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** In general, most weapons that don't get boosted by your selected perk, and is quite effective, is awesome but impractical, either due to lack of bonuses, weight and/or price.


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** To a lesser extent, buying a Medic pistol if you aren't a Medic. It's good to keep everyone healed, especially on higher difficulties, where even one Medic can't keep everyone healed, but it takes up 1 weight and carries less ammo than a standard pistol.
* BossInMookClothing: In the first game, Scrake and Fleshpounds could be a problem, but still managable by a single player. In this game? Even if you do a solo match, Scrake and Fleshpounds are practically mini-bosses. Even worse on difficulties above Normal.


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** Ana seems to have spiked past Foster's dame, due to her being the first playable female with the base game. That and she's a gothgirl.
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* AwesomeButImpractical: Melee weapons for any class other than Berserker. The katana was moved to a different class (supposedly) which will be in the full version, so it does not gain a bonus to Berserker. And while melee weapons are good for emergencies, you have a melee bash with can be equally as effective, if you're not a Berserker.
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* AxCrazy: Oh boy... Hope you loved the Zeds in the first game, cause they got worse. Oh, and the Patriach might be missing (as of Early Access), but Hans is much... ''much'' worse.
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* [[AllThereInTheManual All There In The Last Game ]]: Know the plot for the last game?[[labelnote:You don't?]]Kevin Clamely was set up to make super soldiers, his son was killed and he was much less ethical about his project as he considered the Specimens his children. As more of the workers at Horzine Labs started seeing things not being completely okay, Kevin did the only thing he could do, before it was shutdown: Use himself as a test subject. Queue Killing Floor 1, the Objective mode update that expanded a bit on the story, concluding that Kevin's own daughter wanted to put an end to the Zeds and that Kevin cloned himself. Oh and the team takes a train to Paris. Queue sequel.[[/labelnote]] Okay, well, you're sent in to kill lots of freak scientist specimens, get money, buy better guns, survive to kill the boss, rinse and repeat until the game gets golden and possibly gets a plot-point like the last game.
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* ContinuityNod: A couple of characters from the previous game reappear, with a couple of background (and minor) changes, to either their bacckground story, name and/or face. And voice too.
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* CallAHitPointASmeerp: Money was renamed into "''Dosh''".
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* DiscOneNuke: A Support's 50+ health perk can help you get an AA12, mainly due to the fact that the huge amount of health eliminates the early game need for body armor. The earliest you can get said gun can be wave 2, if you know what you're doing.
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* GenreSavvy: Someone aware of the previous game, will probably be on top of how enemies work. At the same time, this can work against old players.
* TakingYouWithMe Be careful about Husks that are close to death, They will Gladly show you their impersonation of a Suicide-Bomber.
** Of course the Old "Throw all grenades down your feet" is still a Valid Tactic if the Zeds manage to Overrun and Surround you, just make sure you aren't the last one Alive.
* VillainousBreakdown: The Closer you Get to Kill Hans, the More he will lose it, so Much that he even sometimes starts to talk {{Angrish}} if he Enters his Last Phase

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* GenreSavvy: Someone aware of Anyone who's played the previous game, game will probably be on top of how enemies work. At the same time, this can work against old players.
* TakingYouWithMe TakingYouWithMe: Be careful about Husks that are close to death, death. They will Gladly gladly show you their impersonation impression of a Suicide-Bomber.
suicide bomber.
** Of course the Old "Throw old "Drop all your grenades down right at your feet" is still a Valid Tactic valid tactic if the Zeds manage to Overrun and Surround you, surround you; just make sure you aren't the last one Alive.
alive.
* VillainousBreakdown: The Closer closer you Get get to Kill killing Hans, the More more he will lose it, so Much much that he even sometimes starts to talk {{Angrish}} if he Enters in his Last Phase final phase.
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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment. Communication failed and military is crushed. So civilians, along with mercanries, have decided to exterminate the Zeds themselves. Which means... Who cares?! Kill Zeds, Get Money, Buy Weapons, Kill Boss, rinse and repeat.

