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** The HRG Bastion for the SWAT, a repurposed variant of the Commando's Stoner 63 features a toggleable energy shield that blocks 70% of incoming frontal damage, both when hip-firing and aimig down sights unlike the Glock and Riot Shield. It does however have a limited energy supply and automatically turns off if it is depleted, but recharges when not in use.

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** The HRG Bastion for the SWAT, a repurposed variant of the Commando's Stoner 63 features a toggleable energy shield that blocks 70% of incoming frontal damage, both when hip-firing and aimig down sights unlike the Glock and Riot Shield. It does however have a limited energy supply which rapidly drains, especially when actually taking hits, and automatically turns off if it is depleted, but recharges when not in use.
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** Perks were remade to fit a better leveling structure - you don't need to specifically play as a perk to gain experience with it, and you also gain experience for that perk just by using weapons associated with it - making leveling up more of a frequent thing, allowing for leveling perks without actually playing them, and made each perk get skills every 5 levels that players can swap between when they need to between waves. A later update also allowed for more explicit cross-class abilities, such as getting Commando bonuses while using the Medic's assault rifle, or Sharpshooter getting lesser versions of the bonuses for pistols and revolvers that its Gunslinger offshoot can get. It does retain a hint of the old "requirements" leveling by giving you increased XP for specific perk-related actions: the Commando still gets XP bonuses for killing stalkers, the Support still gains experience for welding doors, the Demolitionist can get more experience by killing Fleshpounds with explosive weapons, etc. However, you're not ''required'' to do these while playing as those perks to level them as in the first game, thus also not screwed out of experience when someone else invariably kills your target on accident - they're just a bonus you can get any time you have the appropriate weapon on-hand.

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** Perks were remade to fit a better leveling structure - you don't need to specifically play as a perk to gain experience with it, and you also gain experience for that perk just by using weapons associated with it rather than having to accomplish specific objectives while playing as that perk - making leveling up more of a frequent thing, allowing for leveling perks without actually playing them, and made each perk get skills every 5 levels that players can swap between when they need to between waves. A later update also allowed for more explicit cross-class abilities, such as getting Commando bonuses while using the Medic's assault rifle, or Sharpshooter getting lesser versions of the bonuses for pistols and revolvers that its Gunslinger offshoot can get. It does retain a hint of the old "requirements" leveling by giving you increased XP for specific perk-related actions: the Commando still gets XP bonuses for killing stalkers, the Support still gains experience for welding doors, the Demolitionist can get more experience by killing Fleshpounds with explosive weapons, etc. However, you're not ''required'' to do these while playing as those perks to level them as in the first game, thus also not screwed out of experience leveling up when someone else invariably kills your target on accident - they're just a bonus you can get any time you have the appropriate weapon on-hand.
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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 the rest of Europe? As more people attempt to fight back specimens, someone is causing them to spread, even after the Patriarch's final death.

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At first, In the beginning, London went into was reduced to 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 the rest of Europe? As more people attempt to fight back specimens, someone is causing them to spread, even after the Patriarch's final death.
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Adding info about one of the new HRG weapons, the Bastion for SWAT.

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** The HRG Bastion for the SWAT, a repurposed variant of the Commando's Stoner 63 features a toggleable energy shield that blocks 70% of incoming frontal damage, both when hip-firing and aimig down sights unlike the Glock and Riot Shield. It does however have a limited energy supply and automatically turns off if it is depleted, but recharges when not in use.
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-->STOP LIVING, SCUM! WHO SAID YOU COULD GO ON LIVING!

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-->STOP LIVING, SCUM! WHO ''WHO SAID YOU COULD GO ON LIVING!LIVING?!''



-->COME MY CHILDREN! DON'T LET YOUR DADDY DIE!\\
THIS ISN'T FAIR!\\
IT CAN'T END LIKE THIS!

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-->COME MY CHILDREN! DON'T LET YOUR DADDY DIE!\\
THIS ISN'T FAIR!\\
IT CAN'T END LIKE THIS!
-->Come my children! Don't let your daddy die!\\
This isn't fair!\\
It can't end like this!



-->I WILL NOT PANIC. NOT YET...

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-->I WILL NOT PANIC. NOT YET...will not panic. Not yet...

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* MonsterClown: The Summer Sideshow special event added a new map filled with monster clown versions of the Zeds along with other similarly themed monstrosities such as bearded ladies and sword swallowers.

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* MonsterClown: MonsterClown:
**
The Summer Sideshow special event added a new map filled with monster clown versions of the Zeds along with other similarly themed monstrosities such as bearded ladies and sword swallowers.swallowers.
** The Nightmare map has more than its fair share of demon clown imagery.
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Updating Minigun's "Awesome, But Impractical" entry to reflect the weapon stats as of 26 April 2021 + minor grammar correction.


** Infernal Insurrection 2020 introduces a ''[[MoreDakka minigun]]''. As you would expect, it fires faster than lightning and chews through even the biggest Zeds. [[RealityEnsues As you might also expect,]] it's extremely heavy. Not only does it take up ''10'' weight slots (meaning the only backup Commando weapon you can use is the [[LittleUselessGun starting AR15]], but you move very slowly when wielding it, and at a ''snail's pace'' when firing it. Couple with high recoil, a high price of 2000 dosh, a slow spin-up before firing, an ''abysmally'' small (for its fire rate) base magazine size of 90 rounds without perks, and ''extremely'' stiff aiming when firing, it's extremely fun, but also extremely situational.

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** Infernal Insurrection 2020 introduces a ''[[MoreDakka minigun]]''. As you would expect, it fires faster than lightning and chews through even the biggest Zeds. [[RealityEnsues As you might also expect,]] it's extremely heavy. Not only does it take up ''10'' weight slots (meaning the only backup Commando weapon weapons you can use is the [[LittleUselessGun starting AR15]], AR15]] and the tier 2 L85), but you move very slowly when wielding it, and at a ''snail's pace'' when firing it. Couple with high recoil, a high price of 2000 dosh, a slow spin-up before firing, an ''abysmally'' small (for its fire rate) base magazine size of 90 rounds without perks, and ''extremely'' stiff aiming when firing, it's extremely fun, but also extremely situational.

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* HomemadeFlamethrower: The Firebug's starting weapon is the Caulk n' Burn, true to it's name it's a caulk gun heavily modified to act as a flamethrower.



** Closer inspection of the "Bone Crusher" reveals that the "mace" is simply [[BatterUp a bat with sawblades shoved into it.]]

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** Closer inspection of the "Bone Crusher" reveals that the "mace" is simply [[BatterUp a bat with sawblades and other scrap metal shoved into it.]]
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** Unlocked skills that are so useful that everyone uses them, but aren't considered overpowered, generally end up patched to be innate abilities of the class. Examples include the Berserker's immunity to being grabbed by clots, Demolitionist and Support's supplying teammates with grenades and ammo, and Commandos sharing their sight of cloaked Zeds. Conversely, the same also sometimes happens for skills that are simple, useful in some circumstances, but completely outclassed by a much better skill they compete against at the same level, like the Demolitionist's ability to set welded doors to explode when Zeds break them down, which is a neat niche ability but was nowhere near useful enough to be worth using over the ability to prevent Sirens from making your weapons harmless.

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** Unlocked skills that are so useful that everyone uses them, but aren't considered overpowered, generally end up patched to be innate abilities of the class. Examples include the Berserker's immunity to being grabbed by clots, Demolitionist and Support's supplying teammates with grenades and ammo, and Commandos sharing their sight of cloaked Zeds. Conversely, the same also sometimes happens for skills that are simple, useful in some circumstances, but completely outclassed by a much better skill they compete against at the same level, like the Demolitionist's ability to set welded doors to explode when Zeds break them down, which is a neat niche ability but was nowhere near useful enough to be worth using over the ability to prevent Sirens from making all of your weapons harmless.



