has all melee-related Perks that mesh well together) to hold back the Zeds effectively, over a Survivalist who does the same essential role less effectively even while played well (in this instance, the Survivalist class has a hodge podge of skills and is missing valuable passive and active Perks for melee). Players had already been able easily swap Perks mid-game since Early Access to fill gaps in their team's composition, which didn't help Survivalist's touted "jack of all trades" value to its detractors. The later addition of multi-Perk weapons caused some of the game's community to outright dismiss Survivalist as a worthless class, waste of time, since other classes could now be more flexible and effective than the class that's supposedly designed to be the ideal multi-tasker. It has gotten some positive changes over time such as exclusive weapons and buffs to its perk skills, but is still considered the least effective perk by most of the community.



* RescuedFromTheScrappyHeap: The weapon rebalance update gave the Medic SMG, the M79 Grenade Launcher, and the M4 Auto Shotgun a significant increase in ammo capacity, allowing them to be viable weapons (weight incompatibility with certain weapons notwithstanding).

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* RescuedFromTheScrappyHeap: RescuedFromTheScrappyHeap:
**
The weapon rebalance update gave the Medic SMG, the M79 Grenade Launcher, and the M4 Auto Shotgun a significant increase in ammo capacity, allowing them to be viable weapons (weight incompatibility with certain weapons notwithstanding).



*** Boom, which causes every zed to be MadeOfExplodium. Being near a zed when it dies inflicts explosive damage, which quickly adds up if you're chased by a horde or gets cornered. It's especially unforgiving for Berserkers, as their nature requires getting into melee range to deal damage, unless they opt for one of perk's ranged weapons. [[labelnote:*]]Nailgun, Eviscerator, HRG Teslauncher, Frost Fang or the Piranha Pistols.[[/labelnote]]

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*** Boom, which causes every zed to be MadeOfExplodium. Being near a zed when it dies inflicts explosive damage, which quickly adds up if you're chased by a horde or gets cornered.get cornered. The zeds are also not affected by the explosions, so you can't even turn it against them. It's especially unforgiving for Berserkers, as their nature requires getting into melee range to deal damage, unless they opt for one of perk's ranged weapons. [[labelnote:*]]Nailgun, Eviscerator, HRG Teslauncher, Frost Fang or the Piranha Pistols.[[/labelnote]]
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Examples Are Not Recent: Specifying when the Berserker nerfs occured for clarity.


** On April 20th 2018, Tripwire revealed details for what would become the ''Treacherous Skies'' update which would see the implementation of a Prestige system, an option to upgrade purchased weapons to increase their damage... and the return of a fan-favorite character from the first game, Mrs. Foster. However, in the announcement Tripwire had written "The first DLC mercenary is joining up, and we can't wait to introduce you to this roster returnee". While not the first character to require additional payment for use,[[labelnote:*]]DJ Scully has required purchase of the Digital Deluxe edition to be useable by the player since the game's Early Access release[[/labelnote]] this caused debates to rage anew in the Steam forums. Those who defended her being paid argue that she's only a cosmetically different character that does not affect gameplay, is entirely optional to purchase, and that she's voiced by a professional voice actor, Creator/ClaudiaBlack. Those against it argued that Tripwire had gone back on their statement during the Zed-conomy update that the microtransactions would fund development of future content, and some individuals expressed fear that this could lead to Tripwire eventually implementing pay-to-win mechanics in the game - which many were quick to accuse them of following nerfs to Berserker that many felt made it all but impossible to play the class well [[BribingYourWayToVictory without buying DLC weapons for Berserker]].

