Would you like to be a part of an electrical circle? Posted: 11 Apr 2020 08:39 AM PDT |
Why Killing Floor 2 can feel easy even at 6-player Hell of Earth and at the same time extremely unfair/annoying/gimmicky Posted: 10 Apr 2020 10:42 PM PDT So I see that one of the main complaint about Killing Floor 2 is that the game can be really easy once you "figure it out". But there is also a lot of complaint about how the game can be really unfair with bad spawning mechanics, bad map design, Fleshpound raging on spawn, too many EDARs/Rioters, too many Quarter Pounds running over your squad, etc. I'm no KF2 expert and probably not a good player either but I think the problem with Killing Floor 2 is that the game is really forgiving in a lot of ways (especially compared to Killing Floor 1) so the devs compensate by adding a lot of annoying/gimmicky/unfair mechanics to make the game harder. What do I mean by "the game is forgiving"? Medic buffs: more move speed, better damage resistance, more damage output. In KF1, you don't really want to get smacked by a Scrake or a Fleshpound, especially if you are not a Medic or Zerk. However in KF2, Medic buffs allow you to outrun the big guys and survive the devastating hit (+30% move speed and +20% damage resistance) and turn you into a DPS machine (+30% damage boost). Medic heal gas during ZED time can also save lives. Zerk buffed by Medic is a maniac that can tank and dish out decent damage. This is why you see this common "take down" method in pubs even on HoE: Zerk tanking on the frontline with Medic healing while Support and Demo spamming AA12 and RPG. Lots of bodyshot and everything is so messy but the zeds will die anyway and the zerk can recover pretty quick. The Medic and Zerk clutch is better than ever thanks to the use of Parry. Zerk should not be the one to initiate a take down because Sharshooter, Gunslinger and Demo can do it better but Zerk isn't that bad to handle a big guy. Bone Crusher = made for Zerk walling (good block, good knockdown power) You can still run away from a raging Scrake. With Medic buff it is even easier. Scrake body health is not a lot and I swear everyone is used to spamming left mouse until it is dead. A lot of stunning tools: Sharpshooter can carry 6 reliable freeze nades (can be 7 if you have a Demo during the match) so 6 or 7 guaranteed big zeds. SWAT and Demo can also stun the big guys (Gunslinger can too but the fuse time is too long to be reliable). Let's say you have a Sharpshooter and a Demo on the same team. You can have up to 12 guaranteed stun (7 from Sharpshooter and 5 from Demo). So if your team is not full of morons then it is 12 guaranteed take downs. Berserker can also save a failed take down with parry and EMP. RPG is incredibly powerful. Even in a non-optimal take down, you need 2 RPG shots to kill Scrake and 3 RPG shots to kill a Fleshpound. Most Demo are used to having Zerk on the front line while spamming RPG from behind. The maximum number of zeds can be on the map at the time is quite low (32). Get a good camp spot and have all the zeds coming in one or two entrances and you are good. Sometimes you have a good camp spot and zeds come in so slow and you wonder if your camp spot is too good. The holy trinity of Sharpshooter/Commando/Gunslinger. Sharpshooter to start zed time (5% on headshot), Commando to extend it (up to 25 seconds) and Gunslinger to abuse it (fan fire and ultra fast reload during ZED time = dead zeds). And during ZED time, Medic can buff everyone nearby up to 30% move speed, 20% damage resistance and 30% damage output (thanks to both gas and dart) What about the unfair/annoying/gimmicky mechanics to make the game harder? ZED spawn algorithm. Due to the low number of Zeds that can be on the map at the same time, the game tries to spawn zeds as closest to you as possible and usually right where you cannot see. You can feel this when you try to kite. Turn back to look for 2 or 3 seconds and then turn back again and suddenly you see a new zed dropping right into your face. Maps are extremely claustrophobic with a lot of small corners and obstacles to block your view so zeds can spawn where you cannot see. There are a lot of small holes on the maps so zeds can come crawling out (mostly clots and crawlers). Also gas crawlers to prevent you from seeing shit "Anti-headshot" mechanics (okay, this might not be the right language): the devs don't really want you to headshot. Gorefiend and Gorefast can block with their blades. There was a time when Husk backpack didn't explode in 1 shot but Husk had less head health. Bloat has a lot of head HP and can also raise the cleavers to cover the head. Siren has a piece of neck armor. Rioter and EDARs are straight up fuck your headshot (tho in Rioter case, Sharpshooter and Gunslinger can still handle it). Rioters make you waste ammo in early rounds. EDARs also can also be tricky to take down