Okay, I pointed out the ideas of a few specimen earlier that would bring some change of pace to KF. These ideas need some critique: give me editing or I'll annoy without end!
Heres one: The Behemoth (temporary name)
Is a massive, slow enemy, larger than an FP, and covered in the front by some heavy armor, either literal metal armor or some biologically made plating. Either way, it would make a frontal assault impossible: a team would have to outflank this one.
The advantages of having to outflank it to kill it are massive: it removes the advantage of headshots, forces tactical thinking, and stops campers. Players would actually have to manuever (with others possibly distracting it), thereby breaking the formations that stagnate gameplay, and forcing further teamwork. Also, it would act as a massive zombie sheild to specimen behind it, thereby making up for it's own lack of speed, and making it a necessary target if ss want to have a decent view.
Heres another: The Alpha Crawler. I got this one's inspiration from the patterns of crawler spawning: they come in what appears to be packs instead of solo. While this was meant as tactical thing to maximize their deadliness, I say we capitalize on their decision.
So here it is: a minor change in skin, making it perhaps a dark purple. And, more importantly, making the player blinded and poisoned upon being bitten. This makes cralwers extra deadly, and teamwrok extra necessary, as a player would be both blinded and fighting a pack of jumping, elusive enemies. Like some kind of pack of animals, they would use their numbers and agility to rip you apart-turning the minor crawler threat into something very real indeed. And perhaps making these elusive little buggers into a pack capable of deadly ambushes that could be scarier than even running into an FP!
Heres one: The Behemoth (temporary name)
Is a massive, slow enemy, larger than an FP, and covered in the front by some heavy armor, either literal metal armor or some biologically made plating. Either way, it would make a frontal assault impossible: a team would have to outflank this one.
The advantages of having to outflank it to kill it are massive: it removes the advantage of headshots, forces tactical thinking, and stops campers. Players would actually have to manuever (with others possibly distracting it), thereby breaking the formations that stagnate gameplay, and forcing further teamwork. Also, it would act as a massive zombie sheild to specimen behind it, thereby making up for it's own lack of speed, and making it a necessary target if ss want to have a decent view.
Heres another: The Alpha Crawler. I got this one's inspiration from the patterns of crawler spawning: they come in what appears to be packs instead of solo. While this was meant as tactical thing to maximize their deadliness, I say we capitalize on their decision.
So here it is: a minor change in skin, making it perhaps a dark purple. And, more importantly, making the player blinded and poisoned upon being bitten. This makes cralwers extra deadly, and teamwrok extra necessary, as a player would be both blinded and fighting a pack of jumping, elusive enemies. Like some kind of pack of animals, they would use their numbers and agility to rip you apart-turning the minor crawler threat into something very real indeed. And perhaps making these elusive little buggers into a pack capable of deadly ambushes that could be scarier than even running into an FP!