I guess I came pretty late to the ****post party, so I start throwing my feces now.
With v1065 we first got introduced with some new enemy type. Juding by the name it had to do something with robots and that's what made me rethink twice why I loved KF2 so much. Because of ZEDs - Not robots.
From what the released versions of KF had so far were ZEDs as enemy type.
Basically mutant clones made out of virtual DNA with blood and a lot of mushy intestines, breakable bones and weak limps to dismember. A cool B movie you can actually play in that had an underlying meta to it. The core was Bullets, Blades, and Blood and not some Nuts and Bolts as in some Rare based game. I liked how you basically get freedback from every harm you do to the ZED. Its instant, its highly visual mostly and audible as if you shot something that had blood running through it.
Also killing them and dismembering them is just another satisfying side effect.
The game changed over night how it is perceived by thousands of fans.
Even tho there is legitimate fanbase for D.A.R. I can't think of a robot enemy type in that universe. With the Patty beeing the only exception for a long time having mechanical parts D.A.R. surfaced sometimes in KF1 and found its way into the fans hearts. Still the current implementation seems so out of place. From a design standpoint it's a rehash of a model we used to see as a friendly unit. Thats the first no go to add and secondly the three designs for each form are way to less destinctive in what they do considering 2 out of these 3 can attack you from miles away and inflicting huge amount of damage or even immobilize you until overran by trash or a FP train. It's the lazy design in multiple areas what makes me so moody about it. You would think if only the visual design was bad the gameplay designs better.
Damn son you are so wrong; from a technical standpoint its not even comparable to the void the siren can have to immobilize the player. Its basically across an entire area plus the super tankyness. I don't know who came up with the idea while the nerf system was in place (I'll talk about this later on and why I call it that way) already and the increased ammount of Rioters to add these enemies. It basically leads to dry guns all the time cause guess what you can now waste your bullets on shooting legs and kneecaps more often and can waste a lot of ALTfire DBS/DS and REM5 +3 CF2 (wtf - how ****ing broke can this **** be).
To disect this current aids meta the player gets immobilized from across the map within an area where he can barely see the enemy. Suddenly the players lose HP in 10HP increments and hears some Star Wars themed laser sounds. With abit of aim the player has a chance to shoot it once with a headshot and it will most likely set him free. The dmg these ****ers take are beyond any reasonable game design. I get it that immobilization will cause the player to fail at some point or in some area but it should rather be a punishment for dumb behavior not dealing with a thread in a timely manner rather then be a forced engagement because you can see a pixel of the enemey. This is just a lazy example of how less thought was placed into these enemies. It isn't fun to encounter E.D.A.Rs cause there is no way under 3 seconds to deal with them considering their physical size. It needs roughly a full REM stack and a buffed CF upg2 and two exclusive headshots to decap them. Ohhhh wait there is more. When these enemies are decapped they are still a threat you need to deal with.
If you want to spice up the difficulty for HoE why not increase the movment speed by 10% across the board. Give the OG FP his spinning move back. Add an Alpha Siren that has a pull in Void and a faster way of walking. There are so many so little ways into tweaking this game to a decent level and I need to admint that even without the E.D.A.Rs the current population of Roiters makes the life of a Support/Demo a living hell already even tho I don't main these classes. Simple by the fact how downgraded some weapons currently are you need more shots to kill in some encounters what makes ammo conservation a lot harder with the actual Rioter spawns. Still you need at least one upgraded weapon to stay ontop of the meta without running fully dry.
All in all this update feels bodged in so many ways. The way the guns got nerfed to be upgraded to their previews state makes a lot of setups impossible due to the new weighting distribution. Therefor ammo pools are a lot smaller and having those robots ontop of the increased Riotspawns make the game just feel spongy rather then empowering and fun.
TL;DR
With v1065 we first got introduced with some new enemy type. Juding by the name it had to do something with robots and that's what made me rethink twice why I loved KF2 so much. Because of ZEDs - Not robots.
