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[Speculation] Sprinting is in?

The only thing I'm really worried about regarding sprinting is how it affects kiting.

Kiting is a play style where you're doing your best to render zeds useless so you can get a win by shooting the zeds as they helplessly try to get you. That's terrible.

I hope there's a kind of system that makes kiting very, very difficult. Run-n-gun play is actually very fun and challenging when your running is more offensive and involves ploughing through tunnels full of zeds while you're surrounded, as opposed to kiting.

I agree with all of this. I'm hoping that zeds are balanced to really take sprinting into account, and I'm betting that they will be since it's so apparent to everyone that the zed ai just can't deal with the zerker and medic speed boosts. I'm betting that zerkers are going to have sprinting related perks since greater speed is part of their package, too.
 
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@Gibby

Imagine running through a tunnel dodging and weaving past two fleshpounds with nearly any stamina left to keep going, but you survive and take 'em out. That'd be ****ing awesome.

I remember when I was young, medic and berserker was the only ones who can escape efficiently of the Fleshpound.

sorry but I disagree with adding "sprint" in KF 2 because we are removing one of the most important bonus of the berserker and medic.

I'm betting that zerkers are going to have sprinting related perks since greater speed is part of their package, too.

??? then:

I'm betting that support specialists are going to have 90% better penetration, "firebug - should be part of your package, too".

I'm betting that sharpshooters are going to have 50% extra headshoot damage, "demolition - should be part of your package, too".

I'm betting that medics are going to have 75% better injection potency , "commando - should be part of your package, too".

I'm betting that commandos spawn with ak-47, "support specialist - should be part of your package, too".
 
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??? then:

I'm betting that support specialists are going to have 90% better penetration, "firebug - should be part of your package, too".

I'm betting that sharpshooters are going to have 50% extra headshoot damage, "demolition - should be part of your package, too".

I'm betting that medics are going to have 75% better injection potency , "commando - should be part of your package, too".

I'm betting that commandos spawn with ak-47, "support specialist - should be part of your package, too".
I'm not getting this. Speed is part of the Berzerker's perk system, I don't understand how that remotely relates to giving demo headshot bonuses.
 
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Considering the new Specimen video shows the clot making a dash for someone, the Crawler moving at sporadic paces and leaping, and finally the Fleshpound starting up for a ground-shaking run, I think the Sprint function might be implemented, but also will have a limit, Because I doubt you can even run away from the Clot in the same fashion as you would in KF1. Should be very interesting now that the Clots seem dangerous for once.
 
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I feel like this was covered in another thread at some point..

I was hoping clots would be able to grab you as you run past or crawlers would bite your ankles and trip you or you'd... ... run smack into a Stalker at full speed and the whole ordeal would be very awkward for the both of you :p

Actually now I kinda wanna be able to bull-rush Zeds or throw myself at them. That'd be hilarious.



Oh, regarding the "faster with a knife" thing? I've always assumed the implication was that you can't run as fast while holding a big, bulky gun in your hands, since the weight is out there in front of you and you can't get any arm-swing going in your run or whatnot. When you strap that big gun to your back, instead, that extra weight is now centralized and out of the way.

(Logically, that should mean you'd run just as fast with a syringe or welding tool as with the knife, but whatever)
 
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K GUYS IMMA ABOUTA LAY DOWN SUM KNOWLEDGE HERE.

It's great that you guys are using the knowledge available to you from that video about the specimens but I'm going to need to draw your attention to the Fleshpound's little sequence. If we're going to assume this is real game stuff, then that's the Fleshpound's rage sequence. HE TAKES 10 SECONDS TO START MOVING. 10 seconds of him just looking like a lightshow with his nice lil chest nightlight and arm rave gloves before he even starts moving.

You know what kind of conclusion we should draw from that?

ᶦᵗ'ˢ ᵃᶫᶫ ᶠᵃᵏᵉ

It's just a CGI pretending to be a video game.
 
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I've always been more of fan towards the "pull out the knife and run faster", like in CS and KF1, that way if you wanted to run you'd have to take the chance and maybe end up losing your weapon if you don't have that out when you're getting grabbed by clots.


Also, it looks hilarious when everyone is running with their knives out heading for the trader.
 
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I've always been more of fan towards the "pull out the knife and run faster", like in CS and KF1, that way if you wanted to run you'd have to take the chance and maybe end up losing your weapon if you don't have that out when you're getting grabbed by clots.


Also, it looks hilarious when everyone is running with their knives out heading for the trader.


It's not bad, especially if you're a former CS player. There are two key differences between the two games though. CS you move naturally much faster and the knife makes you a few foot steps faster over time. In KF you move like molasses naturally and running (more like a mild power walk) is like adding two drops of water to thin it out. Running with a knife is more pronounced in CS than KF for me at least.

There's actually more of a risk than benefit trying to power walk in the first place. Turn the corner and walk into your death unable to switch weapons before you die, lose everything.

I'd love to see TWI's vision for KF2. Not changing things wouldn't affect me personally, but I'd love to see a little bit of sped up gameplay even if that means upping the enemy speed to counter the player boost.
 
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It's not bad, especially if you're a former CS player. There are two key differences between the two games though. CS you move naturally much faster and the knife makes you a few foot steps faster over time. In KF you move like molasses naturally and running (more like a mild power walk) is like adding two drops of water to thin it out. Running with a knife is more pronounced in CS than KF for me at least.

There's actually more of a risk than benefit trying to power walk in the first place. Turn the corner and walk into your death unable to switch weapons before you die, lose everything.

I'd love to see TWI's vision for KF2. Not changing things wouldn't affect me personally, but I'd love to see a little bit of sped up gameplay even if that means upping the enemy speed to counter the player boost.

Exactly.
Also, I'm not hating on the sprint option, and since it looks like it's going to be a thing I have faith in TWI for doing the right thing and making the game the best it could possibly be.
 
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