Killing Floor 2

Killing Floor 2

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Zombine Jan 16, 2018 @ 11:20pm
Still no way to change viewmodel fov outside of "cheating" command.
People have been asking for this feature since 2015 and we're in 2018 right now.
Please, this needs to be a priority in 2018 roadmap. Is this such a hard thing to do Tripwire?
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Showing 1-11 of 11 comments
Tentons01 Jan 16, 2018 @ 11:37pm 
Are you talking about a 3rd person view instead of a 1st person?

EDIT: OP confirmed he is talking about 1st person
Last edited by Tentons01; Jan 16, 2018 @ 11:58pm
Zombine Jan 16, 2018 @ 11:54pm 
Originally posted by Tentons01:
Are you talking about a 3rd person view instead of a 1st person?

The game was created and balanced around first person only. I'm personally against it because being able to see all around you and around corners breaks what the game is about. You would never be suprised and you could even see stuff behind you before it hits/grabs you. The overall atmosphere of the game would be ruined

I also recall a few months ago a tripwire staff member replying to a post and saying third person was not going to be a thing. Yes a few people have been asking for it for a long time but there is a reason it has not be added to the game
First person. View model is a first person thing where it indicates how close it is to the camera in KF2s case weapon models are ginormous.
Tentons01 Jan 16, 2018 @ 11:59pm 
Ah I apologize then. I've seen several threads lately asking for 3rd person view and thought that was what you meant. It's 3 AM so I'm half asleep anyway haha. Yeah allowing us the option to change that is something I could get behind :happy_creep:
Last edited by Tentons01; Jan 17, 2018 @ 12:01am
Chow Yun Thin Jan 17, 2018 @ 12:06am 
He's talking about how the weapon model looks at a certain FoV. This TF2 guide has pictures to show what changing viewmodel FoV does.

https://steamcommunity.com/sharedfiles/filedetails/?id=460356678

Personally, I feel the default Winchester and Centerfire view models are too close.
zachjd Jan 17, 2018 @ 12:11am 
Tripwire said this isn’t something they want to implement.

”As our weapons are designed and built around a static weapon FoV which changing could cause severe visual issues we have decided not to make any changes here.”

https://trello.com/c/JvqxdGuO/131-weapon-fov-slider
Zombine Jan 17, 2018 @ 12:38am 
Originally posted by zachjd:
Tripwire said this isn’t something they want to implement.

”As our weapons are designed and built around a static weapon FoV which changing could cause severe visual issues we have decided not to make any changes here.”

https://trello.com/c/JvqxdGuO/131-weapon-fov-slider
Yeah I've read that, it truly is a pathetic excuse, dont you agree?

I cant stand that AA-12 or double barrel takes 90% of my entire screen and I cant see a clot or stalker to my right.

"cause severe visual issues" Yeah right, I would be able to see a little bit of hand model being invisible at the bottom. WHAT HORROR!
Last edited by Zombine; Jan 17, 2018 @ 12:40am
Bullett00th Jan 17, 2018 @ 3:02am 
Originally posted by Zombine:
First person. View model is a first person thing where it indicates how close it is to the camera in KF2s case weapon models are ginormous.
I'm usually in the first rows of the crowd that demands weapon viewmodel adjustability, first and foremost due to the consolized weapon models that take up a quarter of the screen.

not the case in KF2 tbh, I think TWI actually nailed the balance of showing off the beautiful models and animations they've made without obstructing the player's view.
To each their own I guess
Zombine Jan 17, 2018 @ 4:27am 
Originally posted by Bullett00th:
Originally posted by Zombine:
First person. View model is a first person thing where it indicates how close it is to the camera in KF2s case weapon models are ginormous.
I'm usually in the first rows of the crowd that demands weapon viewmodel adjustability, first and foremost due to the consolized weapon models that take up a quarter of the screen.

not the case in KF2 tbh, I think TWI actually nailed the balance of showing off the beautiful models and animations they've made without obstructing the player's view.
To each their own I guess
I dont deny that they're beautiful but after playing tf2 in forever I've noticed how giant those models are, it kinda looks silly if you imagine yourself from third person because it would look like they're holding their weapon right at their chin all the time.

Speaking about tf2, viewmodel_fov isnt a cheating command and it saves in config forever the value you set.
Last edited by Zombine; Jan 17, 2018 @ 4:28am
Bullett00th Jan 17, 2018 @ 5:41am 
Originally posted by Zombine:
I dont deny that they're beautiful but after playing tf2 in forever I've noticed how giant those models are, it kinda looks silly if you imagine yourself from third person because it would look like they're holding their weapon right at their chin all the time.

Speaking about tf2, viewmodel_fov isnt a cheating command and it saves in config forever the value you set.
again doesn't feel oversized to me, but I can understand wanting a bigger viewmodel FOV. apparently not happening though(
Charger Jan 18, 2018 @ 8:49am 
Calling it a " pathetic excuse " is stupid.
SLOWLY SALTY Dec 6, 2019 @ 9:40am 
dude there was a glitch once that made my weapon fov higher and it was alright my hands were not cut like tf2 and it was AWESOME i loved it it was very good i tried it on all the fire bug weapons and they were all ok there were no cut offs n ♥♥♥♥ and i do agree it is a pathetic excuse for them to say it causes problems, for all i know it solved a few i had.
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Date Posted: Jan 16, 2018 @ 11:20pm
Posts: 11