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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment. Communication failed and military is crushed. So civilians, along with mercanries, have decided to exterminate the Zeds themselves. Which means... Who cares?! Kill Zeds, Get Money, Buy Weapons, Kill Boss, rinse and repeat. No need for spoiler tags here.
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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment. Communication failed and military is crushed. S civilians, along with mercanries, have decided to exterminate the Zeds themselves. Which means... Who cares?! Kill Zeds, Get Money, Buy Weapons, Kill Boss, rinse and repeat.

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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment. Communication failed and military is crushed. S So civilians, along with mercanries, have decided to exterminate the Zeds themselves. Which means... Who cares?! Kill Zeds, Get Money, Buy Weapons, Kill Boss, rinse and repeat.
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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment, and civilians, along with mercanries, have decided to exterminate the Zeds themselves. Which means: Kill Zeds, Get Money, Buy Weapons, Kill Boss, rinse and repeat.

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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment, experiment. Communication failed and military is crushed. S civilians, along with mercanries, have decided to exterminate the Zeds themselves. Which means: means... Who cares?! Kill Zeds, Get Money, Buy Weapons, Kill Boss, rinse and repeat.
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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment, civilians and mercanries have decided to exterminate the Zeds themselves, etc... Which means: Kill Zeds, Get Money, Kill Boss, rince and repeat.

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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment, civilians and mercanries civilians, along with mercanries, have decided to exterminate the Zeds themselves, etc... themselves. Which means: Kill Zeds, Get Money, Buy Weapons, Kill Boss, rince rinse and repeat.
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* ExcusePlot: The game is a follow-up to one in the first place. Outbreak expands to central Europe after a failed experiment, civilians and mercanries have decided to exterminate the Zeds themselves, etc... Which means: Kill Zeds, Get Money, Kill Boss, rince and repeat.
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Linked the first game


After the succesful Killing Floor mod gained traction and became a full release in 2009, Tripwire Interactive took a couple of things learned from their other games released in the meantime, and created Killing Floor 2. The game got released as an Early Access title in April 2015, to fix bugs and receive plentiful feedback to improve on the Killing Floor formular, along with letting players experience a bit of the game before it fully launches when it's done.

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After the succesful Killing Floor Videogame/KillingFloor mod gained traction and became a full release in 2009, Tripwire Interactive took a couple of things learned from their other games released in the meantime, and created Killing Floor 2. The game got released as an Early Access title in April 2015, to fix bugs and receive plentiful feedback to improve on the Killing Floor formular, along with letting players experience a bit of the game before it fully launches when it's done.
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just added 2 more Tropes.


* GenreSavvy: Someone aware of the previous game, will probably be on top of how enemies work. At the same time, this can work against old players.

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* GenreSavvy: Someone aware of the previous game, will probably be on top of how enemies work. At the same time, this can work against old players.players.
* TakingYouWithMe Be careful about Husks that are close to death, They will Gladly show you their impersonation of a Suicide-Bomber.
** Of course the Old "Throw all grenades down your feet" is still a Valid Tactic if the Zeds manage to Overrun and Surround you, just make sure you aren't the last one Alive.
* VillainousBreakdown: The Closer you Get to Kill Hans, the More he will lose it, so Much that he even sometimes starts to talk {{Angrish}} if he Enters his Last Phase
-->'''Hans Volter''': This. Will. not. do. no. Nein. Face everything scum! EVERYTHING!
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* BritishAccents: Besides a couple of British characters, there's an Irish preacher, a French gothgirl and a French woman who controls the weapon-printer that you buy weapons from.

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* BritishAccents: Besides a couple of British characters, there's an Irish preacher, a Scottish preacher who talks like Sean Connery, a French gothgirl and a French woman who controls the weapon-printer that you buy weapons from.



* Diegetic Interface: The medic weapons for the medic shows how many bullets are left in the magazine and how long you have to wait before firing a new healing dart via a small screen located within the sights. For added practicality, when your magazine is about to run dry, both the gun's ammo counter and the reflex sight turn red, along with having the weapon's firing sound go hollow as it empties.