** Falling damage and other ambient sources of damage are negated while the trader pod is open between waves, to facilitate taking shortcuts to the pod that would damage you in normal gameplay.

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** Falling damage and other ambient Ambient sources of damage damage, like long falls or anything that sets people alight, are negated while the trader pod is open between waves, to facilitate taking shortcuts to the pod that would damage you in normal gameplay.



* ArbitraryMissionRestriction: Occasionally, a bonus objective will pop up that awards bonus dosh and experience if you complete it. While some of them are justified, others, like ones where you have to defend an area for a wave, are presented without context.

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* ArbitraryMissionRestriction: Occasionally, a bonus objective will pop up that awards bonus dosh and experience if you complete it. While some Some levels have a wider array of them are justified, others, like objectives with a justification, such as repairing parts of the machinery or keeping zeds out of the greenery to dump water in Airship, but ones where you just have to defend an area for a wave can show up in any map, barring those where one switches between areas for every wave, and are presented without context.



* DecompositeCharacter: The Sharpshooter now has a greater focus on rifles, giving handgun bonuses to the Gunslinger. The Field Medic, meanwhile, has a vaster array of weaponry to choose from, making the SWAT the designated submachine gunner.

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* DecompositeCharacter: The Sharpshooter now has a greater focus on rifles, giving handgun bonuses to the Gunslinger. The Field Medic, meanwhile, has a vaster more vast array of unique weaponry to choose from, making the SWAT the designated with its submachine gunner.guns (and its old bonus to magazine capacity depending on perk level) going to the new SWAT perk.



* DiminishingReturnsForBalance: [[StickyBomb C4 blocks]] can be detonated as fast as you can hit SecondaryFire, but using several in rapid succession weakens its effect against a single enemy: each bomb will do three-quarters the damage that enemy took from the last one until you go three seconds without using C4 on it. Luckily, explosions do not detonate C4 (just using the detonator and shooting them), so you can still do maximum damage, there's just a limit to how fast you can.

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* DiminishingReturnsForBalance: [[StickyBomb C4 blocks]] can be detonated about as fast as you can hit SecondaryFire, but using several in rapid succession weakens its effect against a single enemy: each bomb will do three-quarters the damage that enemy took from the last one until you go three seconds without using C4 on it. Luckily, explosions do not detonate C4 (just using the detonator and shooting them), so you can still do maximum damage, there's just a limit to how fast you can.



* DividedStatesOfAmerica: The "Nuked" map takes place in the ruins of a Republic of Texas Embassy in France. It's about as [[{{Eagleland}} 'merican as you can get: guns, rustic atmosphere, wood furniture, whiskeys...]] It'd be comfortable if nukes weren't going off in the distance and the place was crawling with zeds.

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* DividedStatesOfAmerica: The "Nuked" map takes place in the ruins of a Republic of Texas Embassy in France. It's about as [[{{Eagleland}} 'merican as you can get: guns, rustic atmosphere, wood furniture, whiskeys...whiskey...]] It'd be comfortable if nukes weren't going off in the distance and the place was crawling with zeds.



** Inverted with Quarter Pounds: Notably weaker Fleshpounds that tend to spawn in packs from a single Quarter Pound to up to 6. They also spawn with a new Fleshpound variant that plays the trope straight:

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** Inverted with Quarter Pounds: Notably weaker Fleshpounds that tend to spawn in packs from a single Quarter Pound to up to 6. They [[FlunkyBoss also spawn with a new Fleshpound variant that plays spawn]] to assist the trope straight:[[KingMook King Fleshpound]] whenever you deal enough damage to him.



* EscortMission: Objective mode occasionally has the players escort and protect a drone as it moves around the map. Thankfully, these missions are much easier than the norm due to being pretty short in length and allowing the player to heal the drone if it gets too damaged.

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* EscortMission: Objective mode occasionally has the players escort and protect a drone as it moves around the map. Thankfully, these missions are much easier than the norm due to being pretty short in length and allowing the player to heal repair the drone if it gets too damaged.



* FlareGun: The 2020 Halloween event Infernal Insurrection added the HRG Scortcher to the game for the Firebug. The gun is a modified version of the Demolitionist's starting weapon that has been modified to shoot flares instead of grenades.

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* FlareGun: The 2020 Halloween event Infernal Insurrection added the HRG Scortcher Scorcher to the game for the Firebug. The gun is a modified version of the Demolitionist's starting weapon that has been modified to shoot flares instead of grenades.



* {{Ghostapo}}: Hinted at. Hans Volter has the [[https://en.wikipedia.org/wiki/Black_Sun_(occult_symbol) Black Sun]] symbol, strongly associated with both the occult and Nazis, branded on his chest, and adorning his home. It can also be found underneath Paris on the Hostile Ground map, suggesting a link.

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* {{Ghostapo}}: Hinted at. Hans Volter has the [[https://en.wikipedia.org/wiki/Black_Sun_(occult_symbol) Black Sun]] symbol, strongly associated with both the occult and Nazis, branded on his chest, and adorning his home. It can also be found underneath Paris on the Hostile Ground Grounds map, suggesting a link.



* {{Gorn}}: ''[[PunctuatedForEmphasis Oh. My. Fucking. God.]]'' Where do we even begin.

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* {{Gorn}}: ''[[PunctuatedForEmphasis Oh. My. Fucking. God.]]'' Where do we even begin. begin?

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** As the Matriarch loses health, her longer-ranged weapons get damaged, so she moves faster and instead uses closer-ranged attacks once she's under half health. At 25% health, she'll cloak to get in closer and do more melee damage as well.

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** As the Matriarch loses health, her Matriarch's longer-ranged weapons get damaged, so she moves faster and instead uses closer-ranged attacks once she's under half health.focuses more on close-ranged attacks. At 25% health, she'll cloak to get in closer and do more melee damage as well.



* VeryHighVelocityRounds: {{Inverted|Trope}}. Pistols, submachine guns, and rifles are normally {{itscan}} weapons (despite the [[EveryBulletIsATracer visuals]]). When [[BulletTime Zed Time]] is active, they use actual projectiles, [[PainfullySlowProjectile none of which exceed 200 m/s]]. This can actually make getting headshots ''more'' difficult in Zed Time than outside of it.

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* VeryHighVelocityRounds: {{Inverted|Trope}}. Pistols, submachine guns, and rifles are normally {{itscan}} {{hitscan}} weapons (despite the [[EveryBulletIsATracer visuals]]). When [[BulletTime Zed Time]] is active, they use actual projectiles, [[PainfullySlowProjectile none of which exceed 200 m/s]]. This can actually make getting headshots ''more'' difficult in Zed Time than outside of it.



** As in the first game, the Patriarch has a [[CombatTentacles tentacle]] he can use to grab players from range and pull them in close for a melee attack.



** Once her ArmCannon is destroyed, the Matriarch can launch a [[CombatTentacles tentacle]] that will drag whoever it catches towards her, leaving the target within range of her devastating melee attacks.

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** Once her ArmCannon is destroyed, the Matriarch can take a cue from her father and launch a [[CombatTentacles tentacle]] tentacle that will drag whoever it catches towards her, leaving the target within range of her devastating melee attacks.
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Whoopsies.


