r/killingfloor

Haunted Hotel: An Amazing Top Tier Map

So I know people have their opinions on the game or whatever but honestly just purely on an aesthetics basis, Haunted Hotel is my favorite thus far in KF3 and IMO is the 2nd best Halloween map KF has ever released as a Halloween map. For me it's only behind Monster Ball.

It's got a great color palette and it understands the aesthetics that made Monster Ball such a well renowned map. I only wish I could rotate between those maps and a couple custome Halloween maps. In due time though for modding.

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u/ComplaintOk3564 — 4 days ago

Cool cosmetics are here

Finally, something non military focussed!

This was one of the fun quicks of killing floor 2

I want more neon skins for weapons though- keep it coming tripwire

u/No-Victory136 — 4 days ago

Kf3 latest update is 🥹

Thank you for finally bringing that kf2 “fun element”. This is really cool to see. Me and the wife played kf2 for almost 10 years together. We used to love the shaders, the more fun colourful stuff that stands out in dark games. Easier to notice the differences between each character.

But we really do miss emotes. That brought and very different element to the game- you could interact with players without having to go on chat, which a lot of us cba.

Will we get a Christmas update too? 😎

Thank you

u/No-Victory136 — 5 days ago

idk i dont enjoy the fp and scrake changes

call it skill issue or whatever idc. i just enjoyed the game a lot before the update. with these changes to scrakes and fps, the new economy i just dont enjoy it as much. also scrakes running with mach speed 8 just looks absolutely goofy.

i agree there was to much of a big zed spam on HoE and they didnt feel really special. you werent scared of a single scrake or fleshpound at all, it was the number of them. but i think they overshot a little bit with the changes

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u/Sittybob — 5 days ago

How do we go from the gunslinger update to this piece of crap ?

What the actual fuck was TWI smoking when they decided to release this piece of crap update?

Scrakes and FPs are way too tanky now. They can take so much punishment that it feels like we’re using BB guns against Zeds.

Playing Ninja feels absolutely awful right now. You can land a perfect parry, but Scrakes won’t get stunned and will just continue their attack animation, downing you.

The promised reduction in Big Zed spawns is a straight-up lie. I couldn’t notice any difference; if anything, it feels like the opposite. I played a four-player game on Onslaught, and there were 15 Big Zeds roaming around the map at the same time. Honestly, it feels like they massively buffed Big Zed health without even touching the spawn rate.

And what about those cool new cosmetics? I can’t even use them without grinding my ass off to unlock a single reward, despite already having to pay for them. Like, for fuck’s sake.

The only good thing about this update was the Sharpshooter buffs. It’s the only perk that actually feels fun to play right now.

Look, I’m all for a more challenging experience, but buffing Big Zed health through the roof isn’t fun or engaging. It’s just frustrating and boring.

It’s feels like we do one step in the right direction and four steps back. For fuck’s sake, TWI, playtest your shit before releasing it!

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u/will_smith02 — 4 days ago

Positive Update and Minor Notes from a Series Vet

I, like many of you, absolutely adore this series and have done since I first discovered KF1. I loved KF2 on launch and wasn't aware of any of the complaints and just got to happily play that for years as things just got better and better.

KF3's launch was a wet slap in the face to the whole community and we all know that. It was a soulless, Temu quality wanna be Cod horde shooter wearing the skin of our beloved franchise to fool us. I wasn't sure KF3 would ever recover or be allowed to recover before the studio got axed for bad sales. For this first time since launch, after coming back to test every update, this one feels like we're finally getting somewhere. Killing floor is starting to be killing floor again.

I could sit here and praise the amazing changes of this patch, and I probably should as the devs have received nothing but negative feedback, but unfortunately it only "feels like we're finally getting somewhere." I still think there are quite a few changes to be made to improve the game as it stands.

The biggest one's I'd like to discuss and get some community opinions on revolve more around the actual "feel" of the game. How it actually plays in our hands and how that translates to our enjoyment of it. I think the changes made to scrakes and fleshpounds this patch are great but just slightly overtuned on the numbers. They're just a bit too close to a full on boss fight in terms of HP pool. Right idea, numbers just need readjusted a bit. It doesn't feel great to go through 2 magazines of an explosive shotgun and my class ability while watching my teammates do the same and somehow it's still standing. They should be high priority targets requiring concentrated team attention but at the moment its a bit too much.