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* Diegetic Interface: DiegeticInterface: The medic weapons for the medic shows show how many bullets are left in the magazine and how long you have to wait before firing a new healing dart via a small screen located within the sights. For added practicality, when your magazine is about to run dry, both the gun's ammo counter and the reflex sight turn red, along with having the weapon's firing sound go hollow as it empties.
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[[quoteright:277:http://static.tvtropes.org/pmwiki/pub/images/869523539f56a5c5b1156d1a1c3b2762.png]]
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* AntiFrustrationFeatures: Due to Tripwire taking things into the account, a lot of things have been added to ease issues:
** All players gain money from the completion of a wave, whether or not they survived.
** You don't need to be alive to get the achivement for completing a map, nor do you need to complete it on 10 waves.
** Each class has a class-starting weapon, lessening the issue of getting a gun from the get-go that evolves around your perk.
** The Healing Dart hitbox is double the size of the playermodel.
** Enemies no longer stop you dead in your tracks when you're attacked, instead this mechanic was added into a new attack pattern for Clots who will grab you.
** A button was made specifically for a quick melee bash, leaving you less defenseless than previously.
** Wave-completion rewards increase on higher difficulties.
** Perks were remade to fit a better leveling structure, making leveling up more of a frequent thing and made each perk get skills every 5 level that players can choose between.
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* Diegetic Interface: The medic weapons for the medic shows how many bullets are left in the magazine and how long you have to wait before firing a new healing dart via a small screen located within the sights. For added practicality, when your magazine is about to run dry, both the gun's ammo counter and the reflex sight turn red, along with having the weapon's firing sound go hollow as it empties.
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* EmergencyWeapon: Along with the standard knife, you can do weapon bashes, to not only knock enemies back, but also potentially knocking their heads off! Just don't try it on anything taller than you, though.

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* EmergencyWeapon: Along with the standard knife, you can do weapon bashes, to not only knock enemies back, but also potentially knocking their heads off! Just don't try it on anything taller than you, though.though.
* GenreSavvy: Someone aware of the previous game, will probably be on top of how enemies work. At the same time, this can work against old players.
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* CharlesAtlasSuperpower: A couple of selectable skills in each perk invoke this: Carry around more ammo or carry around an ammo bag your teammates can use.
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** The Commando: Focuses on hitting enemies at mostly any range and dealing a goodd amount of damage, while both taking out trash mobs and special threats, such as Stalkers.
** The Support: Focuses on dealing huge amount of damage on multiple targets, and making sure big threats, like Scrakes and Fleshpounds, die quick.
** The Berserker: Focuses on high melee damage and taking out the trash without their buddies wasting ammo. The class has been slightly re-balanced to support a couple of guns to make the Berserker less reliable on "running facce first into danger and die" tactic.
** The Medic: One of the two re-balanced perks, adding Medic-based guns for almost each weapon category, giving Medical versions of pistols, [=SMGs=], shotguns and automatic rifles. They're less potent then their proper brethren, but still potent enough.
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* CharacterClassSystem: As of Early Access launch, there's currently 4 available, with the remaining 3 being released when the game has gone golden.
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* ChainsawGood: Well, as of Early Access, no chainsaw to use. [[BossInMookClothing Currently, it's really, REALLY CHAINSAW BAD]].
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* CallingYourAttacks: Not only does Hans call his attacks, your character along with your teammates call most enemy attacks and when enemies go berserk.

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* BritishAccents: Besides a couple of British characters, there's an Irish preacher, a French gothgirl and a French woman who controls the weapon-printer that you buy weapons from.



* EmergencyWeapon: Along with the standard knife, you can do weapon bashes, to not only knock enemies back, but also potentially knocking their heads off! Just don't try it on anything taller than you, though.

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* BritishAccents: Besides a couple of British characters, there's an Irish preacher, a French gothgirl and a French woman who controls the weapon-printer that you buy weapons from.
* BulletTime: Not only does it slow down time, it goes monochrome for everything, except the glorious blood and gore.
* EmergencyWeapon: Along with the standard knife, you can do weapon bashes, to not only knock enemies back, but also potentially knocking their heads off! Just don't try it on anything taller than you, though.
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* BritishAccents: Besides a couple of British characters, there's an Irish preacher, a French gothgirl and a French woman who controls the weapon-printer that you buy weapons from.

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* BerserkerButton: Fleshpounds and Scrakes are much more aggresive and will most likely kill unprepared players on even Normal difficulty. The fact that Scrakes enter a form of permanent rage-mode when damaged enough (along with chainsaw swings that can reduce you to pork chops), it can take up to a whole team with controlled fire to take one down without much loss. And that's not mentioning Fleshpounds when they rage.