* ExcusePlot: Similarly to [[VideoGame/KillingFloor its predecessor]], the narrative is basically only found on the game's [[http://store.steampowered.com/agecheck/app/232090/ Steam Store]] page: it's almost non-existent within the game itself, due to its wave shooter roots and heavy emphasis on online play. Based on the premise, the sequel is set one month after the previous episode, with the outbreak of Zed clones spreading from London and the UK to continental Europe. Communications have failed, and national militaries are mostly crushed by the horde. Therefore, enter [[MegaCorp Horzine Biotech]], the amoral company whose [[EvilutionaryBiologist former CEO]] is responsible for the invasion, who hires gun-savvy civilians, mercenaries, and the few remaining European police and military personnel they can find to contain the Zed forces and thus, save the company's face by cleaning up hot-spots around the continent (beginning with their own hidden facilities dotted around Europe, of course). However, all this is just basically meant to explain the automatic [[FunWithAcronyms TRADER]] machines, the multinational line-up of core maps (which, among others, includes downtown Paris, a Scandinavian ferry port, an Italian catacomb, or a Russian prison) and the diverse cast of civilian and law enforcement characters. Later official maps [[(set for example in a tropical island, a nightmare world, or hell itself) however tend to heavily deviate from this premise, but no one cares. After all, the business is the same on all of them: Kill Zeds, get money, buy weapons, kill the Boss, rinse and repeat! No need for spoiler tags or any meaningful story here.

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* ExcusePlot: Similarly to [[VideoGame/KillingFloor its predecessor]], the narrative is basically only found on the game's [[http://store.steampowered.com/agecheck/app/232090/ Steam Store]] page: it's almost non-existent within the game itself, due to its wave shooter roots and heavy emphasis on online play. Based on the premise, the sequel is set one month after the previous episode, with the outbreak of Zed clones spreading from London and the UK to continental Europe. Communications have failed, and national militaries are mostly crushed by the horde. Therefore, enter [[MegaCorp Horzine Biotech]], the amoral company whose [[EvilutionaryBiologist former CEO]] is responsible for the invasion, who hires gun-savvy civilians, mercenaries, and the few remaining European police and military personnel they can find to contain the Zed forces and thus, save the company's face by cleaning up hot-spots around the continent (beginning with their own hidden facilities dotted around Europe, of course). However, all this is just basically meant to explain the automatic [[FunWithAcronyms TRADER]] machines, the multinational line-up of core maps (which, among others, includes downtown Paris, a Scandinavian ferry port, an Italian catacomb, or a Russian prison) and the diverse cast of civilian and law enforcement characters. Later official maps [[(set (set for example in a tropical island, a nightmare world, or hell itself) however tend to heavily deviate from this premise, but no one cares. After all, the business is the same on all of them: Kill Zeds, get money, buy weapons, kill the Boss, rinse and repeat! No need for spoiler tags or any meaningful story here.

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Updating/adding entries to reflect the Frost Fang and Elysium map.


** Elysium takes this a step further, containing collectible flowers and tomes in two of its selectable areas[[labelnote:*]]the forest and egyptian ones to be exact[[/labelnote]]. These can be placed in their respective holders in the map's main area, which will open up one extra location each[[labelnote:*]]a botanical area and one containing the controlling entity of the map, the Loremaster[[/labelnote]]. Finding the items is optional, except for the seasonal objectives for ''Christmas Crackdown''.



* ExcusePlot: Similarly to [[VideoGame/KillingFloor its predecessor]], the narrative is basically only found on the game's [[http://store.steampowered.com/agecheck/app/232090/ Steam Store]] page: it's almost non-existent within the game itself, due to its wave shooter roots and heavy emphasis on online play. Based on the premise, the sequel is set one month after the previous episode, with the outbreak of Zed clones spreading from London and the UK to continental Europe. Communications have failed, and national militaries are mostly crushed by the horde. Therefore, enter [[MegaCorp Horzine Biotech]], the amoral company whose [[EvilutionaryBiologist former CEO]] is responsible for the invasion, who hires gun-savvy civilians, mercenaries, and the few remaining European police and military personnel they can find to contain the Zed forces and thus, save the company's face by cleaning up hot-spots around the continent (beginning with their own hidden facilities dotted around Europe, of course). However, all this is just basically meant to explain the automatic [[FunWithAcronyms TRADER]] machines, the multinational line-up of core maps (which, among others, includes downtown Paris, a Scandinavian ferry port, an Italian catacomb, or a Russian prison) and the diverse cast of civilian and law enforcement characters. Later official maps (set for example in a tropical island, a nightmare world, or hell itself) however tend to heavily deviate from this premise, but no one cares. After all, the business is the same on all of them: Kill Zeds, get money, buy weapons, kill the Boss, rinse and repeat! No need for spoiler tags or any meaningful story here.

to:

* ExcusePlot: Similarly to [[VideoGame/KillingFloor its predecessor]], the narrative is basically only found on the game's [[http://store.steampowered.com/agecheck/app/232090/ Steam Store]] page: it's almost non-existent within the game itself, due to its wave shooter roots and heavy emphasis on online play. Based on the premise, the sequel is set one month after the previous episode, with the outbreak of Zed clones spreading from London and the UK to continental Europe. Communications have failed, and national militaries are mostly crushed by the horde. Therefore, enter [[MegaCorp Horzine Biotech]], the amoral company whose [[EvilutionaryBiologist former CEO]] is responsible for the invasion, who hires gun-savvy civilians, mercenaries, and the few remaining European police and military personnel they can find to contain the Zed forces and thus, save the company's face by cleaning up hot-spots around the continent (beginning with their own hidden facilities dotted around Europe, of course). However, all this is just basically meant to explain the automatic [[FunWithAcronyms TRADER]] machines, the multinational line-up of core maps (which, among others, includes downtown Paris, a Scandinavian ferry port, an Italian catacomb, or a Russian prison) and the diverse cast of civilian and law enforcement characters. Later official maps (set [[(set for example in a tropical island, a nightmare world, or hell itself) however tend to heavily deviate from this premise, but no one cares. After all, the business is the same on all of them: Kill Zeds, get money, buy weapons, kill the Boss, rinse and repeat! No need for spoiler tags or any meaningful story here.



* ShotgunsAreJustBetter: The Support Specialist's whole shtick, as in the previous game, swapping out the starting Benelli M3 for a down-chambered Mossberg but otherwise keeping all the varieties - double-barreled, pump-action (including one with [[KillitWithFire incendiary shells]] as a cross-class Firebug weapon), semi-auto and magazine-fed, with updates also adding the "HZ-12" that's a combination of all the above (mag-fed, pump-action, but has two barrels that are fired one after the other before rechambering) and going UpToEleven on the double-barrel variety with an even stronger ''four''-barreled version. The Medic also gets in on it with the introduction of the [=HMTech-301=] shotgun, a semi-automatic shotgun that combines its benefits with the medic's healing-dart launcher.

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* ShotgunsAreJustBetter: The Support Specialist's whole shtick, as in the previous game, swapping out the starting Benelli M3 for a down-chambered Mossberg but otherwise keeping all the varieties - double-barreled, pump-action (including one with [[KillitWithFire incendiary shells]] as a cross-class Firebug weapon), semi-auto and magazine-fed, with updates also adding the "HZ-12" that's a combination of all the above (mag-fed, pump-action, but has two barrels that are fired one after the other before rechambering) and going UpToEleven on the double-barrel variety with an even stronger ''four''-barreled version. The Medic also gets in on it with the introduction of the [=HMTech-301=] shotgun, a semi-automatic shotgun that combines its benefits with the medic's healing-dart launcher. Even the Berserker can join in as of the ''Christmas Crackdown'' update with the addition of the Frost Fang, a DLC shotgun that fires ice and comes with an axe to defend against close-up attacks and cut cleanly through zeds.



** The first premium DLC weapons combine this in gameplay: the SWAT's Glock and Shield combine a SWAT's typical SMG with the damage-blocking/damage-shielding shield of the Berserker, and the Mosin-Nagant gives Sharpshooters the melee capability of Berserkers.