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** On April 20th 2018, Tripwire revealed details for what would become the ''Treacherous Skies'' update which would see the implementation of a Prestige system, an option to upgrade purchased weapons to increase their damage... and the return of a fan-favorite character from the first game, Mrs. Foster. However, in the announcement Tripwire had written "The first DLC mercenary is joining up, and we can't wait to introduce you to this roster returnee". While not the first character to require additional payment for use,[[labelnote:*]]DJ Scully has required purchase of the Digital Deluxe edition to be useable by the player since the game's Early Access release[[/labelnote]] this caused debates to rage anew in the Steam forums. Those who defended her being paid argue that she's only a cosmetically different character that does not affect gameplay, is entirely optional to purchase, and that she's voiced by a professional voice actor, Creator/ClaudiaBlack. Those against it argued that Tripwire had gone back on their statement during the Zed-conomy update that the microtransactions would fund development of future content, and some individuals expressed fear that this could lead to Tripwire eventually implementing pay-to-win mechanics in the game - which many were quick to accuse them of following nerfs to Berserker in the 2021 ''Interstellar Insanity'' update, that many felt made it all but impossible to play the class well [[BribingYourWayToVictory without buying DLC weapons for Berserker]].
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*** The weapon has its drawbacks (low amount of reserve ammo, high recoil for low-level players, slow reloads even with perks, and an awkward ACOG sight to aim with), but these all either can be easily compensated for (by carrying a secondary weapon, practicing recoil compensation or firing single shots) or simply pale in comparison to the sheer power the FAL offers.

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*** The weapon has its drawbacks (low amount of reserve ammo, high recoil for low-level players, slow reloads even with perks, and an awkward ACOG sight to aim with), most of which had been carried over from its debut in the first game, but these all either can be easily compensated for (by carrying a secondary weapon, practicing recoil compensation or firing single shots) or simply pale in comparison to the sheer power the FAL offers.
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The Killerwatt now lets the player aim it at a faster rate when firing the alt-fire, so updating the "Scrappy Mechanic" entry for it.


** The Killerwatt's alt-fire slows the player using it, which by itself is reasonable to make it feel heavy and powerful. But in addition to that, it lowers the aim sensitivity when fired, making it unnecessarily difficult to switch between targets and often ends up wasting ammo spent charging it up.

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** The Killerwatt's alt-fire slows the player using it, which by itself is reasonable to make it feel heavy and powerful. But in addition to that, it lowers also used to lower the aim sensitivity when fired, making fired. This aspect made it unnecessarily difficult to switch between targets and often ends ended up wasting ammo spent charging it up.up the weapon. The ''Last Hans Standing'' update in 2023 increased the aiming speed for the weapon's alt-fire when firing, fixing the problem.
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** The ''Tiny Terror'' weekly makes players and zeds shrink in size as they take damage. By itself, that qualifies as narm, but in addition their voice's pitch scales with their size, meaning that eventually, HeliumSpeech is in effect. It's especially notable against the seasonal zeds and bosses, and it becomes hard to take Hans or the Patriarch seriously when they sound like a smurf.

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** The ''Tiny Terror'' weekly makes players and zeds Zeds shrink in size as they take damage. By itself, that qualifies as narm, but in addition their voice's pitch scales with their size, meaning that eventually, HeliumSpeech is in effect. The same thing happens to Zeds that get hit with the DLC [[ShrinkRay Reducto Ray]]. It's especially notable against the seasonal zeds Zeds and bosses, and it becomes hard to take Hans or the Patriarch seriously when they sound like a smurf.chipmunks.
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* ThatOneAchievement: While Killing Floor 2's achievements are in general easier and more straight-forward than the ones in the first game, ''Quick on the Trigger'' can be a sore spot for players to obtain. It sounds simple enough, kill the Patriarch before he manages to heal himself for the first time, but what the description does not mention is that it only counts for the player that lands the '''killing blow''' on the boss. Contributed most of the damage as a Sharpshooter and the Medic takes his last HP away with a stray bullet from their AR? Too bad, you get nothing for your efforts. It's a bit easier if you play by yourself in Endless and fight him on wave 5[[labelnote:*]]The first boss you fight in Endless has less health than they do in Survival[[/labelnote]], though that still leaves you at the mercy of RNG.