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* BerserkerButton: BerserkButton: Fleshpounds and Scrakes are much more aggresive and will most likely kill unprepared players on even Normal difficulty. The fact that Scrakes enter a form of permanent rage-mode when damaged enough (along with chainsaw swings that can reduce you to pork chops), it can take up to a whole team with controlled fire to take one down without much loss. And that's not mentioning Fleshpounds when they rage.




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* BoringButPractical: The starting weapons for each class, although this can be a [=YMMV=].
** The Support's starting weapon, being a pretty potent shotgun, with the main downside being the reload and cocking animation between shots.
** The Berserker's starting melee, which does its job, but is less fancy looking than a katana.
** The Medic's starting weapoin is a pistol, which is slightly stronger than the base 9mm pistol, but carries less ammo and weighs 1 block.
** The Commando's starting weapon is not the Bullpup, a much favored gun, but the Vermin Rifle, a slightly less powerful gun, with burst fire or single fire settings, which makes it practically a more potent pistol than a rifle, due to its small clip and no auto-fire.
* BreakoutCharacter: Oh, Mr. Foster, how you have become quite the face of Killing Floor.
* EmergencyWeapon: Along with the standard knife, you can do weapon bashes, to not only knock enemies back, but also potentially knocking their heads off! Just don't try it on anything taller than you, though.

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\n* BerserkerButton: Fleshpounds and Scrakes are much more aggresive and will most likely kill unprepared players on even Normal difficulty. The fact that Scrakes enter a form of permanent rage-mode when damaged enough (along with chainsaw swings that can reduce you to pork chops), it can take up to a whole team with controlled fire to take one down without much loss. And that's not mentioning Fleshpounds when they rage.
* BodyArmorAsHitPoints: Zigzagged, compared to the first game: You need it to take damage from tougher specimens, but it works more and more as a temporary health bar, than actual damage reduction. It's also able to take more hits than your health, although a proper level'd support can survive for a while with a proper medic nearby.
* BodyHorror: OH BOY, hope you loved what they presented in the first game, cause this is taken further:
** Clots exist in what appears to be 3 varients: The regular one, a "hollowed" one, with gaping eye sockets and mouth, and a third one, that has spikes popping out of the skin of its body.
** Gorefasts seem much more bloody and meaty, while their arms, from the elbow down, have been amputated, leaving just a blade sticking out of its right arm.
** Crawlers have more eyes and look less like they've been strapped into leather BDSM gear.
** Husks' body glow as if their fire-tank is lighting fire inside of them.
** Sirens have gotten what seems to be a sonar-machine opearted into their gaping throats, explaining their ability to scream people to death.
** Bloats are just as fat as ever, but got more... bloats on their body. And [[FanDisservice jigglephysics]].
** Fleshpounds are bigger, wider, and much more aggresive, along with looking like freak accident between steroids, extreme body modification and unrelenting rage.
** Scrakes look more controlled and more muscular than previously. Which isn't much body horror until you open fire and see him rip through teammates with freshly opened wounds everywhere on him, looking like a Gorefast on drugs.
** Stalkers' are less "clean" and much greyer in skin colour, making them appear dirty and less "favorable".
** The new boss, Hans, is less tall and huge than the old Patriarch, but geezus crust on a crutch, he is covered in syringes and tubes, which changes colour as he loses health.
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At first, London went into ruins as someone at Horzine Labs let out [[GoneHorriblyWrong some specimens who weren't supposed to end up like they ended up]]. So, what do you get when a containment breach occurs and the specimens run havoc in not just London, but rest of Europe? As more people attempt to fight back specimens, someone is causing them to spread, even after the Patriarch's final death.

After the succesful Killing Floor mod gained traction and became a full release in 2009, Tripwire Interactive took a couple of things learned from their other games released in the meantime, and created Killing Floor 2. The game got released as an Early Access title in April 2015, to fix bugs and receive plentiful feedback to improve on the Killing Floor formular, along with letting players experience a bit of the game before it fully launches when it's done.

!!Tropes that appear on the Killing Floor:

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