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** The first second set of premium DLC weapons combine this in gameplay: the SWAT's Glock and Shield combine a SWAT's typical SMG with the damage-blocking/damage-shielding shield of the Berserker, and the Mosin-Nagant gives Sharpshooters the melee capability of Berserkers.Berserkers.
** The Frost Fang, the sole DLC weapon added in the 2020 ''Christmas Crackdown'' update counts too for this trope. Not only is it a shotgun that fires bursts of ice that can freeze zeds in their place, but it also doubles as an axe to slice them apart and parry attacks. To top it off, zeds frozen by it take extra damage from the axe and it's part of the crossperk system, being useable by both the Support and Berserker.
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** Falling damage is negated while the trader pod is open between waves, to facilitate taking shortcuts to the pod that would damage you in normal gameplay.

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** Falling damage is and other ambient sources of damage are negated while the trader pod is open between waves, to facilitate taking shortcuts to the pod that would damage you in normal gameplay.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


** Blasters, who shoot [[FrickinLaserBeams lasers]] at a distance to whittle down the player's health.

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** Blasters, who shoot [[FrickinLaserBeams [[EnergyWeapon lasers]] at a distance to whittle down the player's health.
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Correcting a spelling mistake by myself.


* MonumentalDamage: On the Burning Pari, Hostile Grounds and Shopping Spree maps, you can see a destroyed Eiffel Tower in the distance.

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* MonumentalDamage: On the Burning Pari, Paris, Hostile Grounds and Shopping Spree maps, you can see a destroyed Eiffel Tower in the distance.
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Updating some entries to reflect changes made to the game.


** [[MasterOfNone Survivalist]]: Has no weapons to itself (except the Freezethrower and Killerwatt, added in late 2017 and early 2019 respectively), instead they get increase damage with ''any'' weapon, but not quite as much as dedicated perks. Unlocks allow minor specialization, for instance increasing reload speeds for about one half of the weapons or the other, extra space for ammo or more room for weapons, replacing their grenades with other sorts of grenades (e.g., the Medic grenade), and the like. This allows for extremely versatile weapon combinations to fill several roles at once, but most players would prefer that you use a specialist. Mainly used for picking up the weapons of dead teammates and utilizing them with partial synchronization.

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** [[MasterOfNone Survivalist]]: Has no weapons to itself (except the Freezethrower Freezethrower, Killerwatt and Killerwatt, HRG Arc Generator, added in late 2017 and 2017, early 2019 and late 2020 respectively), instead they get increase damage with ''any'' weapon, but not quite as much as dedicated perks. Unlocks allow minor specialization, for instance increasing reload speeds for about one half of the weapons or the other, extra space for ammo or more room for weapons, replacing their grenades with other sorts of grenades (e.g., the Medic grenade), and the like. This allows for extremely versatile weapon combinations to fill several roles at once, but most players would prefer that you use a specialist. Mainly used for picking up the weapons of dead teammates and utilizing them with partial synchronization.



* LaserBlade: The Ion Thruster, a tier 5 weapon for the Berserker added as DLC in the Yuletide Horrors update. It has the same attack speed as the Katana (that is, quite fast), does a decent amount of damage per hit, sets enemies on fire and charges when hitting enemies and allows for [[HomeRunHitter a really powerful attack]] when said charge is full.

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* LaserBlade: The Ion Thruster, a tier 5 weapon for the Berserker added as DLC in the Yuletide Horrors Grim Treatments update. It has the same attack speed as the Katana (that is, quite fast), does a decent amount of damage per hit, sets enemies on fire and charges when hitting enemies and allows for [[HomeRunHitter a really powerful attack]] when said charge is full.



* MonumentalDamage: On the Burning Paris and Hostile Grounds maps, you can see a destroyed Eiffel Tower in the distance.

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* MonumentalDamage: On the Burning Paris and Pari, Hostile Grounds and Shopping Spree maps, you can see a destroyed Eiffel Tower in the distance.



** The Vlad 9000 nailgun returns, now assigned to the Berserker. It is the only strictly ranged weapon in the Berserker's arsenal and shots can ricochet up to two times. In single fire, it's powerful enough to kill common Zeds with a headshot and has an enormous magazine, but the fire rate and projectile speed are both slow. In multi-shot mode, it's a powerful ShortRangeShotgun that burns through ammo very quickly and can use the ricochet to take out densely packed hordes of Zeds.

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** The Vlad 9000 nailgun returns, now assigned to the Berserker. Berserker in addition to the Support through the cross-perk system. It is the only one of two strictly ranged weapon in the Berserker's arsenal and shots can ricochet up to two times. In single fire, it's powerful enough to kill common Zeds with a headshot and has an enormous magazine, but the fire rate and projectile speed are both slow. In multi-shot mode, it's a powerful ShortRangeShotgun that burns through ammo very quickly and can use the ricochet to take out densely packed hordes of Zeds.
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ymmv per TRS


* SequelDifficultyDrop: While the game is harder than the first in many ways, it's easier in several aspects:
** It is now ''much'' easier to level up perks, as the process of killing certain zeds with certain weapons isn't mandatory, dosh is more readily available on all difficulties and nothing costs quite as much as the ridiculous rates they could reach in the first game (the most you'll pay for anything is 2,000 - one of the last weapons added in the first game infamously required three times that much just to fully replenish its ''ammo'').
** Crosshair can be enabled, making spray and run viable, especially for "SWAT" (due to the high capacity SMG) and "Support" (which use shotgun and optionally can increase maximum ammunition pool) perk classes,
** Sprinting (which can be done in any direction) will keep you away from most zeds, even more so when a 2019 update adds one-tap sprinting, making dashing viable.
** The QuickMelee bashing mechanic reliably stumbles zeds you hit with it, so along with sprinting, a player is going to need to be in a ''very'' bad situation (e.g. surrounded by 10 zeds in a corner with an empty magazine) to truly get into trouble, while in the first game just a clot grabbing you with 2 gorefasts with it was already a very painful situation.
** Blocking with melee weapons (even classes' default starter weapons) makes getting smacked even by a boss or an enraged Fleshpound a lot more survivable than the first game.
** Healing syringes/darts are generally more effective (using the syringe on yourself causes it to fully recharges in 15 seconds compared to 20 seconds in the first game, and the hitboxes for landing darts upon allies is a lot larger) and the basic Medic weapon, the [=HMTech-101=] Pistol, only requiring 1 weight and 200 bucks can mean careful teams which all buy it won't even need a Medic to stay alive.
** And the non-Patriarch bosses' lack of invisibility and predictable movement and attack patterns make it easier for the team to plan ahead and bombard him with fire at intervals. Even the Patriarch isn't so brutal as he used to be in some ways, since he's a ''lot'' noisier, and his missiles, while harder to dodge in open ground due to launching three at a time, aren't guaranteed to be OneHitKill[=s=] anymore.
* SequelDifficultySpike: Surprisingly enough, a ton of things got harder in [=KF2=], and in a fair way:
** Most official maps are considerably shrunk or made narrower and labyrinthine, not to mention in some place full of dead-end obstacles.
** Specimens no longer spawn at relatively fixed rates. Spawning instead occurs in peaks and troughs, meaning that players are often swamped with a slightly-larger-than-comfortable group of enemies, which then subside to a trickle for a few moments before the next peak hits. This also makes isolating/eliminating high-priority targets more difficult, as players are often forced to instead eliminate the weaker zeds that are approaching in large numbers lest they get swamped. According to the developer, this spawning algorithm was applied so that the action feels a lot more fast-paced without exhausting the players. It certainly enhances the tension experienced during gameplay and makes surviving each wave feel like more of an accomplishment even at lower difficulties.
** Enemies gain new attacks on higher difficulties, which means they'll take you by surprise on Hard and up. Husks actually use their flamethrower as a flamethrower when a player is near them on Suicidal (quickly cooking even Berserkers), when on Hard, the worst they'll do in close range is a SuicideAttack at you.
** A few "rare" zeds spawn increasingly more often on harder difficulties: Rioters, which are Alpha Clots with whiter skin, blue veins, and armor that can speed up nearby clots to mob you; Elite Crawlers, which are white Crawlers that explode into a gas cloud if not killed by a headshot; and Gorefiends, darker-skinned Gorefasts with a blade attached to both arms that are noticeably tougher, immediately sprint at you once damaged instead of just when close enough, and can perform a devastating SpinAttack.
** A number of smaller Zeds that are completely away from any players for five seconds can teleport to a spawn point nearby where players actually are, making safely kiting every zed and slowly headshotting them all to death a ''lot'' more difficult to achieve - odds are fairly good you'll run straight into one while trying it.
** Not only that, but on Suicidal, ''all'' enemies can go "berserk", making them move faster than a sprinting player with no weight on.
** Hans Volter. Oh boy, this guy... this guy can be much worse than the Patriarch. What makes him much more difficult? He lacks the invisibility of his predecessor, but he is much more mobile, making up for the new player advantage of sprinting. Oh and he can out-run most players, except for a decently leveled Medic. He also wields dual [=StG=]-44s which gun through your Armor and Health really quickly. He also throws 3 different grenades, two of which are very deadly[[note]]One is a toxic grenade, leaving a cloud of toxic something, that seems like Bloater bile, and an explosive grenade, that is very effective at ripping you to shreds.[[/note]], along with going berserk when low enough on health, where he'll rip through whatever player he has targetted.
** Random weapons drops have been ''seriously'' nerfed since the beginning - all that drops are starting weapons that sell for $100, making it impossible to build up any serious extra cash by stockpiling weapons and selling them at the end of a wave, even on Normal difficulty. Ammo drops have similarly become parsimonious, with but a single box spawning on the first wave at higher difficulties.
** A few of the zeds have new animations that make them much more difficult to hit. The Stalker no longer runs at you in a straight line and will somersault and do spin kicks when she gets near you, crawlers may attempt to dodge to the side as you shoot at them, the Scrake frantically swirls around when enraged, and the Fleshpound covers up his weak spot when charging at you. Needless to say, scoring headshots becomes a bitch.
** [=EDARs=] are a hugely dangerous addition to the game compared to the first - not only will headshots fail to kill them (or stop their special attacks), but their vulnerable point is on their chest which can makes singling them out of a crowd and eliminating them without serious firepower very difficult. Fortunately, the death of one will cause an EMP effect to make handling all of the remaining zeds far easier for a little bit.
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* PainfullySlowProjectile: All projectiles have travel time during Zed Time, and some have at all times. Most go at 100-200 m/s, which is [[DownplayedTrope faster than most examples]] (and a perfectly realistic speed for grenade and rocket launchers), but bullets still only fly at a fraction of their real life speed. Since handguns and rifles are HitScan weapons normally, going into Zed Time can actually make it ''harder'' to hit the target. [[InvertedTrope Conversely]], almost everyone can throw grenades at '''50''' m/s (major league fastballs are usually only 40) and the fastest projectile in the game is a crossbow bolt (which goes ''three times'' as fast as a handgun round).