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* ThatOneAchievement: While Killing Floor 2's achievements are in general easier and more straight-forward than the ones in the first game, ''Quick on the Trigger'' can be a sore spot for players to obtain. It sounds simple enough, kill the Patriarch before he manages to heal himself for the first time, but what the description does not mention is that it only counts for the player that lands the '''killing blow''' on the boss. Contributed most of the damage as a Sharpshooter and the Medic takes his [[MurphysBullet last HP away with a stray bullet bullet]] from their AR? Too bad, you get nothing for your efforts. It's a bit easier if you play by yourself in Endless and fight him on wave 5[[labelnote:*]]The first boss you fight in Endless has less health than they do in Survival[[/labelnote]], though that still leaves you at the mercy of RNG.

Added: 5164

Removed: 5167

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Tier Induced Scrappy is no longer a trope.


* LowTierLetdown:
** The Demolitionist was often regarded as one of the weaker classes in the game after launch due to the following: their weapons often were too expensive to be used on a regular basis, the class being vulnerable ''especially'' in the earlier levels, most of their explosives didn't function at extreme close ranges (as their grenades/rockets won't detonate without being in the air for a few seconds), being completely shut down by Sirens until level 15, and Hans Volter (the only boss at launch) having resistance to explosive damage. Its reputation got so bad that it was totally retooled through changing both L5 skills, both L10 skills, and one L15 skill into basic passives for the class, removing a L20 skill that did nothing but give a small damage bonus to off-perk weapons, and replacing them all with new and more useful skills. While the class is still vulnerable to close range attacks, it's a far more useful Perk to use after the changes.
** After its release, the Survivalist class was pretty much agreed to be a MasterOfNone at best while being a waste of a class at worst, and this was because being vaguely adequate at everything was far less appreciated by the community than having a dedicated class doing their defined role. As an example, players prefer to have an actual Berserker on their team (who has all melee-related Perks that mesh well together) to hold back the Zeds effectively, over a Survivalist who does the same essential role less effectively even while played well (in this instance, the Survivalist class has a hodge podge of skills and is missing valuable passive and active Perks for melee). Players had already been able easily swap Perks mid-game since Early Access to fill gaps in their team's composition, which didn't help Survivalist's touted "jack of all trades" value to its detractors. The later addition of multi-Perk weapons caused some of the game's community to outright dismiss Survivalist as a worthless class, since other classes could now be more flexible and effective than the class that's supposedly designed to be the ideal multi-tasker. It has gotten some positive changes over time such as exclusive weapons and buffs to its perk skills, but is still considered the least effective perk by most of the community.
** The Firebug class is a very distant second by the same regard. This reputation is mostly due to how poor players of them can easily make things go pear-shaped in moments on the harder difficulties by trying to burn the big zeds, or by people disliking their flames either busying up the screen with particle effects or causing allies (especially ones that need to be precise, such as Gunslingers and Sharpshooters) to miss their headshots from zeds flailing around while on fire. The Firebug's stated roles of crowd control and providing light are done with far less disruption from other classes, whom all have flashlights or night vision goggles that don't actively interfere with other players, and who can also sweep out more Zeds without covering everything in view-obscuring fire.
*** Mitigated with the introduction of the [[GameBreaker Helios Rifle]], a particularly destructive and incendiary EnergyWeapon assault rifle with a large magazine and high damage output in addition to the ability to the ability to set zeds alight. It even surpasses the stronger Commando assault rifles! Also the MAC-10, not only that it's cross-perk with SWAT, but it also puts the strongest non-incendiary SWAT SMG to shame with its incendiary capability.
** The SWAT perk is considered by some players to be a more expensive yet inefficient version of the Commando perk with no benefits to make up for its inherent flaws. Arguments include higher ammo costs, low base damage of the [=SMGs=] (the UMP being an exception), high fire rates that makes the two aforementioned issues very problematic, many of the left side perk skills being ineffective compared to the right side skills, not being able to effectively kill Fleshpounds in a multiplayer match and lacking the team-wide utility a Commando brings (granting Stalker vision and Zed Time extensions to the entire team), as SWAT perks only directly benefit the SWAT player. SWAT also struggles with dealing damage to bosses as they resist SMG damage, making the already low damage even lower. The perk does have its upsides such as higher mag sizes the more you level up (up to double the capacity at level 25), flashbangs that stun any zeds nearby with a short fuse time and can compliment other trash killing perks, but the low damage starts counteracting these good points once Gorefiends and other tougher zeds start popping up.
*** Then came the [[NailEm HRG Nailgun]], a variant of the Berserker's and Support's VLAD-1000 in the ''Grim Treatments'' update. The damage type it deals is resisted considerably less by Fleshpounds and armored Zeds, and is accordingly a better choice against them than the rest of the perk's arsenal. SWAT still isn't a dedicated big zed killer in the same way as a Sharpshooter or Demolitionist, but it lets them stand on more even ground alongside the rest of the team or even on its own.