because other zeds cover their chest plates and they just spam rockets/laser from a distance. Due to Fleshpound being easier to take down, the devs balance it by introducing rage on spawn Fleshpound. Or a lot of smaller Fleshpound but in a large quantity to overrun your squad/camp spot. I think the rage on spawn Fleshpound is to counter Demo's RPG because FP covers their chest plate while sprinting. These gimmicky aspects of the game are very annoying in an uncoordinated pub but in a proper game with Sharpshooter/Gunslinger/Commando/Medic, it is not really problem. Get a decent spot with 1 or 2 entrances for zeds to come in and an escape route in case you get overrun. Sharpshooter can oneshot big zeds in 1 or 2 shots with Railgun/M99. Gunslingers can kill zeds before they even reach him (plus he can run really fast if it is time to abandon the camp spot). Commando just clears trash and extends ZED time as usual. Medic can keep the team healthy even when you get overrun. I think this is the difference between KF1 and KF2 balance philosophy KF1: more zeds on the map at the same time. Zeds are slow and approach you from a distance but deadly once they are nearby. Big zeds (FP, SC) have to be taken down in a proper way. You really don't want to rage anything even with Medic and Zerk nearby KF2: less zeds on the map at the same time and big zeds are less deadly. However, everything is more chaotic. Trash and medium zeds can sprint/block and rioters can rally zeds. Zeds are more likely to touch you but Medic can save the day (and even more if a Berserker is nearby). Almost everyone can take down Scrake. I think this is why people play Controlled Difficulty. Remove the gimmicks like gas crawlers, EDARs, rage on spawn FP and increase the max zed count at the same time. Basically long time players want something more challenging and less annoying. submitted by /u/minh1265 [link] [comments] |
Hey im new on this game! Posted: 11 Apr 2020 11:12 AM PDT I played survival with random people and i liked it. the problem is that after the round, i got like 500$ and after buying armor and ammo, i got 0, i couldn't buy another gun but i think that this is normal because i kill like 150 and the other people like 400? Any tips for this game? Thanks! submitted by /u/danirvila [link] [comments] |
Amazing detail... Posted: 11 Apr 2020 01:51 PM PDT |
P2 rank 24 to 25 in 44mins. Is this a good time or am I able to do it faster? Trying to Prestige a few classes and looking for tips Posted: 11 Apr 2020 12:59 AM PDT |
Player Level on XB1 Posted: 11 Apr 2020 11:31 AM PDT Hey all, I was looking for a new game to get into and I remembered loving KF1 on the pc, but I was wondering if anyone could speak to the size of the playerbase on XB1? submitted by /u/Melocotony [link] [comments] |
Can someone tell me what to do with my FN FAL duplicate skin?. Posted: 11 Apr 2020 10:34 AM PDT |
Is double XP still going on? Posted: 10 Apr 2020 07:53 PM PDT |
For the love of God, rework the bullet tracers Posted: 10 Apr 2020 07:07 PM PDT As a little disclaimer, I am pretty much completely used to the way the tracers work, specially when it comes to changing from real time to zed time and I gotta chain those commando headshots (I adapted to the system and still think it sucks). The issue is that it's a very unintuitive mechanic that tricks new players into thinking every weapon is projectile-based, while even the most absurd ones are actually hitscan (looking at you, Hemogoblin). My suggestions regarding the issue are one of the following: - Make the tracers extremely fast to the point of it essentially making the weapon look hitscan (because it is) while still giving the player feedback on where the shots are going. Valve managed that on Team Fortress 2 ages ago, which begs the question of why it was done so poorly in this game and still remains unchanged. Yes, I know they are different engines, but the idea of speeding the tracers up to essentially look like hitscan lasers sounds like a no-brainer to me. This is the solution I'd personally go with.
- Actually make every weapon projectile-based and make the weapons that were previously hitscan shoot an extremely fast bullet. It might be a resource hog, I honestly don't know, but it's an alternative to the current state that is less than ideal. This is not the solution I'd personally go with.
Since I'm posting it on fucking Reddit, of all things, have fun brainstorming about other possible solutions. I initially wanted to ask whether it was possible to remove tracers or not, since I can see threads of people from four whole years ago complaining about this dumb mechanic, but then I realized it could also mean removing them from zed time, which would completely fuck things up. submitted by /u/YangXiaoLong69 [link] [comments] |
KF2 sale? Posted: 11 Apr 2020 07:51 AM PDT |
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