FNG / Fresh Meat
- Apr 19, 2013
Enraged scrakes move around the same speed in both games as far as I can tell. - Same diffGladius;n2290814 said:And where is the â€žbetter balancedâ€œ mechanic that replaced it in KF2? What we got is the EBR stunning the scrake with spamming headshots. That requires less skill than continously hitting a moving head hitbox that isn't even synchronous with the animation model. When you miss one shot withe the KF1 EBR flinchlock because your timing or aim is off, then the lock will break and you get a chainsaw to the face.
In KF1 their head hitbox is buggy (or used to) - in KF2 they cover their face with their arms and constantly spin around. - Same diff
Miss one shot or break rythm and flinchlock breaks - miss one shot or fire too slowly and stun doesn't happen. - Same diff
Flinch lock lasts until you mag is empty - Stun lasts about 1.5 seconds. - KF2 more diff
Enraged scrakes are more dangerous in KF1 - There are more scrakes in KF2 and trash around them is more dangerous. - Same diff
Seems like you're wrong to me.
Uh...Gladius;n2290814 said:No, combos got replaced by sheer DPS single player takedowns. And you might like KF1 combos or not, it doesn't change the fact that KF2 is falling short here and needs to get improved by utilizing the game engines full potential.
And what about all those examples of combos you conveniently omited from my quote?
I don't really understand your point. Of course, people need to know their role in the team and cover eachother's back. So much is true for both games. But unlike KF1, in KF2 people who have this in mind can actually chime in on a takedown and contribute in a very meaningful way - depending on your perk combo even in such a way that the sum of both players is greater than just both their dps. In KF1 you neither had a chance to add up dps nor the perk synergies.q3.railgun;n2290817 said:I just wanted to pick at this one point with one example when I tried a public game about a month ago. Door BSK one side, dual COM other side and a DEM firing random rockets everywhere. I just picked off problematic zeds for the BSK (Sirens, Husks) as a GS. W7, I get back to camp first double FP spawn with nothing else. Quickly kill one without damage taken, reload, rocket comes flying in with no nade for stun or any proper killing setup. I can't see anything, so I parry one hit only to have him fire again to re-rage, I parry a second hit, and he finally kills it.
The situation went from could have had 2 dead FP to I unnecessarily took 2 hits because of this guy. I told him that I would have had that under control and I took 2 unneeded hits. His response : "It's not your kill dude, it's a team game".
I'm pretty sure KF2 is the first coop game I've ever played where taking damage is better than not taking damage.
There's a difference between being an elitist and complaining about getting their kills stolen and keeping the team safe by cleanly getting a kill.
There's a lot of misinterpretation about what is teamplay, a certain user here was one of the best team effort players out there. He spent a lot of time coming up with team combos that KF1 players would balk at, but deep down even he understood that the priority of the game is getting through all the waves with less damage done to your team (keeping your life precious). If that meant letting that GS/BSK solo and you instead focus on making sure that said player is able to keep a 1v1 situtation then he did it. Not because it was "his kill" but because it was the best situation for the team.
Using teamplay as an excuse to dismiss KF1 combo players is a pretty low blow IMO. The essence of KF1 combo players brought the mentality of team SC decap with EMP first until they got good enough to just solo kill them, no circle strafe, no cheap AI glitches. Just flatout using the game to it's fullest potential at the current time (v100. And that's exactly it, the people that were KF1 combo players were the ones that understood how KF1 worked which translated into them understanding how KF2 worked. Freeze nade, flash bang, EMP and GS nade stun : All of these originated from a concept that was brought to us from those exact players that you hate on so much.
That's an improvement in my book.