* TheyChangedItNowItSucks: Many community-made maps which have been integrated into the game officially have seen major changes to either their aesthetics, layout or both, which have not always been received kindly by players who enjoyed the workshop versions. In the case of Desolation[[labelnote:*]]Added in the ''Perilous Plunder'' update of 2020[[/labelnote]], even the map author was displeased with the changes that he felt punished players for kiting (since there are now shipping containers, crates, and other things for players to get caught up on if they aren't looking where they go every five feet) and holding rooms on it (since the button for turning on the generator was moved to a less convenient location), and went so far as to make a [[https://youtu.be/mqxn6at0yxY comparison video]] to showcase the differences.
* TierInducedScrappy:
** The Demolitionist was often regarded as one of the weaker classes in the game after launch due to the following: their weapons often were too expensive to be used on a regular basis, the class being vulnerable ''especially'' in the earlier levels, most of their explosives didn't function at extreme close ranges (as their grenades/rockets won't detonate without being in the air for a few seconds), being completely shut down by Sirens until level 15, and Hans Volter (the only boss at launch) having resistance to explosive damage. Its reputation got so bad that it was totally retooled through changing both L5 skills, both L10 skills, and one L15 skill into basic passives for the class, removing a L20 skill that did nothing but give a small damage bonus to off-perk weapons, and replacing them all with new and more useful skills. While the class is still vulnerable to close range attacks, it's a far more useful Perk to use after the changes.
** After its release, the Survivalist class was pretty much agreed to be a MasterOfNone at best while being a waste of a class at worst, and this was because being vaguely adequate at everything was far less appreciated by the community than having a dedicated class doing their defined role. As an example, players prefer to have an actual Berserker on their team (who has all melee-related Perks that mesh well together) to hold back the Zeds effectively, over a Survivalist who does the same essential role less effectively even while played well (in this instance, the Survivalist class has a hodge podge of skills and is missing valuable passive and active Perks for melee). Players had already been able easily swap Perks mid-game since Early Access to fill gaps in their team's composition, which didn't help Survivalist's touted "jack of all trades" value to its detractors. The later addition of multi-Perk weapons caused some of the game's community to outright dismiss Survivalist as a worthless class, since other classes could now be more flexible and effective than the class that's supposedly designed to be the ideal multi-tasker. It has gotten some positive changes over time such as exclusive weapons and buffs to its perk skills, but is still considered the least effective perk by most of the community.
** The Firebug class is a very distant second by the same regard. This reputation is mostly due to how poor players of them can easily make things go pear-shaped in moments on the harder difficulties by trying to burn the big zeds, or by people disliking their flames either busying up the screen with particle effects or causing allies (especially ones that need to be precise, such as Gunslingers and Sharpshooters) to miss their headshots from zeds flailing around while on fire. The Firebug's stated roles of crowd control and providing light are done with far less disruption from other classes, whom all have flashlights or night vision goggles that don't actively interfere with other players, and who can also sweep out more Zeds without covering everything in view-obscuring fire.
*** Mitigated with the introduction of the [[GameBreaker Helios Rifle]], a particularly destructive and incendiary EnergyWeapon assault rifle with a large magazine and high damage output in addition to the ability to the ability to set zeds alight. It even surpasses the stronger Commando assault rifles! Also the MAC-10, not only that it's cross-perk with SWAT, but it also puts the strongest non-incendiary SWAT SMG to shame with its incendiary capability.
** The SWAT perk is considered by some players to be a more expensive yet inefficient version of the Commando perk with no benefits to make up for its inherent flaws. Arguments include higher ammo costs, low base damage of the [=SMGs=] (the UMP being an exception), high fire rates that makes the two aforementioned issues very problematic, many of the left side perk skills being ineffective compared to the right side skills, not being able to effectively kill Fleshpounds in a multiplayer match and lacking the team-wide utility a Commando brings (granting Stalker vision and Zed Time extensions to the entire team), as SWAT perks only directly benefit the SWAT player. SWAT also struggles with dealing damage to bosses as they resist SMG damage, making the already low damage even lower. The perk does have its upsides such as higher mag sizes the more you level up (up to double the capacity at level 25), flashbangs that stun any zeds nearby with a short fuse time and can compliment other trash killing perks, but the low damage starts counteracting these good points once Gorefiends and other tougher zeds start popping up.
*** Then came the [[NailEm HRG Nailgun]], a variant of the Berserker's and Support's VLAD-1000 in the ''Grim Treatments'' update. The damage type it deals is resisted considerably less by Fleshpounds and armored Zeds, and is accordingly a better choice against them than the rest of the perk's arsenal. SWAT still isn't a dedicated big zed killer in the same way as a Sharpshooter or Demolitionist, but it lets them stand on more even ground alongside the rest of the team or even on its own.