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* PainfullySlowProjectile: All projectiles have travel time during Zed Time, and some have at all times. Most go at 100-200 m/s, which is [[DownplayedTrope faster than most examples]] (and a perfectly realistic speed for grenade and rocket launchers), but bullets still only fly at a fraction of their real life speed. Since handguns and rifles are HitScan {{hitscan}} weapons normally, going into Zed Time can actually make it ''harder'' to hit the target. [[InvertedTrope Conversely]], almost everyone can throw grenades at '''50''' m/s (major league fastballs are usually only 40) and the fastest projectile in the game is a crossbow bolt (which goes ''three times'' as fast as a handgun round).



* VeryHighVelocityRounds: {{Inverted|Trope}}. Pistols, submachine guns, and rifles are normally HitScan weapons (despite the [[EveryBulletIsATracer visuals]]). When [[BulletTime Zed Time]] is active, they use actual projectiles, [[PainfullySlowProjectile none of which exceed 200 m/s]]. This can actually make getting headshots ''more'' difficult in Zed Time than outside of it.

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* VeryHighVelocityRounds: {{Inverted|Trope}}. Pistols, submachine guns, and rifles are normally HitScan {{itscan}} weapons (despite the [[EveryBulletIsATracer visuals]]). When [[BulletTime Zed Time]] is active, they use actual projectiles, [[PainfullySlowProjectile none of which exceed 200 m/s]]. This can actually make getting headshots ''more'' difficult in Zed Time than outside of it.
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** The Hemoclobber is a futuristic looking bat with needles sticking out on one side, that functions similarily to the Pulverizer, just with healing gas instead of explosives. Its heavy attack will release healing gas on a hit, poisoning zeds and healing any nearby players. It can also heal players with the primary attack which does not up ammo, albeit only one at a time or if they're near each other. It has less ammo compared to its counterpart, being able to load 3 healing charges per clip and with 12 charges to spare.

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** The Hemoclobber is a futuristic looking bat with needles sticking out on one side, that functions similarily to the Pulverizer, just with healing gas instead of explosives. Its heavy attack will release healing gas on a hit, poisoning zeds and healing any nearby players. It can also heal players with the primary attack which does not use up ammo, albeit only one at a time or if they're near each other. It has less ammo compared to its counterpart, being able to load 3 healing charges per clip and with 12 charges to spare.
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Minor grammatical + info correction.


** The Hemoclobber is a futuristic looking bat with needles sticking out on one side, that functions similarily to the Pulverizer, just with healing gas instead of explosives. Its heavy attack will release healing gas on a hit, poisoning zeds and healing any nearby players. It can also heal players with the primary attack, albeit only one at a time or if they're near each other. It has less ammo compared to it's counterpart, being able to load 3 healing charges per clip and with 12 charges to spare.

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** The Hemoclobber is a futuristic looking bat with needles sticking out on one side, that functions similarily to the Pulverizer, just with healing gas instead of explosives. Its heavy attack will release healing gas on a hit, poisoning zeds and healing any nearby players. It can also heal players with the primary attack, attack which does not up ammo, albeit only one at a time or if they're near each other. It has less ammo compared to it's its counterpart, being able to load 3 healing charges per clip and with 12 charges to spare.
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* NoBulkDiscounts: Played straight with all weapons and ammunition, except C4, which was initially a bizarre, probably-accidental aversion. You buy a detonator and get it fully stocked with C4, and can sell it back for 75% of what you paid even if you've detonated all the explosives (because ammunition supply doesn't affect sell-back cost). You could then buy C4 again, effectively letting you refill your stock for 1/4 of the weapon price (rounded up). Since C4 costs 650 dosh and refilling it originally cost 100 dosh per explosives, this is a discount when buying any more than one explosive. This was pretty minor for off-perk use because you only get two explosives, but a Demolitionist gets between three and ''seven'' explosives depending on level, so one could effectively get C4 for ''half'' the price of grenades despite doing more than twice the damage. A later update lowered the price to 27 dosh per replaced charge, so you only save dosh this way with a fully-leveled Demolitionist who is completely out of charges.
* NoisyGuns: Pick up or equip any weapon. It will click and clink and rattle like it's about to fall apart, especially when you reload with a full magazine and your character does a 'fiddle' animation. Then again, they were 3D-printed from a machine made by the same company responsible for the outbreak...

