Also the worrying about CoD like gameplay, look at RO, you dont see that happening there and it has sprinting.
You should see what people say in their forums huheuehuehuhe
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Also the worrying about CoD like gameplay, look at RO, you dont see that happening there and it has sprinting.
Maybe sprint will be always on and they'll add a walk button for precise aiming for sharpie.
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.
@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'm betting that zerkers are going to have sprinting related perks since greater speed is part of their 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.??? 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".
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.
*Mind Blown* :OWho's to say they won't be able to sprint faster than the other perks?
The whole when-I-get-out-my-runnin'-knife-I-can-skedaddle-better idea in KF1 was sorta stupid.
Gah. I hate that so much.or you'd... ... run smack into a Stalker at full speed and the whole ordeal would be very awkward for the both of you
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.