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After the perk-idea was scrapped, the [[Katana (Killing Floor 2)|Katana]] which was originally made for the Urban Ninja moved to the arsenal of the Berserker.
After the perk-idea was scrapped, the [[Katana (Killing Floor 2)|Katana]] which was originally made for the Urban Ninja moved to the arsenal of the Berserker.
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==Specimens==
==Specimens==

Revision as of 15:58, 27 September 2018

Perks

Urban Ninja

Killing Floor 2 perk
Urban Ninja
General Information
XP Objectives
• {{{XPObjective_0}}}
• {{{XPObjective_1}}}
Starting Loadout
[[{{{StartingLoadout_Weapon_Link}}}|{{{StartingLoadout_Weapon_Name}}}]] [[{{{StartingLoadout_Pistol_Link}}}|{{{StartingLoadout_Pistol_Name}}}]]
[[File:{{{StartingLoadout_Weapon_Image}}}|156px|link={{{StartingLoadout_Weapon_Link}}}]] [[File:{{{StartingLoadout_Pistol_Image}}}|156px|link={{{StartingLoadout_Pistol_Link}}}]]
[[{{{StartingLoadout_Knife_Link}}}|{{{StartingLoadout_Knife_Name}}}]] [[{{{StartingLoadout_Grenade_Link}}}|{{{StartingLoadout_Grenade_Name}}}]]
[[File:{{{StartingLoadout_Knife_Image}}}|156px|link={{{StartingLoadout_Knife_Link}}}]] [[File:{{{StartingLoadout_Grenade_Image}}}|156px|link={{{StartingLoadout_Grenade_Link}}}]]
Perk Information
Role
• {{{Role_0}}}
• {{{Role_1}}}
• {{{Role_2}}}
• {{{Role_3}}}
• {{{Role_4}}}
Strength
• {{{Strength_0}}}
• {{{Strength_1}}}
• {{{Strength_2}}}
• {{{Strength_3}}}
• {{{Strength_4}}}
Weakness
• {{{Weakness_0}}}
• {{{Weakness_1}}}
• {{{Weakness_2}}}
• {{{Weakness_3}}}
• {{{Weakness_4}}}
Target Priority
HIGH
MEDIUM
LOW
SURVIVALIST EFFECTIVENESS AGAINST ZEDS IS DETERMINED BY THEIR SKILL AND WEAPON CHOICES
Technical Information
Related Achievements
Console Achievements / Trophies

The Urban Ninja (frequently reffered as Martial Artist in the community) was the first idea for the 10th Perk in Killing Floor 2. It was scrapped because it wouldn't fit into the universe of Killing Floor and was too similar to the Berserker perk.

After the perk-idea was scrapped, the Katana which was originally made for the Urban Ninja moved to the arsenal of the Berserker.




Specimens

Crawler

Crawlers should be able to climb on walls and ceilings. This concept was scrapped because there were several issues with the level environment which made this gameplay mechanic very difficult to develop and support custom maps at the same time.

Gamemodes

There is 9th, unreleased Weekly Outbreak codenamed Horde in game files. It has following gameplay traits:

  • Difficulty - Suicidal, Waves - 4.
  • Horde mode: Players start with the pistol, knife and no grenades. Most ZEDs replaced by Clots. No trader time, instead during the intermission players have to scavenge for items.
  • ZEDs spawn much faster (x15 spawn rate multiplier). Spawn points barely have any de-rate time (are always "good" to spawn and to teleport to).
ZED to replace: By this ZED: Odds to replace:
AlphaClot AlphaClot 100%
SlasherClot Slasher 100%
Crawler Slasher 70%
GoreFast Slasher 100%
Stalker Slasher 70%
Scrake Bloat 100%
FleshPound Husk 100%
Bloat AlphaClot 1%
Siren GoreFast 100%
Husk AlphaClot 100%
All bosses replaced by King Fleshpound.
  • King Fleshpound's health scale x1.2. As King Fleshpound spawns, the additional one-time use pack of Quarter Pounds spawns along it. This pack is separated from Quarter Pounds normally spawning by King Fleshpound. The pack contain from 4 up to 8 Quarter Pounds depending on how many players are there compare to the player limit.
  • After 15 seconds since the King Fleshpound's spawn, within 150 second intervals the aditional pack of ZEDs start spawning constantly. Squad content: Gorefast4, Crawler2, AClot4, Stalker4, SClot3_Crawler1, SClot3_Crawler1. These ZEDs are the subject of global ZED replacement system as well. Amount of ZEDs to spawn - from 5 to 20 depending on amount of the players.
  • Item modifier: Total amount of the item spawn points on the map multiplied by x0.9 (10% less).
  • Item modifier: Total amount of the ammo spawn points on the map multiplied by x0.1 (90% less).
  • Per-wave item pickup modifier: wave 1 - x0.8, wave 2 - x0.7, wave 3 - x0.6, wave 4- x0.5, wave 5 - x0.4.
  • Per-wave ammo pickup modifier: wave 1 - x0.6, wave 2 - x0.7, wave 3 - x0.8, wave 4- x0.9, wave 5 - x0.9.
  • Total Pickups On The Map = Default Map Value x Item Modifier x Per-wave Modifier.
  • Ammo respawn time - 10 seconds.