How do you like the current state of KF2? Does the game seem to be balanced to you?
Do not forget to provide details.
Do not forget to provide details.
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Give his welder the repair armor skill from the medic.
Field Medic:
Lacerate skill needs to go and be replaced with something that actually does something (perhaps a reload X% faster), otherwise I like medic the way it is.
-Medic's armor repair is so strong you can just wall off zeds in a corner because it heals so fast the zeds can't out-damage the medic heals with armor.
-I think with the changes that kf2 has from kf1, the syringe should be buffed so medic is more of an optional thing (faster recovery over more firepower) as opposed to what it is now (no medic = no winning). Healing a bit more with syringe as well as changing recharge time to a flat 10 seconds and it uses 50% charge instead of half recharge time when using on allies would be a big plus.
I see this insanity too much. The support specialist does not want to run around during a fight, chasing after zerks to repair their armor. In terms of perk lore it makes sense, but gameplay wise it's simply impractical and the opposite of fun.
Sorry but that's the vastly overwhelming majority opinion I've seen. And I agree.
Of course, the main driving factor I see behind this ludicrous idea is that "the welder is useless". Welding is much more limited in KF2, but in KF1 it was far too good. Welding is certainly viable now, but players have to THINK when and where to weld now, and the majority of the community has yet to really maximize the effectiveness utilizing welded doors as buildup points.
Don't really want to type an essay, but the short and skinny of my post is I don't feel like classes are well defined.
Just like KF1 after a few key updates, class weaknesses were pretty much compensated for by it's strengths, and while some classes still do better than others at certain things, the weaknesses of a class are not prevelant enough to truly define a class IMO.
As a quick example the KF1 Firebug lived entirely on the flamethrower, and was defined by his ability to apply continuous sustainable low to medium damage. He also got the MAC-10 (a weapon I actually despise), but his strength was that he could hold down an area vs. continuous low to mid wave pressure without being forced to retreat, even by Husks (something that gave the equivelent wave clearer, the Commando trouble)
His weakness was that his overall DPS was low, which meant enemies with high health pools such as the Scrake and Fleshpound were extremely difficult/near impossible to deal with. He had to rely on his teammates to handle these threats... and that is good!
Note: Before anyone mentions ammunition, I have continually argued that if you couldn't manage your ammo without a back up FT, then I'm sorry to say, you were just crap at the class. I never had the processing power to do any videos on it other than a couple of really short concept videos, but I really wish I did to silence everyone who complained about it.
Eventually he gets the flare guns and other burst type damage weapons, and suddenly he is taking on Scrakes, and bunging his damage in when the Fleshpound rages. His class weakness is gone, and the Firebug loses this definition as a sustained damage dealer.
KF2 sadly is designed on this idea that every class should be able to handle every type of specimen, so every class has a High DPS loadout and a sustained damage loadout. Thus the issue of poor class definition is inherited by default. This also creates the problem that team comps basically boil down to someone picks medic, and everyone else goes their personal flavour of DPS instead of thinking about what the team actually needs.
I could go on for ages about this, looking into other classes, but I feel like I'm a minority in this regard. Most people like being able to play the class they want with their preffered style of loadout. So meh.
The definition of Firebug I believe is that it uses incendiary weaponry, not that is deals low-power sustained fire. And why not at least have some way of dealing with every specimen? Wouldn't solo mode be obsolete if each perk couldn't deal with everything?
Assuming the game was your way, and the Demo/Sharp on your team died; suddenly a FP spawns, and what remains of your team includes a Firebug, Commando, and medic. None of these are effective at killing FP, so because your Sharp/Demo died, should the rest of the team just consider themselves dead, or should they have a chance of defeating it?
I loved KF1 to death for all the neat aspects of it like that. It was near flawless by the end of its updates.