First off, I don't plan on this thread being a hate thread. I think it is important for the players of the game to voice their opinions on a game in development so the developers can attempt to address the things that the players don't like.
So, just post the top 3 things KF2 has that KF1 didn't that you think shouldn't be in the game. Feel free to include explanations of each to share why you don't like them.
Mine are:
So, just post the top 3 things KF2 has that KF1 didn't that you think shouldn't be in the game. Feel free to include explanations of each to share why you don't like them.
Mine are:
- Sprinting on players and small zeds:
Sprinting on players is more of a no-decision thing, which I don't like compared to other shooters. Most other shooters either make accuracy much worse while moving, or they make it so you can't even shoot while sprinting. Killing floor 2 does neither, and because zeds move so quickly on HOE, holding one spot usually just makes the players overwhelmed, forcing them to stay on the move, which doesn't work on a lot of maps (tight hallways, dead ends, etc). If sprinting had a more tactical use to it such as a 1 second downtime between sprint and shooting, but it was marginally faster, I might like it in the game, but I'd probably just rather have it out. Also sprinting on small zeds (clots, crawlers, and stalkers) I just don't like at all. It makes HOE way too hectic rather than controllably difficult like it was in KF1 (players that missed shots had to stay on the move, but players with pinpoint accuracy and that were aware of their surroundings could hold a position on almost any map, where as KF2 requires very specifically designed spots to be able to do this on HOE).
- Overdone movement animations:
I disliked this about kf2 right from the beginning. Most of the zeds' walking animations are fine, but their sprinting and attack animations are really wobbly. They put their whole body into the movement, which makes hitting them with precision consistently way to difficult. Particularly clot+slashers jump arm-swinging attack, gorefast's move torso and head forward while slashing, crawler + stalker's difficult to hit spinning attacks, FP's hold arms in front of face rage running animation, and scrakes's head wobbling running animation.
- Boss fights:
Most of the time boss fights feel dragged out and really spamming. It feels like the only strategy is just stand back and spray, and run away when they chase you. I'd rather the boss just do more damage but have a good deal less health so you can kill them faster but there's more risk. The health reduction would also take away the need to buy multiple t4s and drop them to have enough ammo on boss wave, which feels really awkward.
Last edited: