1up Clan Forums

Gaming => Killing Floor 2 => Killing Floor => Topic started by: RonaldLee[1up] on July 27, 2013, 12:57:24 PM

Title: Mutators Discussion
Post by: RonaldLee[1up] on July 27, 2013, 12:57:24 PM
This thread is for discussion of mutators for use on whitelisted servers.

Current list of whitelisted mutators: Click Here (http://kf-wiki.com/wiki/List_of_whitelisted_and_greylisted_mutators#Official_and_whitelisted_mutators)

Today I installed on KF4 the Damage Popup mutator (download available here (http://www.klankaos.com/downloads/KFDamagePopup.rar). Does anyone have any comments about the mutator?
--MUTATOR REMOVED
Title: Re: Mutators Discussion
Post by: [GM] Legion on July 27, 2013, 01:23:22 PM
does it show up ONLY your damage or everyones?
Title: Re: Mutators Discussion
Post by: RonaldLee[1up] on July 27, 2013, 01:33:40 PM
does it show up ONLY your damage or everyones?
When you do damage to a zombie it shows the number amount. 300 kills a clot I noticed on suicidal.
Title: Re: Mutators Discussion
Post by: DoLT*[1up] on July 27, 2013, 02:00:07 PM
I think that mutator is annoying. It's bad enough the players names block your vision. They need a mutator to be able to move the players names under their feet.
Title: Re: Mutators Discussion
Post by: RonaldLee[1up] on July 27, 2013, 05:07:26 PM
I think that mutator is annoying. It's bad enough the players names block your vision. They need a mutator to be able to move the players names under their feet.
Ok. I will remove that mutator.
Title: Re: Mutators Discussion
Post by: Panda[1up] on July 28, 2013, 03:34:11 AM
I ran a server for 2 months or so a couple summer's back, before 1up got into killing floor.

http://www.moddb.com/mods/killing-floor-vehicle-mod

The server was full at most times of the day, it's a really fun mod. You have to set difficulty a little harder than usual though, but put some custom maps in there like 'mos eisely' or 'Colosseum' and run amuck.
Title: Re: Mutators Discussion
Post by: [GM] Legion on July 28, 2013, 08:47:57 PM
meh, vehicle mod is stupid imo.
Title: Re: Mutators Discussion
Post by: FragTag on July 29, 2013, 05:54:36 AM
meh, vehicle mod is stupid imo.
not exactly being nice there are we? kinda harsh if u ask me.As for Mutations i am 100% against all of them but ofc my opinion doesnt matter since im 1person in this vast commune.
Title: Re: Mutators Discussion
Post by: DoLT*[1up] on July 29, 2013, 05:59:48 AM
meh, vehicle mod is stupid imo.
not exactly being nice there are we? kinda harsh if u ask me.As for Mutations i am 100% against all of them but ofc my opinion doesnt matter since im 1person in this vast commune.

Play on a server without the anti-block mutator on and let me know how that goes ;)
There's some good ones, I just don't like the ones that block your vision. It's bad enough the names get in the way.
Title: Re: Mutators Discussion
Post by: [GM] Legion on July 29, 2013, 07:59:53 AM
the only time i have issue with names is if im using something like sharp or commando....but then again usually if the name is in the way, so is the player and bullets dont go through people.

I wonder....is there a mutator that removes player collision throughout the game but is whitelisted?
Title: Re: Mutators Discussion
Post by: [GM] Legion on July 29, 2013, 07:44:56 PM
may look into possibly implementing some of these maybe on the WTF, or if we have someone who can change things to a simple reskin or something, just as cool

http://steamcommunity.com/id/UltraMapper/myworkshopfiles/

naturally if we use their stuff we would need to give credit....but still. a couple really cool things they made.