to:

* TheyChangedItNowItSucks: Many community-made maps which have been integrated into the game officially have seen major changes to either their aesthetics, layout or both, which have not always been received kindly by players who enjoyed the workshop versions. In the case of Desolation[[labelnote:*]]Added in the ''Perilous Plunder'' update of 2020[[/labelnote]], even the map author was displeased with the changes that he felt punished players for kiting (since there are now shipping containers, crates, and other things for players to get caught up on if they aren't looking where they go every five feet) and holding rooms on it (since the button for turning on the generator was moved to a less convenient location), and went so far as to make a [[https://youtu.be/mqxn6at0yxY comparison video]] to showcase the differences.
* TierInducedScrappy:
** The Demolitionist was often regarded as one of the weaker classes in the game after launch due to the following: their weapons often were too expensive to be used on a regular basis, the class being vulnerable ''especially'' in the earlier levels, most of their explosives didn't function at extreme close ranges (as their grenades/rockets won't detonate without being in the air for a few seconds), being completely shut down by Sirens until level 15, and Hans Volter (the only boss at launch) having resistance to explosive damage. Its reputation got so bad that it was totally retooled through changing both L5 skills, both L10 skills, and one L15 skill into basic passives for the class, removing a L20 skill that did nothing but give a small damage bonus to off-perk weapons, and replacing them all with new and more useful skills. While the class is still vulnerable to close range attacks, it's a far more useful Perk to use after the changes.
** After its release, the Survivalist class was pretty much agreed to be a MasterOfNone at best while being a waste of a class at worst, and this was because being vaguely adequate at everything was far less appreciated by the community than having a dedicated class doing their defined role. As an example, players prefer to have an actual Berserker on their team (who has all melee-related Perks that mesh well together) to hold back the Zeds effectively, over a Survivalist who does the same essential role less effectively even while played well (in this instance, the Survivalist class has a hodge podge of skills and is missing valuable passive and active Perks for melee). Players had already been able easily swap Perks mid-game since Early Access to fill gaps in their team's composition, which didn't help Survivalist's touted "jack of all trades" value to its detractors. The later addition of multi-Perk weapons caused some of the game's community to outright dismiss Survivalist as a worthless class, since other classes could now be more flexible and effective than the class that's supposedly designed to be the ideal multi-tasker. It has gotten some positive changes over time such as exclusive weapons and buffs to its perk skills, but is still considered the least effective perk by most of the community.
** The Firebug class is a very distant second by the same regard. This reputation is mostly due to how poor players of them can easily make things go pear-shaped in moments on the harder difficulties by trying to burn the big zeds, or by people disliking their flames either busying up the screen with particle effects or causing allies (especially ones that need to be precise, such as Gunslingers and Sharpshooters) to miss their headshots from zeds flailing around while on fire. The Firebug's stated roles of crowd control and providing light are done with far less disruption from other classes, whom all have flashlights or night vision goggles that don't actively interfere with other players, and who can also sweep out more Zeds without covering everything in view-obscuring fire.
*** Mitigated with the introduction of the [[GameBreaker Helios Rifle]], a particularly destructive and incendiary EnergyWeapon assault rifle with a large magazine and high damage output in addition to the ability to the ability to set zeds alight. It even surpasses the stronger Commando assault rifles! Also the MAC-10, not only that it's cross-perk with SWAT, but it also puts the strongest non-incendiary SWAT SMG to shame with its incendiary capability.
** The SWAT perk is considered by some players to be a more expensive yet inefficient version of the Commando perk with no benefits to make up for its inherent flaws. Arguments include higher ammo costs, low base damage of the [=SMGs=] (the UMP being an exception), high fire rates that makes the two aforementioned issues very problematic, many of the left side perk skills being ineffective compared to the right side skills, not being able to effectively kill Fleshpounds in a multiplayer match and lacking the team-wide utility a Commando brings (granting Stalker vision and Zed Time extensions to the entire team), as SWAT perks only directly benefit the SWAT player. SWAT also struggles with dealing damage to bosses as they resist SMG damage, making the already low damage even lower. The perk does have its upsides such as higher mag sizes the more you level up (up to double the capacity at level 25), flashbangs that stun any zeds nearby with a short fuse time and can compliment other trash killing perks, but the low damage starts counteracting these good points once Gorefiends and other tougher zeds start popping up.
*** Then came the [[NailEm HRG Nailgun]], a variant of the Berserker's and Support's VLAD-1000 in the ''Grim Treatments'' update. The damage type it deals is resisted considerably less by Fleshpounds and armored Zeds, and is accordingly a better choice against them than the rest of the perk's arsenal. SWAT still isn't a dedicated big zed killer in the same way as a Sharpshooter or Demolitionist, but it lets them stand on more even ground alongside the rest of the team or even on its own.
differences.
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Requires Word Of God confirmation