The two most important changes I'd like to see from a gameplay perspective, I believe, would go a long way to improving the experience of play quickly and for minimal development workload. Those are the hip fire and the movement speed:

For me, KF2's hipfire was perfect. There was no crosshair but there was also very little random spread. You had to know intuitively where your gun was aiming but the bullets would go right there. Somehow, and maybe it was just me, it was so perfect and intuitive in KF2 that it just worked. It felt more immersive to not have a crosshair and it gave the player full agency over their aim. Miss some shots hipfiring? That's your aim and not because the bullets might randomly go anywhere in a giant square around your target. Plus, the way the bullets were animated gave you clear feedback allowing rapid micro adjustments to correct your aim in just a shot or two even in full auto. On top of that, something about KF3's hipfire just feels a little bit too floaty. Not massively, just a little bit loosey goosey like your characters been moisturising their elbows with butter.

The other change I feel would instantly improve the gameplay experience is the movement speed. I don't know if this is just the sprinting animation throwing me off but it feels jarring how fast our character is moving in the animation vs how fast you actually move. It feels like I'm one of those weird power walkers that look like they're sprinting but you can casually walk past at a leisurely pace. For this, idk what the answer is. I think the operatives could be a smidge faster but not massively, again I dont know if that's just the way the animation makes it feel. I just felt so sluggish and it promoted spam sliding for speed. Another solution could be slowing the animation to better match the pace you run at which would improve the feel and perception of the movement. I'm not against speeding up the players and the zeds to match though, this isn't about outrunning threats, it's just about enjoying map traversal.

What are your guys takes on my thoughts?

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u/Agreeable-Garbage92 — 5 days ago

Trader Pod + Turret action change

EDIT: Clarification talking about Killing Floor 3, should be obvious but just adding it here.

Is not being able to instantly buy at the mid wave trader pod, and instantly turn on turrets intended or not? Since launch we could hold e and run into a trader pod and instantly resupply and it'd instantly queue up another purchase so you could buy 1-2 times very quickly, it was useful when you're the last one left and having to kit and clear a high difficulty wave by yourself. Same with turrets, hold e and run into them and they'd instantly turn on.

You can't do that anymore. If you run into a turret or Trader Pod it'll now start the progress bar instead.

I've asked on the Discord and here a few times and never got any answers, would like to know if this is a bug or if the change is actually a bug fix and it's gonna stay this way going forward.

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u/Azal_of_Forossa — 4 days ago

Killing floor 3

I recently started playing again and I normally play games like destiny and the c9ntrols feel weird I dont know what settings to adjust to make it feel less weird like when i look around the sensitivity feels off like it takes awhile to get moving but when I do the acceleration feels wonky my question is what are the recommended setting for ps5 I normaly play Pyro

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u/LuckyHousing1526 — 4 days ago

So does the new Halloween map have KF2s shadow people feature?

Ashwood Asylum was my top fav maps because it had shadow people appearing in the background which added to the creepiness of the map. And i loved that little feature especially when you’re playing solo late at night and you see some shadowy figure move across the hall or appear outta no where. Does the new halloween map have this feature or no?

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u/PayComprehensive8982 — 5 days ago

Wish the codex would have the option to turn on seasonal skins

https://preview.redd.it/6njsqi6rlluh1.png?width=1475&format=png&auto=webp&s=8308a26721345d49c15686f39b259ca134a3d522

Mostly posting this in case the devs see it, but I think it would be a great for us to get a closer look at the cool limited time designs through the codex. Hope they'd consider adding the option to turn on Halloween, X-mas, Summer Sideshow skins at any point to observe.

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u/ChaosRealmsKlown — 5 days ago

Tripwire Please Make It Happen. Even Better if it Has Local Coop and Fully Playable Offline.

