What I'm saying is, it doesn't need to be altered further from what it is now, be it up in difficulty or down, its just right as it is now.
Matter of opinion ofc, but whole heartedly disagree.
The old school KF gameplay was balls to the wall. When a fleshpound turned up, or even merely a Scrake, the entire team gave a silent "Oh CRAP!", and panic almost always insued. This was because the game was damned hard, a fair portion due to hitboxes I will admit, but besides that
everything was just tougher: -
- Commando only had his bullpup
- Medic could only use syringe to heal (and he had to aim it so the needle actually hit the player in order for it to register the heal). Also no guns for him whatsoever.
- No Demo Perk or Pipe Bombs
- Berserker could only go Axe/Machete or Chainsaw
- Sharpshooter had only Xbow, HC's or LAR, and no pistol bonus other than the base Headshot multiplier.
- Armour could only be purchased at full price, not it bits.
This meant that perks were almost always locked into their speciific roles to be effective. Sure there were tricks, however the crux of the matter was
everything was hard... and that is exactly what made the game so fun and rewarding to play.
The problem with KF now is, where there is no challenge killing specimens and strategising anymore, the game has jsut become boring, and the only challenge left was to make the Specimens stupidly powerful... but the only way that works is if the perks and weapons are carefully balanced, and suffice to say that balance is non existant right now.
KF used to be about trying to survive against the odds, we lost the game like 80% or 90% of the time... but thats why we loved it. Now its jsut about mowing down hordes of enemies, and if I wanted to do that I'd play Call of Frickin Duty.