* AuthorsSavingThrow:
** Earlier versions of the game had a much-maligned mechanic in which scrakes and fleshpounds would undergo perma-rage[[labelnote:*]]Unlimited sprinting with stronger attacks[[/labelnote]] when the number of zeds remaining got low enough regardless of how much health they had left, making solo runs nearly impossible with certain perks. The "Revenge of the Zeds" update removed this mechanic to much celebration.
** The same update also [[ArsonMurderAndJaywalking replaced the much-ridiculed 9mm pistol firing sound introduced in the Patriarch's update]].
** Said update also allowed starting weapons from more classes to spawn randomly in the map (before, only the Crovel, Shotgun, AR-15, and Katana were able to be picked up in maps).
** Ammunition was tweaked to be more plentiful for starting weapons, and the ammo cap all around has been increased, [[RescuedFromTheScrappyHeap making certain underpowered weapons viable]]. However, ammunition for the more powerful weapons got slightly more expensive.
** In 2019, after criticism of bugs and balance issues with the game, Tripwire announced that the year's updates would focus more on Quality of Life changes. They held their words true with the ''Cyber Revolt'' update in March of said year, which added a "toggle sprint" option and gave several buffs to [[KillItWithFire Firebug]] and [[MasterOfNone Survivalist]], which at the time were considered perks that were less viable compared to the rest.
** The DLC weapons are near-universally considered overpriced, each costing roughly a quarter of the ''entire game.'' In 2021, they released a season pass in conjunction with the ''Dystopian Devastation'' update, allowing you to get all of the DLC weapons (including the aforementioned year's weapons, even the ones not released yet) that is eighty percent cheaper than if you would have bought them individually.
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None