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* NoBulkDiscounts: Played straight with all weapons and ammunition, except C4, which was initially a bizarre, probably-accidental aversion. You buy a detonator and get it fully stocked with C4, and can sell it back for 75% of what you paid even if you've detonated all the explosives (because ammunition supply doesn't affect sell-back cost). You could then buy C4 again, effectively letting you refill your stock for 1/4 of the weapon price (rounded up). Since C4 costs 650 dosh and refilling it originally cost 100 dosh per explosives, this is a discount when buying any more than one explosive. This was pretty minor for off-perk use because you only get two explosives, but a Demolitionist gets between three and ''seven'' explosives depending on level, so one could effectively get C4 for ''half'' the price of grenades despite doing more than twice the damage. A later update lowered the price to 27 Later updates eventually fixed this, with as of 2020 it costing 300 dosh per replaced charge, so to buy the weapon and selling for 225, and the maximum number of charges you only save dosh this way can carry is increased by one (so three normally and eight with a fully-leveled Demolitionist who is Demolitionist) but you only get two when buying the weapon rather than a full set and it costs 50 dosh per charge - enough that it's only a discount to sell and rebuy the weapon if you're completely out of charges.
* NoisyGuns: Pick up or equip any weapon. It will click and clink and rattle like it's about to fall apart, especially when you reload with a full magazine and your character does a 'fiddle' animation. Then again, they were 3D-printed from a machine made by the same company responsible for the outbreak... outbreak.



* OneBulletClips: Played straight in the same manner as the first game, but there are now multiple different reloading animations for any one weapon. Reloading before the magazine is emptied has the player character grabbing a new magazine and swapping it out with the old one in one quick motion before tucking away the old mag, while reloading from empty has them drop the old mag, attach a new one, and then chamber the first round of the new one. A skill available for most perks, most often called "Tactical Reload", offers alternate animations to speed up the reloads, like using the slide release lever or bolt-catch button instead of pulling back the slide or handle for empty reloads. Attempting to reload when the gun is still full plays one of the idle animations, in which the player character double-checks that the mag is full, performs a brass-check to ensure a round is in the chamber, examines the weapon itself, or [[GunTwirling shows off]]. And, [[AllOrNothingReloads unlike the first game]], all of these are interruptible.

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* OneBulletClips: Played straight in the same manner as the first game, but there are now multiple different reloading animations for any one weapon.weapon to tacitly explain it. Reloading before the magazine is emptied has the player character grabbing a new magazine and swapping it out with the old one in one quick motion before tucking away the old mag, while reloading from empty has them drop the old mag, attach a new one, and then chamber the first round of the new one. A skill available for most perks, most often called "Tactical Reload", offers alternate animations to speed up the reloads, like using the slide release lever or bolt-catch button instead of pulling back the slide or handle for empty reloads. Attempting to reload when the gun is still full plays one of the idle animations, in which the player character double-checks that the mag is full, performs a brass-check to ensure a round is in the chamber, examines the weapon itself, or [[GunTwirling shows off]]. And, [[AllOrNothingReloads unlike the first game]], all of these are interruptible.



* PaletteSwap: The "HRG" weapons tend to just be existing weapons given a new white and blue color scheme, typically firing a different projectile than its base. The "HRG Buckshot" revolver (based on the .500 Magnum), at the very least, does also cut down the barrel to about half its base's size, but others don't even go that far (like the HRG Winterbite based on the Spitfire, which goes as far as still having a[n albeit blue-colored] pilot light around the muzzle, despite its [[KillItWithIce different ammo type]] simply not needing one).

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* PaletteSwap: The "HRG" weapons tend to just be existing weapons given a new white and blue color scheme, typically firing a different projectile than its base. The "HRG Buckshot" revolver (based on the .500 Magnum), at the very least, does also cut down the barrel to about half its base's size, but others don't even go that far (like far, like the HRG Winterbite based on the Spitfire, which goes as far as still having a[n a(n albeit blue-colored] blue-colored) pilot light around the muzzle, despite its [[KillItWithIce different ammo type]] simply not needing one).one.



* PowerAtAPrice: The new Hellmark Sation map is filled with satanic looking obelisks that the player can use to enter a powerful berserker state at the cost of some health. One of the seasonal objectives requires the player to do this ten times.

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* PowerAtAPrice: The new Hellmark Sation Station map for the 2020 Infernal Insurrection event is filled with satanic looking obelisks that the player can use to enter a powerful berserker state at the cost of some health. One of the seasonal objectives requires the player to do this ten times.



* PunchPackingPistol: For a long time, the backup 9mm pistol could be a LittleUselessGun or [[BoringButPractical just enough to kill common Zeds with one headshot]], depending on your combination of difficulty level and perk/skills. Then the 2018 Treacherous Skies update increased its base damage enough for headshots to OneHitKill regardless of difficulty. Furthermore, the weapon upgrade system introduced in the same update was especially favorable to the 9mm, allowing its damage to as much as double without the weight increase most weapons get. This further stacks with skills available to the Commando and SWAT, allowing tripled damage--making your little pistol [[ArbitraryGunPower more powerful than an automatic rifle]]. The only downside is that you can carry comparatively little spare ammunition--just six magazines.

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* PunchPackingPistol: For a long time, the backup 9mm pistol could be a LittleUselessGun or [[BoringButPractical just enough to kill common Zeds with one headshot]], depending on your combination of difficulty level and perk/skills. Then the 2018 Treacherous Skies update increased its base damage enough for headshots to OneHitKill the Clot variations and Crawlers regardless of difficulty. Furthermore, the weapon upgrade system introduced in the same update was especially favorable to the 9mm, allowing its damage to as much as double without the weight increase most weapons get.get, even when using two of them. This further stacks with skills available to the Commando and SWAT, allowing tripled damage--making your little pistol [[ArbitraryGunPower more powerful than an automatic rifle]]. The only downside is that you can carry comparatively little spare ammunition--just six magazines.



** Inverted by the starting weapon(s), a pair of Remington Model 1858 Army revolvers. They do a respectable 50 damage per shot (twice as much as the 9mm), but have small magazines and a slow reload in a game where you'll be constantly swarmed with weak enemies. They are widely regarded as the worst starting weapons.
** Played straight by the tier 4 weapon(s), a pair of .500 Magnums which outdamage every automatic pistol and rifle by a considerable amount. The reload is still a weakness, but generally worth the power to kill mid-tier enemies in one headshot or large enemies with one dual-wielded magazine.

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** Inverted by the starting weapon(s), a pair of Remington Model 1858 Army revolvers. They do a respectable 50 damage per shot (twice as much as the 9mm), but have small the second-smallest magazines among the Gunslinger's weapons and a slow reload in a game where you'll be constantly swarmed with weak enemies. They are widely regarded as the worst starting weapons.
** Played straight by the tier 4 weapon(s), a pair of .500 Magnums which outdamage every automatic pistol and rifle by a considerable amount. The reload is still a weakness, and unlike the 1858 the recoil is incredibly strong, but these are generally worth the power to kill mid-tier enemies in one headshot or large enemies with one dual-wielded magazine.



** Healing syringes/darts are generally more effective (using the syringe on yourself causes it to fully recharges in 15 seconds compared to 20 seconds in the first game, and the hitboxes for landing darts upon allies is a lot larger) and the basic Medic weapon [=HMTech-101=] Pistol only requiring 1 weight and 200 bucks can mean careful teams which all buy it won't even need a Medic to stay alive.

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** Healing syringes/darts are generally more effective (using the syringe on yourself causes it to fully recharges in 15 seconds compared to 20 seconds in the first game, and the hitboxes for landing darts upon allies is a lot larger) and the basic Medic weapon weapon, the [=HMTech-101=] Pistol Pistol, only requiring 1 weight and 200 bucks can mean careful teams which all buy it won't even need a Medic to stay alive.



** Hans Volter. Oh boy, this guy... this guy can be much worse than the Patriarch. What makes him much more difficult? He lacks the invisibility of his predecessor, but he is much more mobile, making up for the new player advantage of sprinting. Oh and he can out-run most players, except for a decently leveled Medic. He also wields dual [=StG=]-44 which gun through your Armor and Health really quickly. He also throws 3 different grenades, two of which are very deadly[[note]]One is a toxic grenade, leaving a cloud of toxic something, that seems like Bloater bile, and an explosive grenade, that is very effective at ripping you to shreds.[[/note]], along with going berserk when low enough on health, where he'll rip through whatever player he has targetted.

