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I think I'm not sure if the Stoner does leave a pile of empy casings, such as caulk and the medic bleed gun.
There's a stoner variant that has a top loading mag :P
But I think that's pretty old compared to the assuault rifle (30 rnd mag) variant and its current primary GPMG/LMP role.
Sounds like modding is complicated for weapons!
I always use the stoner as commando, with the nade rifle as the coup-de-grace on FPs and SCs (400% on HS!).
And the lack of custom weapon sounds is because they've tied the weapon sounds to the animations, and custom animations aren't doable.
When I replace the model, I'll be better able to use the stoner animation as the top cover is also a solid piece and not movable on the current model, same as the charging handle. And I'm trying to fix the ejection port issue, it is actually set up to eject on the right but isn't ejecting at all for some reason.
And I actually like the stoner! I didn't want to have the M60 completely replace its role, so I'd have to either make the ammo outrageously expensive, or lower the ROF like I did.
Hope you'll give it another once over after I update the model, and thanks for checking it out!
Think I'll be sticking with the game weapons - it was fun to play with, but seemed a bit cheaty.
Perhaps using the weapon's original sound (as AFAIK, Tripwire recored the sounds on a firing range) might be a nice addition, along with increasing the firing rate to that of the MG.
Additional: the Stoner 63/63A Rifle has 30rd magazine, same hinged top cover, but a loading style more similar to that which you are using.
Unfortunately there's not much I can do about the charging handle on the grip or the reload, I received the model from a friend and the charging handle is not a separate piece on the model so it can't move, and there's no reload animation in the game that has a box magazine reloading from the left. The stoner reloads from the right, and custom animations aren't a possibility in killing floor 2 right now.
As for rate of fire and such, you're not wrong about the rate of fire, and the damage is significantly scaled up on it, but it was really meant to suppress large zeds and also not completely replace the stoners role in the game at the same time
It has emp damage on it, and if you focus fire on a fleshpound before it rages you can actually fully prevent it from raging. Same goes for husks, scrakes, and you can even cancel husks rockets, edars rockets, etc.
And, same as the reload, custom sounds aren't doable for KF2 right now either, so I have to use what's available in game.
I appreciate the feedback dude, thanks! It's entirely possible I'll update this mod with a different model in the future, so keep an eye out!
However, at distances under 500yds (eg, kf is a few meters) - that sight - it's best to use the original...
The ROF is way under, guess damage is scaled up on this, which make the weapons less uesful for clearing trash and pitching in on the big zeds.
I maybe be wrong, but have removed the weapon from my server. It might look nice, but doesn't sound as any I've fired and it needs a little tweaking to convert to KF2 gameplay.