*** August 2019 saw confirmations of "paid weapon DLC" in the future. Needless to say, the camp now became split between detractors who hate increased {{Microtransactions}} as the history of ''Videogame/PAYDAY2'' safes were repeated, those who claimed Tripwire had taken milking the game aside from fixing bugs and issues as a priority, and those who justified the decision by saying that the game had lots of content given away for free already.

to:

*** August 2019 saw confirmations of "paid weapon DLC" in the future. Needless to say, the camp now became split between detractors who hate increased {{Microtransactions}} as the history of ''Videogame/PAYDAY2'' safes were repeated, those who claimed Tripwire had taken milking the game aside from fixing bugs and issues as a priority, and those who justified the decision by saying that the game had lots of content given away for free already. Not helped is that as the game has gone on longer and more DLC weapons have been added, many have felt that their animations have been of noticeably lesser quality - compare the Glock 18C from the summer 2020 "Perilous Plunder" update (a few issues like the slide being pulled back too far in one chamber-checking animation, but still having had effort put into them) [[https://www.youtube.com/watch?v=0yQAV9YFz6E to the G36C]] from the Halloween 2022 "Blood & Bonfires" update (very clearly having next to no effort put in beyond the most important keyframes).



** On April 20th 2018, Tripwire revealed details for what would become the ''Treacherous Skies'' update which would see the implementation of a Prestige system, an option to upgrade purchased weapons to increase their damage... and the return of a fan-favorite character from the first game, Mrs. Foster. However, in the announcement Tripwire had written "The first DLC mercenary is joining up, and we can’t wait to introduce you to this roster returnee". While not the first character to require additional payment for use,[[labelnote:*]]DJ Scully requires purchase of the Digital Deluxe edition to be useable by the player since the game's Early Access release[[/labelnote]] this caused debates to rage anew in the Steam forums. Those who defended her being paid argue that she's only a cosmetically different character that does not affect gameplay, is entirely optional to purchase, and that she's voiced by a professional voice actor, Creator/ClaudiaBlack. Those against it argued that Tripwire had gone back on their statement during the Zed-conomy update that the microtransactions would fund development of future content, and some individuals expressed fear that this could lead to Tripwire eventually implementing pay-to-win mechanics in the game.

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** On April 20th 2018, Tripwire revealed details for what would become the ''Treacherous Skies'' update which would see the implementation of a Prestige system, an option to upgrade purchased weapons to increase their damage... and the return of a fan-favorite character from the first game, Mrs. Foster. However, in the announcement Tripwire had written "The first DLC mercenary is joining up, and we can’t wait to introduce you to this roster returnee". While not the first character to require additional payment for use,[[labelnote:*]]DJ Scully requires has required purchase of the Digital Deluxe edition to be useable by the player since the game's Early Access release[[/labelnote]] this caused debates to rage anew in the Steam forums. Those who defended her being paid argue that she's only a cosmetically different character that does not affect gameplay, is entirely optional to purchase, and that she's voiced by a professional voice actor, Creator/ClaudiaBlack. Those against it argued that Tripwire had gone back on their statement during the Zed-conomy update that the microtransactions would fund development of future content, and some individuals expressed fear that this could lead to Tripwire eventually implementing pay-to-win mechanics in the game.game - which many were quick to accuse them of following nerfs to Berserker that many felt made it all but impossible to play the class well [[BribingYourWayToVictory without buying DLC weapons for Berserker]].
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Critical Research Failure is a disambiguation page


* CriticalResearchFailure:
** Mr. Foster will occasionally shout "This is my rifle! There are none like it!" when killing zeds using the M4... which is a shotgun, a completely different type of weapon. The line also doubles as [[OutOfCharacterMoment out of character]] as Foster is considered a knowledgeable gun nut amongst the mercs.
** Due to an oversight, Classic Briar makes a similar error in reverse, taunting zeds about the power of a shotgun when using the M1911, a .45 handgun.
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* AluminumChristmasTrees: The [=AF2011=] was thought to be a fictional gun due to its weird design, a conjoined Colt 1911 lookalike. It is a real gun, although obviously it hasn't seen widespread use.

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Fixing indention on Game Breaker.


