all of your poorly thought out examples also take into consideration that the player left a clot in close proximity to a very large zed, and their teammates simultaneously ignored it. All of the examples everyone has given stating the clot is more threatening are also prime examples of inexperience in the game. the situations in which you put yourself is what caused the clot to be more threatening, all of which would have been the same without the auto aim implement. You literally kill the clot so quickly in this game, and there is so little precision in dealing with the bigger zeds, that i would actually argue in KF1, a ninja clot was infinitely more threatening and disorienting than what it is in KF2
So, answer me this then: If you have such a perfect clot interception rate that the auto-lock feature becomes a non-issue, why are you so against it? If it has no effect on your ability to to win a match, why must it go?
All you do is spam the big zeds to kill them currently, you really think that one aa12 shot at the clot is gonna make a difference in dealing with the scrake? The current meta is focus fire on the big zeds, so if you miss one shot someone else is going to pick up that insignificant slack, if you have a competent team.
The act of being turned, killing the clot, and returning to your original target takes more than "one aa12 shot".
In a game where a rampaging scrake or fleshpound can chunk your team and open you up to follow up attacks from bloats, sirens, and husks, you don't think one and a half seconds of a support
not spamming his AA12 into a target isn't important?
Yeah, the auto aim could potentially be more threatening if your team is running around like headless chickens, in which case they should be punished anyways.
Again, if you and your teammates are so coordinated that this grab becomes a non-issue, why are you so against it?
That is why this mechanic is dumbed down, it literally aims for you, turns for you, and is an instant kill, do you really think killing a clot that has grabbed you is more challenging now?
My goodness.
It's not about the clot. It's about the disorientation
caused by the clot that allows its more powerful cousins to close in on you in that moment of distraction.
And before you say "But it's not a problem to good players [such as myself]," I'll ask: Then why are you against it so much?
before if you had say an m14, a top tier and powerful weapon, you could still whiff a group of clots that grabs you if you spammed body shots and couldnt hit a head. Now you literally click once, sprint, and you're free from that pack of 5 clots, were before you would be chewed to a pulp.
You were punished if you couldn't hit a headshot.
In this game you're punished if you ignored the clot at a crucial moment.
Now if anyone has any viable arguments as to why making this an optional feature would be detrimental, please feel free to share your two cents.
Because, whether you like it or not, it is now a core game mechanic. Some people think it's a major mechanic, or an improvement. Other's think it's "dumb", or a bad mechanic.
But it's a mechanic. Its presence or non-presence should not be made optional, the same way the blind from a bloat or the deafen from a husk shouldn't be made optional.
in the current system, it is impossible to not notice a clot that has grabbed you, and they are dealt with in an even quicker fashion than before.
And, in that time where you're flipped around and killing the clot, a more dangerous specimen has gotten just that many more meters closer to you unmolested.
It's
not (purely) about the clot holding you in place. It's about the clot
forcing your aim away from whatever it was you were shooting at already.
At least in KF1 you had to turn to your attacker, kill it, and kill every clot that was in proximity close enough to keep you stationary. Now it is kill 1 clot, be free from the pack if you are quick enough to hit sprint or jump. Not to mention people who are defending the auto aim constantly explain how the clot cannot be ignored now. Thus like i stated earlier, the entire point of the clot has been wiped out.
In
KF, if you were lining up your weapon to eliminate a scrake or fleshpound, a clot could latch onto you and you could happily ignore it. It did negligible damage. You could safely dispatch the more dangerous specimen at your leisure, then you could turn to the clot and kill it. In
KF2, you are
forced to turn your attention to that clot, no matter if you were walking around, killing trash anyway, or trying to land your shots on that dangerous fleshpound.
on an ending note, those who want to increase a games difficulty by making changes to the bottom tier specimen, how do you not see how backwards that is.
All the specimens, from the clot to the fleshpound, have been changed. Don't be so disingenuous as to state that the only the clot has been changed.
Not to mention, all the people who think it makes the game harder definitely aren't playing at the most difficult setting,
Careful, your elitism is showing.
which in itself is pointless thus far until all the perks are added and we can actually start to properly balance zed stats.
Then why are you so dead set in saying it's a bad feature?