4 player split screen and is fully playable offline? I would buy it no hesitation. Please make it happen Tripwire.

u/SkubtheBub64 — 11 days ago

Killing Floor 3 Nightfall News: Fall's Changing Field Conditions

https://forums.tripwireinteractive.com/index.php?threads/killing-floor-3-nightfall-news-falls-changing-field-conditions.2345509/

https://preview.redd.it/kvliwobl63th1.png?width=3840&format=png&auto=webp&s=5af38a03c8724dff77dd8d7aaa182c5308d54650

Nightfall,

Before we send you out to Romania in the days ahead, there are a few things we need to cover.

First up, Gunslingers, your request for single pistol acquisition has been approved. Some of you will find the handling and reload speed more your style when not burdened with a second pistol, so start polishing up your skills and your tricks.

Balance

Now some more "scary" items we must address. There have been changes observed in Zed behavior that you need to be aware of. Medium and Large Zeds have been showing less aggression on some missions (Normal and Hard), while we've seen reports that Large Zeds are becoming more of a threat on others (Suicidal and Hell on Earth).

This update has a broad rebalance of how Zeds behave, how dangerous they are, and how many of them you meet at once. Two things drive almost everything below: difficulty and squad size.
-Lead Game Designer Brent Caulfield

  • Normal and Hard are meaningfully less punishing. A long list of the deadliest Zed abilities like Husk's Mortar and Hover Fireball Volley, Siren's Sonic Projectile, Fleshpound's Rush and Enrage Ground Pound, several of Scrake's enraged attacks all no longer fire at these difficulties at all. Big Zeds are also softer and easier to stagger here. If you're learning a Perk or bringing new players in, the lower difficulties should feel much more like a ramp and less like a wall.
  • Suicidal and Hell on Earth are less crowded but far more lethal. You'll face fewer specials at once and get longer gaps between special spawn groups but the ones that do show up now use their signature abilities at almost every opportunity rather than occasionally. Scrakes will reach for the hook. Fleshpounds will commit to Enrage Ground Pound. Sirens will scream on cooldown. The intent is that top-difficulty fights are decided by how you handle a small number of genuinely dangerous Zeds, rather than by how much you can hold back at once.
  • Squad size now matters much more than it used to. Scrake and Fleshpound health and Interrupt Affliction resistance both scale hard with player count. In a full six-player squad they are substantially tankier and far harder to stagger than before. A full squad on Hell on Earth will find crowd control noticeably less reliable against them. The flip side is that solo and duo players will find their limbs and heads come off faster than before. Where you hit matters too: armour now absorbs most stagger build-up, while headshots and critical hits absorb none.
  • Early waves have been thinned out on higher difficulties. Husk density in particular was cut sharply, and Scrake and Fleshpound counts were reduced in late-wave and finale groups across every difficulty and squad size.

Husks

  • Shows up less often in early waves, its fireballs travel slower, and it no longer uses Mortar or Hover Fireball Volley on Normal

Siren

  • Her Scream no longer shoves you around and slows you instead, and she now screams and fires Sonic Projectiles relentlessly on Suicidal and Hell on Earth while losing the projectile entirely on Normal and Hard.

Fleshpound

  • Fewer of them, but each one enrages sooner and more visibly, shrugs off stagger far better in larger squads, and commits harder to its deadliest attacks at high difficulty, while becoming noticeably tamer on Normal and Hard.

Scrake

  • Fewer of them, but they move much faster, are far harder to stagger in larger squads, and will reach for the hook and chainsaw at every opportunity on Hell on Earth, while giving up several of their nastiest attacks on Normal and Hard.

Nightfall, budgets are tightening as we head into the fall. Those of you taking on Sucidial and Hell On Earth rated missions will notice a reduction in the Dosh economy, making your choices of when to stick with your loadout and when to upgrade more meaningful and impactful.

This update also includes a broad balance pass focused on improving underperforming weapons, strengthening Sharpshooter's role against armored large Zeds, continuing to refine the Gunslinger - while also working in the singles into the balance and making them feel like a viable, meaningful pick, tightening the Suicidal and Hell on Earth economies, and fixing a variety of weapon/mod inconsistencies.