* GameBreaker: The FN FAL has been and is still considered to be one ever since its addition to the game in the Halloween Horrors 2018 update for both of its perks, though more so for the Commando than the Sharpshooter:
** For Commando, it deals the highest per-shot damage of their available weapons at 70, outperforming both the SCAR and Stoner. In addition, its damage is classified as the "rifle" type instead of "assault rifle" type, which means Fleshpounds resist it less compared to the other Commando weapons. Coupled with the perk ''Hollow Point Rounds'' which increases the damage even further, it lets a Commando player, whose main purpose is to pick off trash-level zeds, assist the team with Zed Time extensions and reveal Stalkers, [[https://www.youtube.com/watch?v=8ns9s6U7ApY&ab_channel=amathy solo kill Fleshpounds and Scrakes with little effort]], even with a full squad on Hell on Earth.
*** Some consider the Commando in general as this, due to its passive cloaking detection making the highly annoying Stalkers a breeze to kill and its ability to reset Zed Time up to six times providing ample opportunity for teams to kill everything in sight. The other comparable trash-clearing perks have their unique points, but still don't provide quite as much inherent ease-of-use utility as the Commando.
** For Sharpshooter, it negates the need for accurate aiming and makes it easier to dispose of trash zeds that get too close for comfort, which is otherwise one of the biggest weaknesses of the class. Combined with ''Rack em Up'', and a skilled player can take down big zeds by spraying bullets into their heads with increasingly larger damage. While its base damage is lower than the cheaper M14, its faster fire rate means it hardly matters.
** The weapon has its drawbacks (low amount of reserve ammo, high recoil for low-level players, slow reloads even with perks, and an awkward ACOG sight to aim with), but these all either can be easily compensated for (by carrying a secondary weapon, practicing recoil compensation or firing single shots) or simply pale in comparison to the sheer power the FAL offers.

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* GameBreaker: GameBreaker:
** Some consider the Commando perk as this, due to its passive cloaking detection making the highly annoying Stalkers a breeze to kill and its ability to reset Zed Time up to six times providing ample opportunity for teams to kill everything in sight. The other comparable trash-clearing perks have their unique points, but still don't provide quite as much inherent ease-of-use utility as the Commando.
**
The FN FAL has been and is still considered to be one ever since its addition to the game in the Halloween Horrors 2018 update for both of its perks, though more so for the Commando than the Sharpshooter:
** *** For Commando, it deals the highest per-shot damage of their available weapons at 70, outperforming both the SCAR and Stoner. In addition, its damage is classified as the "rifle" type instead of "assault rifle" type, which means Fleshpounds resist it less compared to the other Commando weapons. Coupled with the perk ''Hollow Point Rounds'' which increases the damage even further, it lets a Commando player, whose main purpose is to pick off trash-level zeds, assist the team with Zed Time extensions and reveal Stalkers, [[https://www.youtube.com/watch?v=8ns9s6U7ApY&ab_channel=amathy solo kill Fleshpounds and Scrakes with little effort]], even with a full squad on Hell on Earth.
*** Some consider the Commando in general as this, due to its passive cloaking detection making the highly annoying Stalkers a breeze to kill and its ability to reset Zed Time up to six times providing ample opportunity for teams to kill everything in sight. The other comparable trash-clearing perks have their unique points, but still don't provide quite as much inherent ease-of-use utility as the Commando.
**
For Sharpshooter, it negates the need for accurate aiming and makes it easier to dispose of trash zeds that get too close for comfort, which is otherwise one of the biggest weaknesses of the class. Combined with ''Rack em Up'', and a skilled player can take down big zeds by spraying bullets into their heads with increasingly larger damage. While its base damage is lower than the cheaper M14, its faster fire rate means it hardly matters.
** *** The weapon has its drawbacks (low amount of reserve ammo, high recoil for low-level players, slow reloads even with perks, and an awkward ACOG sight to aim with), but these all either can be easily compensated for (by carrying a secondary weapon, practicing recoil compensation or firing single shots) or simply pale in comparison to the sheer power the FAL offers.

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