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Killing Floor 3 - BW-06 (SCRAKE) Reveal

A bit bummed that we haven't gotten any real new footage compared to the previous video, but the confirmation that the metal claw is indeed a grappling hook is terrifying. As cool as they always looked, Scrakes were never a very serious threat considering you can (theoretically) rage them whenever you want. But now that it as the ability to bring you exactly where you DON'T want to be... I believe it could be even scarier than a Fleshpound ! I do wonder if there's any way to dodge it though? With a parry perhaps? Or crouching? I still want to be able to escape my doom !

I also believe the shot showcasing an all-too-familiar shoe is definitely done on purpose... I can't really imagine a KF game without my beloved Foster. But so far off in the future...? I wonder if we're gonna get a descendant or maybe a cyber-Foster of some kind...
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Killing Floor 3 - BW-06 (SCRAKE) Reveal

Incredibly exciting, I love the addition of the harpoon being brought over. I'm certain we'll be getting a dodge strafe of sorts implemented now between this attack and the Fleshpounds crazy new range.

Do I detect the possibility of weapon charms? Or perhaps just a pretty piece of tactical rope on one specific weapon.
Oh Tripwire, just what are you cooking up?

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Killing Floor 3 - BW-06 (SCRAKE) Reveal

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BW-06 (SCRAKE)
Since its introduction 18 years ago, the BW-06 series has been deployed in more than 7,500 engagements. Now Horzine introduces the C line, extending the already considerable capabilities of this formidable bioweapon. Let the BW-06C take the lead, exposing the enemy to your infiltration units as it skillfully saws through armored vehicles, bunkers and other fortifications.

And if you missed it be sure to check out:

Server Stability of kf2 server in Windows vs Linux

I'm running two instances and they are working well and I've had no crashes so I'm happy with the ubuntu platform. The second instance is launched with the configsubdir switch and a subfolder was created automatically to contain the new server "ini" files which I've edited as needed. However I can't figure out how to make the second instance create a launch.log file or if it has done it automatically then where to find it. Can anyone advise me about the log files for a second instance? Thank you.
My server instances use configsubdir aswell, but i only get a launch.log from the server which restarted the last time as i think it overwrites the launch.log since afaik it doesn’t create a subdirectory for the log files. -edit in my case the tools i use create specific container logs so i never really bothered figuring a way around
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EXCLUSIVE FIRST LOOK: Unmasking the Scrake!

I've watched the video again, and came to two theories regarding what the new Scrake abilities might be... As I believe, again as Glokage said, that all zeds will get new tools. Hell, even the modest Cyst is more fearsome now ! I would be surprised if the Scrake stayed the same. So here are my two cents that might be completely wrong.

1) Maybe the Scrake won't rage simply by reaching a certain health threshold anymore, but rather be linked to its mask. My theory is that as long as you fire centermass, the Scrake won't rage out, making the creature easier to dispatch... but way more ammo-consuming. Maybe the Scrake could have a thick hide that reduces all incoming damage by a certain amount (let's say 20-25% for example), so firing at its torso or limbs would take forever to kill it. But at least, it shall remain calm in the meantime. If you want to quickly dispatch a Scrake, the usual strategy applies : AIM FOR THE HEAD! Doing so will allow much more damage to be dealt, at the exchange of destroying its mask... and making the zed much faster and angrier. In the end, it sounds fairly similar to the relationship between Fleshpound and Scrake that we've always known : you can't run away forever from a Fleshpound. They'll always end up angry and ready to turn you into minced meat. Meanwhile, Scrake are somewhat "docile" until you're truly ready to take them out. It's just that this time around, you might even choose to NOT rage them at all... At the cost of wasting a ton of ammo for extra safety. While you might instead want to get rid of them ASAP, at the cost of facing a tougher foe.

2) It's easy to notice the Scrake now has some weird torture device thingy on its other arm... And I do wonder if they took a cue from the concept arts for KF2's Scrake, which had a hook in its second hand. I do wonder if MAYBE, that might imply that the Scrake is now capable of "tethering" a player in order to bring them closer, kinda like the EDAR Trapper... But even more annoying and terrifying. I think this would play very well with the mask/maskless Scrake idea I talk about right above. Maybe it could be used even WITH THE MASK ON, so players don't forget that the Scrake is still there, relentlessly walking towards them. But then again, considering how NOBODY liked the EDARs, I believe that idea would be quite unpopular as well... Maybe the range could be very short? And it's fairly easy to break from it before getting shredded to pieces, unless you're caught in the middle of a reload?

