Doesn't the game tell you "you can't run from them" when you try to quit?
Well, duh, yeah, this was to be expected
Well, duh, yeah, this was to be expected
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I usually killed volatiles in 1-2 hits in the scenario you described.
Regardless, you can't compare Dying Light and KF2 in this case, because in Dying Light your character is like 100 times mobile than your character in the KF2, and there is like 10 times more space for you to go. And yeah, your enemies don't telepot to your face.
If you're as tough as you're trying to appear, can you record a video of you playing Hell on Earth solo on burning paris and kiting the **** out of the zeds?
the artificial challenge it creates is frustrating and annoying.
Stop kiting and there isn't a problem.
its not about kiting, I was playing a solo game, I had 1 zed left I was making my way to the trader with the zed about 20 meters behind me, I turn a corner and he's in my face and grabbed me, I had to kill him when I was no where near the trader.
Maybe. But then, look at it this way: KF1 Fleshpounds / Scrakes spawned without the player's knowledge. You would already turn a corner and suddenly they were there. In KF2 this spawning is announced to everyone by a very noticeable sound cue. You should already be preparing to fight them.some BS. Especially on the highest difficulties where you being in arms length of them = you dead.
Maybe. But then, look at it this way: KF1 Fleshpounds / Scrakes spawned without the player's knowledge. You would already turn a corner and suddenly they were there. In KF2 this spawning is announced to everyone by a very noticeable sound cue. You should already be preparing to fight them.
The system needs work for sure, perhaps like for situations like this, but it's still an improvement.
Looks like I missed his post. Yeah, that would certainly work too. But no more auto-killing of Zeds. There's a better way of doing things than that.I disagree. It's not really an improvement, but a flawed alternative. I think Zyntethic's idea for example would be a better fit than the current system.
Looks like I missed his post. Yeah, that would certainly work too. But no more auto-killing of Zeds. There's a better way of doing things than that.
I don't like it either, it makes welding doors pointless and sucks a lot of the tactics out of the game.
That said, I would be okay if the crawlers and maybe clots had "alternate passageways" they could "warp" with, as it makes sense for them (especially crawlers) but for the bigger guys? Running halfway across the block away from a lumbering Scrake only to run into him when you open a previously shut door feels tacky and cheap.