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** Hans Volter. Oh boy, this guy... this guy can be much worse than the Patriarch. What makes him much more difficult? He lacks the invisibility of his predecessor, but he is much more mobile, making up for the new player advantage of sprinting. Oh and he can out-run most players, except for a decently leveled Medic. He also wields dual [=StG=]-44 [=StG=]-44s which gun through your Armor and Health really quickly. He also throws 3 different grenades, two of which are very deadly[[note]]One is a toxic grenade, leaving a cloud of toxic something, that seems like Bloater bile, and an explosive grenade, that is very effective at ripping you to shreds.[[/note]], along with going berserk when low enough on health, where he'll rip through whatever player he has targetted.

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Some additional info.


* AlwaysNight: Almost every map is either set at night or indoors with almost no natural light sources available. The only exceptions are Outpost, which appears to be set during [[https://en.wikipedia.org/wiki/Polar_night polar twilight]]; Black Forest, which ''starts'' at dusk, then switches to night in the midpoint of the mission; Nuked, wherein the exact time is unknown, though the sun is at least barely visible either setting or rising through the dust of its namesake [[NukeEm nuclear detonations]]; The Descent, where the opening area of the first wave, at least, takes place in daylight before the player moves on to different darkened indoor areas for later waves; and Zed Landing, the only map to completely take place in daylight. As of the Treacherous Skies update, the Airship map was added, which takes place on the deck of a flying machine during a midday rainstorm.

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* AlwaysNight: Almost every map is either set at night or indoors with almost no natural light sources available. The only exceptions are Outpost, which appears to be set during [[https://en.wikipedia.org/wiki/Polar_night polar twilight]]; Black Forest, which ''starts'' at dusk, then switches to night in the midpoint of the mission; Nuked, wherein the exact time is unknown, though the sun is at least barely visible either setting or rising through the dust of its namesake [[NukeEm nuclear detonations]]; The Descent, where the opening area of the first wave, at least, takes place in daylight before the player moves on to different darkened indoor areas for later waves; and Zed Landing, one of the only map few maps to completely take place in daylight. As of the Treacherous Skies update, the Airship map was added, which takes place on the deck of a flying machine during a midday rainstorm. This trend was continued in the Back and Kickin Brass update, with the Steam Fortress map being set in what appears to be either early morning or sunset.


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** The Hemoclobber is a futuristic looking bat with needles sticking out on one side, that functions similarily to the Pulverizer, just with healing gas instead of explosives. Its heavy attack will release healing gas on a hit, poisoning zeds and healing any nearby players. It can also heal players with the primary attack, albeit only one at a time or if they're near each other. It has less ammo compared to it's counterpart, being able to load 3 healing charges per clip and with 12 charges to spare.

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** Hans calls out nearly everything he does, including changing from melee attacks to guns, throwing grenades of each type (he makes sure to clearly identify [[DeadlyGas which]] [[StuffBlowingUp one]] he uses) and when he enters his 'hunting' phase. One of his callouts is even "''HERE'S A WARNING FOR YOU!''" The Patriarch is equally guilty of this, with one of the randomly-chosen hints displayed when the boss wave starts telling you that he does so because of his arrogance.

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** Hans calls out nearly everything he does, including changing from melee attacks to guns, throwing grenades of each type (he makes sure to clearly identify [[DeadlyGas which]] [[StuffBlowingUp one]] he uses) and when he enters his 'hunting' phase. One of his callouts is even "''HERE'S A WARNING FOR YOU!''" YOU!''"
**
The Patriarch is equally guilty of this, with one of the randomly-chosen hints displayed when the boss wave starts telling you that he does so because of his arrogance.



** [[ShotgunsAreJustBetter The Support]]: Focuses on dealing huge amounts of damage on multiple targets, and making sure big armored threats, like Scrakes and Fleshpounds, die quick at close-range. They're also good at welding doors (and are the only class that can repair destroyed doors) and can, well, support other players by carrying an ammo pack that their allies can get ammo once every round from. They can throw frag grenades that have a weaker explosion but will shoot out shrapnel that will bounce like pinballs in enclosed areas for greater effectiveness.

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** [[ShotgunsAreJustBetter The Support]]: Focuses on dealing huge amounts of damage on multiple targets, and making sure big armored threats, like Scrakes and Fleshpounds, die quick at close-range. They're also good at welding doors (and are the only class that can repair destroyed doors) and can, well, support other players by carrying an ammo pack that their allies can get ammo from once every round from.round. They can throw frag grenades that have a weaker explosion but will shoot out shrapnel that will bounce like pinballs in enclosed areas for greater effectiveness.



* TurnsRed: Scrakes also become enraged and chase after the players ''way'' faster after taking damage (on the Hell on Earth difficulty, after taking only ''10%'' damage of their total health) while also becoming a lot harder to incapacitate. Husks that are low on health will attempt to sprint toward a player and [[TakingYouWithMe explode the both of them up.]] ZigZagged with the chest device on Fleshpounds, which as in the first game glows yellow under normal conditions and then glows red when they get angry after being damaged...but they can ''also'' get enraged without you hitting them at all, start their timer for becoming enraged just after seeing players, and will always stop being enraged (for a little while, at least) after hitting a player rather than the rest of the fight necessarily. All of the game's bosses also display this...in full:

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* TurnsRed: TurnsRed:
** Husks that are low on health will attempt to sprint toward a player and [[TakingYouWithMe detonate themselves on the player.]]
**
Scrakes also become enraged and chase after the players ''way'' faster after taking damage (on the Hell on Earth difficulty, after taking losing only ''10%'' damage of their total health) while also becoming a lot harder to incapacitate. Husks that are low on health will attempt to sprint toward a player and [[TakingYouWithMe explode the both of them up.]] incapacitate.
**
ZigZagged with the chest device on Fleshpounds, which as in the first game glows yellow under normal conditions and then glows red when they get angry after being damaged...damaged... but they can ''also'' get enraged without you hitting them at all, start their timer for becoming enraged just after seeing players, and will always stop being enraged (for a little while, at least) after hitting a player rather than being mad for the rest of the fight necessarily. All of the game's bosses also display this...in full:fight.



** The Abomination farts more often as well as trying to suck in players and bite them more often as he loses health. Additionally, he starts sprinting, farting and spawning his spawns rapidly for a time for every 20% of his health that is damaged.
** As the Matriarch loses health, she moves faster and instead uses closer-ranged attacks once she's under half health. At 25% health, she'll do more melee damage as well.

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** The Abomination farts more often as well as trying to suck in players and bite them more often as he loses health. Additionally, he starts sprinting, farting and spawning his spawns rapidly for a time for every 20% of his health that is damaged.
lost.
** As the Matriarch loses health, her longer-ranged weapons get damaged, so she moves faster and instead uses closer-ranged attacks once she's under half health. At 25% health, she'll cloak to get in closer and do more melee damage as well.
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** Falling damage is negated while the trader pod is open between waves, to facilitate taking shortcuts to the pod that would damage you in normal gameplay.
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* AmmoUsingMeleeWeapon:
** The Pulverizer is a [[DropTheHammer sledgehammer]] with a magazine of explosives feeding into it. Using heavy attack will detonate one on impact, adding a shaped explosion to the actual swing. If the magazine is empty, only the actual hit will do damage. The light attack, jab, and block don't use ammunition.
** The Eviscerator is a SwissArmyWeapon that launches [[DeadlyDisc spinning circular blades]], but also has a larger circular saw mounted in front. The projectile discs are loaded from a magazine, while the front saw uses a tank full of fuel to spin, rapidly doing damage to whatever is in front of you. Jabbing and blocking likewise use neither ammunition.
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Suprised this hasn't been here earlier. Not sure if it fits better as "A.I. Breaker" or "Violation of Common Sense", feel free to change if you so wish.