-Lead Game Designer Brent Caulfield

Core Combat and Economy

  • Damage-over-time afflictions have been standardized. Burn now lasts 3 seconds, while Bleed, Corrosive, and Toxic last 5 seconds. Total DoT damage now scales directly with the amount of affliction applied, rather than using flat damage values.
  • Parries now provide clearer feedback with a more obvious green shield effect.
  • Suicidal grants less dosh from starting resources, kills, revives, executions, and respawns. The goal is to prevent players from consistently reaching full builds by waves 2–3.
  • Hell on Earth grants less dosh across the same sources. The economy should now require more meaningful purchasing decisions and provide a more demanding progression curve.

Sharpshooter
The Sharpshooter changes are intended to make the perk more effective against Scrakes, Fleshpounds, and other armored threats.

  • Untouchable and Big Shot now increase Ballistic and Cold weapon damage instead of only increasing weak-spot damage.
  • Evasive Maneuvers now grants 20% movement speed for 5 seconds after taking damage, along with 15/20/25/30% damage reduction during that time.
  • Field Supplies has been replaced by Trapper.
    • Medium Zed kills grant 1 stack.
    • Participating in a large Zed takedown grants 10 stacks.
    • At 20/17/14/10 stacks, all stacks are consumed to restore 1 tool ammo.
    • This only supports the Explosive Lock, Shock Trap, and Pulse Lure.
  • Flight Response has been replaced by Full Metal Jacket, which grants 20/27/34/40% increased Ballistic and Cold damage against armor hit zones.
  • Perfect Shotnow increases general Ballistic and Cold weapon damage rather than only weak-spot damage.
    • Missing removes 2 stacks instead of removing every stack.
    • Damage per stack has been reduced from 4/5/6/7% to 2/3/4/5% to compensate for the improved consistency.

Weapon Buffs
Samaritan

  • Freeze Power increased from 75 to 150.
  • Accuracy increased by 50%.
  • Magazine increased from 6 to 8.
  • Extended Magazine increased from 10 to 12.
  • Recoil is more predictable, with lower recoil while aiming down sights but higher hip-fire recoil.
  • Cold Ammo is now available.
  • Poly-Synthetic, Reactive Alloy, and Electric Ammo now correctly remove Freeze.
  • Lightweight Magazine now reloads 7 rounds rather than mistakenly reloading only 5.

Stormguard

  • Magazine increased from 40 to 50.
  • Extended Magazine increased to 60; Lightweight Magazine increased to 45.
  • Reserve ammunition increased from 560 to 700.
  • Accuracy recovers much faster after firing.
  • Moving while firing no longer applies an accuracy penalty.
  • Full-auto recoil is more consistent and predictable.

Knightsbridge

  • Magazine increased from 60 to 90.
  • Powered Box Magazine increased to 80; Drum Magazine increased to 110.
  • Reserve ammunition increased from 1,020 to 1,260.

Bloodhound P330

  • Single-wield reserve ammunition increased from 120 to 200.
  • Dual-wield reserve ammunition increased from 240 to 400.

Artemis Marksman

  • Time between shots within a burst reduced from 0.12 seconds to 0.05 seconds.
  • Recovery time between bursts is slightly longer.
  • The Extra Burst Receiver now adds fewer shots per burst to control overall damage output.
  • Secondary-fire damage should now display correctly in the Armory and Trader.

Biomorphic Projector

  • Base damage increased from 70 to 85.
  • Lock-on damage begins higher and ramps considerably faster, with the greatest improvement during the first two seconds.
  • Fully charged damage is also higher.
  • Secondary enemies caught in the beam now receive escalating damage.
  • Base healing increased from 3 to 5 per tick.
  • Healing begins much stronger, particularly during the first second.
  • Additional allies caught in the beam receive increased healing.
  • The Slowed-Tick Receiver now increases healing per tick enough to offset its slower tick rate, preserving total healing output.

Shaders, Performance & Stability

The last item we want to cover is continued shader compilation issues. In part, thanks to those who worked with us over the past few days, the team found some targeted improvements:

Shader Compilation & Load Times (PC)

  • Tuned core and thread utilization for PCs with 6 or less cores when compiling shaders.
  • Reduced number of global shaders needed at startup.
  • Level specific shaders now compile behind the scene while in the HUB map.