Looking at your second point in terms of the possibility of the Scrake being able to tether a player with his new claw arm and the similarities with KF2's concept art, I'd like to point out that while approaching you at a distance the Scrake does indeed "aim" his claw out in your direction, which seems like it'd be a bit random if it was for nothing.
It certainly looks like it's designed to close and grip a merc in place while they either (crush them?) or cut them up with their chainsaw

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EXCLUSIVE FIRST LOOK: Unmasking the Scrake!

I've watched the video again, and came to two theories regarding what the new Scrake abilities might be... As I believe, again as Glokage said, that all zeds will get new tools. Hell, even the modest Cyst is more fearsome now ! I would be surprised if the Scrake stayed the same. So here are my two cents that might be completely wrong.

1) Maybe the Scrake won't rage simply by reaching a certain health threshold anymore, but rather be linked to its mask. My theory is that as long as you fire centermass, the Scrake won't rage out, making the creature easier to dispatch... but way more ammo-consuming. Maybe the Scrake could have a thick hide that reduces all incoming damage by a certain amount (let's say 20-25% for example), so firing at its torso or limbs would take forever to kill it. But at least, it shall remain calm in the meantime. If you want to quickly dispatch a Scrake, the usual strategy applies : AIM FOR THE HEAD! Doing so will allow much more damage to be dealt, at the exchange of destroying its mask... and making the zed much faster and angrier. In the end, it sounds fairly similar to the relationship between Fleshpound and Scrake that we've always known : you can't run away forever from a Fleshpound. They'll always end up angry and ready to turn you into minced meat. Meanwhile, Scrake are somewhat "docile" until you're truly ready to take them out. It's just that this time around, you might even choose to NOT rage them at all... At the cost of wasting a ton of ammo for extra safety. While you might instead want to get rid of them ASAP, at the cost of facing a tougher foe.

2) It's easy to notice the Scrake now has some weird torture device thingy on its other arm... And I do wonder if they took a cue from the concept arts for KF2's Scrake, which had a hook in its second hand. I do wonder if MAYBE, that might imply that the Scrake is now capable of "tethering" a player in order to bring them closer, kinda like the EDAR Trapper... But even more annoying and terrifying. I think this would play very well with the mask/maskless Scrake idea I talk about right above. Maybe it could be used even WITH THE MASK ON, so players don't forget that the Scrake is still there, relentlessly walking towards them. But then again, considering how NOBODY liked the EDARs, I believe that idea would be quite unpopular as well... Maybe the range could be very short? And it's fairly easy to break from it before getting shredded to pieces, unless you're caught in the middle of a reload?

Server Stability of kf2 server in Windows vs Linux

I'm running two instances and they are working well and I've had no crashes so I'm happy with the ubuntu platform. The second instance is launched with the configsubdir switch and a subfolder was created automatically to contain the new server "ini" files which I've edited as needed. However I can't figure out how to make the second instance create a launch.log file or if it has done it automatically then where to find it. Can anyone advise me about the log files for a second instance? Thank you.
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EXCLUSIVE FIRST LOOK: Unmasking the Scrake!

I cannot say thus far if I like that version of the Scrake more so than the KF (2009) version, as I'm also fond of mad surgeons... But the one thing KF2's design truly got right was definitely to make the Scrake a proper tank, like the Fleshpound. Bigger, meaner, scarier... Something the very human-like Scrake of yore was desperately lacking. Plus, the amalgamation of flesh, metal and tech truly does seem to be the direction KF3 is taking, so at least it sounds very fitting indeed!

And I fully agree with @Glokage : its chainsaw is more terrifying than ever, way too ginormous to be held by a mere human ! The Uber Jason comparison is also spot-on. Can't wait to **** my pants the first time I'll see the new Scrake in game.

And much praise towards the fabulous craftmanship of Sculpture_Geek ! I doubt it's ever gonna happen considering how time consuming it must be, but I'd love to have such a bust on my desk :D
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Level Design Actorx has been deprecated when importing .ase staticmesh?

Hmmm... that figures, the way UE2 handles things is in such an almost improvised and archaic way, it's amazing it works as well as it did. I figured it was due to change in UE3 somewhere along the way, but atleast I have hope of using 3ds max, I just unfortunately ran out of my trial period so I'm going to have to figure out another trial license or method of getting access to it. I'll keep on it. Whenever I do sort out the 3ds max thing, I'll get a reply from rockmax and get him to send a comprehensive way to port old maps over.

If you want a hint as to what I'm working on, think of the Killing Floor mod 1.0 campaign ;)
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