From what the released versions of KF had so far were ZEDs as enemy type.
Basically mutant clones made out of virtual DNA with blood and a lot of mushy intestines, breakable bones and weak limps to dismember. A cool B movie you can actually play in that had an underlying meta to it. The core was Bullets, Blades, and Blood and not some Nuts and Bolts as in some Rare based game. I liked how you basically get freedback from every harm you do to the ZED. Its instant, its highly visual mostly and audible as if you shot something that had blood running through it.
Also killing them and dismembering them is just another satisfying side effect.
The game changed over night how it is perceived by thousands of fans.
Even tho there is legitimate fanbase for D.A.R. I can't think of a robot enemy type in that universe. With the Patty beeing the only exception for a long time having mechanical parts D.A.R. surfaced sometimes in KF1 and found its way into the fans hearts. Still the current implementation seems so out of place. From a design standpoint it's a rehash of a model we used to see as a friendly unit. Thats the first no go to add and secondly the three designs for each form are way to less destinctive in what they do considering 2 out of these 3 can attack you from miles away and inflicting huge amount of damage or even immobilize you until overran by trash or a FP train. It's the lazy design in multiple areas what makes me so moody about it. You would think if only the visual design was bad the gameplay designs better.
Damn son you are so wrong; from a technical standpoint its not even comparable to the void the siren can have to immobilize the player. Its basically across an entire area plus the super tankyness. I don't know who came up with the idea while the nerf system was in place (I'll talk about this later on and why I call it that way) already and the increased ammount of Rioters to add these enemies. It basically leads to dry guns all the time cause guess what you can now waste your bullets on shooting legs and kneecaps more often and can waste a lot of ALTfire DBS/DS and REM5 +3 CF2 (wtf - how ****ing broke can this **** be).
To disect this current aids meta the player gets immobilized from across the map within an area where he can barely see the enemy. Suddenly the players lose HP in 10HP increments and hears some Star Wars themed laser sounds. With abit of aim the player has a chance to shoot it once with a headshot and it will most likely set him free. The dmg these ****ers take are beyond any reasonable game design. I get it that immobilization will cause the player to fail at some point or in some area but it should rather be a punishment for dumb behavior not dealing with a thread in a timely manner rather then be a forced engagement because you can see a pixel of the enemey. This is just a lazy example of how less thought was placed into these enemies. It isn't fun to encounter E.D.A.Rs cause there is no way under 3 seconds to deal with them considering their physical size. It needs roughly a full REM stack and a buffed CF upg2 and two exclusive headshots to decap them. Ohhhh wait there is more. When these enemies are decapped they are still a threat you need to deal with.
If you want to spice up the difficulty for HoE why not increase the movment speed by 10% across the board. Give the OG FP his spinning move back. Add an Alpha Siren that has a pull in Void and a faster way of walking. There are so many so little ways into tweaking this game to a decent level and I need to admint that even without the E.D.A.Rs the current population of Roiters makes the life of a Support/Demo a living hell already even tho I don't main these classes. Simple by the fact how downgraded some weapons currently are you need more shots to kill in some encounters what makes ammo conservation a lot harder with the actual Rioter spawns. Still you need at least one upgraded weapon to stay ontop of the meta without running fully dry.
All in all this update feels bodged in so many ways. The way the guns got nerfed to be upgraded to their previews state makes a lot of setups impossible due to the new weighting distribution. Therefor ammo pools are a lot smaller and having those robots ontop of the increased Riotspawns make the game just feel spongy rather then empowering and fun.
TL;DR
- Visual design E.D.A.Rs
- doesn't fit the game. Its a game against mutant clone experiments - not robots
- to less variation between subtypes
- hard to telegraph attacks from
- missing damage visualization - how much health might it have due to the looks
- gameplay design for E.D.A.Rs
- is too tanky
- punishes players regardless of how good they do on the field
- feels unintutive to fight against
- ammo pool wasn't accounted for
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