Gameplay Performance

  • Fixed frame rate drops during the Alpha Scavenger's callout ability, and made all melee attacks cheaper to process, especially around physics objects and destructibles.
  • Zeds directly in front of you now animate smoothly on lower-end hardware and consoles. Distant and off-screen Zeds still use reduced animation updates to save performance.
  • Skill abilities now load in the background when you change Perk, instead of loading mid-match and causing hitches.
  • Fixed projectiles that missed everything (such as shots fired into the sky) staying alive for the rest of the match and adding up over time.
  • Fixed some visual effects freezing in place on lower-end machines
  • Horzine Labs' incubation tanks are see-through again, without bringing back the frame rate drop from the destructible tanks.

Memory & Stability

  • Fixed an out-of-memory crash on consoles when using Revert or Restore Defaults in Settings.

Double XP Events and Tokens

One last thing we wanted to mention is the addition of Double XP Events and Tokens players can acquire. From time to time, Double XP events may be run for all players, but players can also obtain a "2XP Token" once per day with excess supply pass tokens they have earned. These tokens will last an hour from the point of purchase during active wave gameplay (and are paused during such things like Trader Time).

Now get ready Nightfall, your deployment to the Hotel Iorga is only days away.

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u/redditdotcom2005 — 13 days ago

Another post asking if KF3 is worth it on steam Autumn sale

I just saw another post asking the same thing and I wanna ask the same thing with more detail. I fell in love with KF1 and KF2 also, recently passed more hours in KF2 than KF1, and probably exceeded my KF1 playtime by like 200h in KF2. Apparently it's $8.32 rn, that's pretty good. If that's USD that would be like... $11 CAD? still not bad. Edit: it's on sale for $26 CAD which is like $18.25 USD. Digital deluxe is $39 CAD and Elite Nightfall is $52. I won't be buying it until base game goes on sale for $15 or less, but I still wanna know about the things I'm asking here. Also, is the digital deluxe worth it at all, if that goes on sale at a reasonable price? What does that include? Same questions for Elite Nightfall.

What are the major pros and cons of KF3 compared to KF2?

Some info/more questions:

I can run KF2 fine on lowest settings, though many of the stock maps give me FPS drops even with lowest settings. I mostly play custom maps or KF1 maps anyway though. Will I be able to run KF3 without it being so slow that it ruins the experience? I dont mind lowering settings to minimum, gameplay > graphics for me.

My favourite part of KF2 by far is the increased variety in perks/playstyles from KF1; cross-perk weapons, customizable perk skills... I'm not a very skillful melee player so having access to ranged zerker weapons via the DLC (namely frost fang and piranha pistols. The teslauncher is kinda booty) is awesome, just as an example. Plus the evisverator, KF2s non-DLC ranged weapon and version of the buzzsaw bow, is kind of ass. You can't use the ironsight/crosshair, and it just feels clunky, slow and underpowered compared to the KF1 Buzzsaw bow that could one-shot bit zeds (maybe not on HoE but I never playes that difficulty in KF1). The laser sight is so hard to aim with especially when zerker is a perk meant for constant mobility. So, anyways, how is the perk variety in KF3? I don't mind that certain perks are restricted to certain characters, I just wanna know about the actual skill trees, weapon variety, and how the weapon customization affects gameplay.

How are the maps? Are they all stock maps? Any community/custom maps?

How difficult is HoE compared to KF2? How about Suicidal, Hard, Normal? Honestly after playing lots and lots of solo HoE in KF2, playing hard feels like childs play and even suicidal is quite easy. Then again I havent played online in weeks, I know 6p Suicidal can be quite chaotic.

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u/Dependent-Piano-7506 — 12 days ago

KF3 ammo type confusion

I'm new to KF3- I'm not sure if I could find the info on this but is there a reason why ammo types have the icons in different order? Like for example in Match Grade it has the bullet icon first then the sound icon under primary fire

u/PackinHeat99 — 11 days ago

Map Making

For KF3’s upcoming map making feature, what are some maps yall are hoping to see? Me and some friends were thinking about trying to use certain map assets to recreate three different areas from Resident Evil 2, especially since the new Haunted Hotel map looks to be more…wooden-ish I guess lol

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u/YakForward7195 — 11 days ago