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** The Patriarch's minigun suffers from an oversight where if you're as close to him as possible when he's firing it, he will not be able to hurt you at all, because you clip right through the barrel and beyond the exit point of his bullets. Because of this, if he decides to use it right next to you, running [[LeeroyJenkins right at him]] increases your chances of survival and lets you dish out some free damage for several seconds. Just be prepared to parry afterwards...

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** Healing syringes/darts are generally more effective (using the syringe on yourself causes it to fully recharges in 15 seconds compared to 20 seconds in the first game, and the hitboxes for landing darts upon allies is a lot larger) and the basic HMTech-101 Pistol only requiring 1 weight and 2,00 bucks can mean careful teams which all buy it won't even need a Medic to stay alive.

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** Blocking with melee weapons (even classes' default starter weapons) makes getting smacked even by a boss or an enraged Fleshpound a lot more survivable than the first game.
** Healing syringes/darts are generally more effective (using the syringe on yourself causes it to fully recharges in 15 seconds compared to 20 seconds in the first game, and the hitboxes for landing darts upon allies is a lot larger) and the basic HMTech-101 Medic weapon [=HMTech-101=] Pistol only requiring 1 weight and 2,00 200 bucks can mean careful teams which all buy it won't even need a Medic to stay alive.


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** [=EDARs=] are a hugely dangerous addition to the game compared to the first - not only will headshots fail to kill them (or stop their special attacks), but their vulnerable point is on their chest which can makes singling them out of a crowd and eliminating them without serious firepower very difficult. Fortunately, the death of one will cause an EMP effect to make handling all of the remaining zeds far easier for a little bit.

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** Sprinting (which can be done in any direction) will keep you away from most zeds, even more so when a 2019 update adds one-tap sprinting, making dashing viable,
** Healing darts are more effective,
** And the non-Patriarch bosses lack of invisibility and predictable movement and attack patterns make it easier for the team to plan ahead and bombard him with fire at intervals. Even the Patriarch isn't so brutal as he used to be in some ways, since he's a ''lot'' noisier, and his missiles, while harder to dodge in open ground due to launching three at a time, aren't guaranteed to be OneHitKill[=s=] anymore.

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** Sprinting (which can be done in any direction) will keep you away from most zeds, even more so when a 2019 update adds one-tap sprinting, making dashing viable,
viable.
** The QuickMelee bashing mechanic reliably stumbles zeds you hit with it, so along with sprinting, a player is going to need to be in a ''very'' bad situation (e.g. surrounded by 10 zeds in a corner with an empty magazine) to truly get into trouble, while in the first game just a clot grabbing you with 2 gorefasts with it was already a very painful situation.
** Healing syringes/darts are generally more effective (using the syringe on yourself causes it to fully recharges in 15 seconds compared to 20 seconds in the first game, and the hitboxes for landing darts are more effective,
upon allies is a lot larger) and the basic HMTech-101 Pistol only requiring 1 weight and 2,00 bucks can mean careful teams which all buy it won't even need a Medic to stay alive.
** And the non-Patriarch bosses bosses' lack of invisibility and predictable movement and attack patterns make it easier for the team to plan ahead and bombard him with fire at intervals. Even the Patriarch isn't so brutal as he used to be in some ways, since he's a ''lot'' noisier, and his missiles, while harder to dodge in open ground due to launching three at a time, aren't guaranteed to be OneHitKill[=s=] anymore.



* TurnsRed: Volter's chest and IV lines go from green to yellow to red as you drain his health, and he becomes faster and more aggressive each time. Scrakes also become enraged and chase after the players ''way'' faster after taking damage (on the Hell on Earth difficulty, after taking only ''10%'' damage of their total health) while also becoming a lot harder to incapacitate. Husks that are low on health will attempt to sprint toward a player and [[TakingYouWithMe explode the both of them up.]] ZigZagged with the chest device on Fleshpounds, which as in the first game glows yellow under normal conditions and then glows red when they get angry after being damaged...but they can ''also'' get enraged without you hitting them at all, start their timer for becoming enraged just after seeing players, and will always stop being enraged (for a little while, at least) after hitting a player rather than the rest of the fight necessarily.

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* TurnsRed: Volter's chest and IV lines go from green to yellow to red as you drain his health, and he becomes faster and more aggressive each time. Scrakes also become enraged and chase after the players ''way'' faster after taking damage (on the Hell on Earth difficulty, after taking only ''10%'' damage of their total health) while also becoming a lot harder to incapacitate. Husks that are low on health will attempt to sprint toward a player and [[TakingYouWithMe explode the both of them up.]] ZigZagged with the chest device on Fleshpounds, which as in the first game glows yellow under normal conditions and then glows red when they get angry after being damaged...but they can ''also'' get enraged without you hitting them at all, start their timer for becoming enraged just after seeing players, and will always stop being enraged (for a little while, at least) after hitting a player rather than the rest of the fight necessarily. All of the game's bosses also display this...in full:
** Volter's chest and IV lines go from green to yellow to red as you drain his health, and he becomes faster and more aggressive each time.
** The Patriarch will sprint and use his different attacks far more often as he survives more phases and ends up more damaged. He'll also start using a mortar attack and being able to shoot his minigun while moving.
** The King Fleshpound will start a series of explosions around him while he starts pounding the ground and begins raging, fire a laser beam out of his chest, and put up a shield as he becomes more damaged to progress him through his phases.
** The Abomination farts more often as well as trying to suck in players and bite them more often as he loses health. Additionally, he starts sprinting, farting and spawning his spawns rapidly for a time for every 20% of his health that is damaged.
** As the Matriarch loses health, she moves faster and instead uses closer-ranged attacks once she's under half health. At 25% health, she'll do more melee damage as well.
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** Infernal Insurrection 2020 introduces a ''[[MoreDakka minigun]]''. As you would expect, it fires faster than lightning and chews through even the biggest Zeds. [[Reality Ensues As you might also expect,]] it's extremely heavy. Not only does it take up ''10'' weight slots (meaning the only backup Commando weapon you can use is the [[LittleUselessGun starting AR15]], but you move very slowly when wielding it, and at a ''snail's pace'' when firing it. Couple with high recoil, a high price of 2000 dosh, a slow spin-up before firing, an ''abysmally'' small (for its fire rate) base magazine size of 90 rounds without perks, and ''extremely'' stiff aiming when firing, it's extremely fun, but also extremely situational.

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** Infernal Insurrection 2020 introduces a ''[[MoreDakka minigun]]''. As you would expect, it fires faster than lightning and chews through even the biggest Zeds. [[Reality Ensues [[RealityEnsues As you might also expect,]] it's extremely heavy. Not only does it take up ''10'' weight slots (meaning the only backup Commando weapon you can use is the [[LittleUselessGun starting AR15]], but you move very slowly when wielding it, and at a ''snail's pace'' when firing it. Couple with high recoil, a high price of 2000 dosh, a slow spin-up before firing, an ''abysmally'' small (for its fire rate) base magazine size of 90 rounds without perks, and ''extremely'' stiff aiming when firing, it's extremely fun, but also extremely situational.
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Added DiffLines:

** Infernal Insurrection 2020 introduces a ''[[MoreDakka minigun]]''. As you would expect, it fires faster than lightning and chews through even the biggest Zeds. [[Reality Ensues As you might also expect,]] it's extremely heavy. Not only does it take up ''10'' weight slots (meaning the only backup Commando weapon you can use is the [[LittleUselessGun starting AR15]], but you move very slowly when wielding it, and at a ''snail's pace'' when firing it. Couple with high recoil, a high price of 2000 dosh, a slow spin-up before firing, an ''abysmally'' small (for its fire rate) base magazine size of 90 rounds without perks, and ''extremely'' stiff aiming when firing, it's extremely fun, but also extremely situational.

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