When playing with 3P Suicidal or HOE the game becomes much harder than 6P, you don't have a medic or a large/small zed killer for example.. I don't find it logical that you take the same damage if you're in a co-op 2P or 6P!
everything is almost double the damage from solo while there are only 2 players in the game
for example: if there's a firebug and a medic in the team of 6P that greatly increases the chance of winning and reduces the chance of losing by committing mistakes..
Source: https://wiki.killingfloor2.com/index.php?title=Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_multipliers
I know that the wave size changes from 2P to 6P but it's again easier because 6P means x4.5 the wave size while 2P gives 2 x wave size and 3 players give x2.75 wave size!
playing as two players is very close to solo, maybe 3 is a little bit less close to solo but the argument stands.
I think the game should offer something to mitigate this aspect, especially since the zed teleportation is a thing in the game. Zeds almost never teleport in a 6P game because every player is having the other player's back at his LOS.. while this not the same for a 2P or a 3P match
Source: https://wiki.killingfloor2.com/index.php?title=Mechanics_(Killing_Floor_2)#ZEDs_-_Teleportation
One more thing I'd like to mention is that players on a 6P server can hold an area (camp) on HOE and Suicidal difficulties while 2P and 3P can't because of the higher amount of zeds per player. I know this game is well optimized for teamwork but there's pretty much nothing we can do in a 2P situation
I would suggest to do something similar to the Scrake/FP/Boss HP's for when there's more than one player in the game (something that progressively increases)..Or maybe keep the 50 syringe healing feature for 2 or 3 players while keeping the 20 for 4+ players.
Source: https://wiki.tripwireinteractive.com/index.php?title=Scrake_(Killing_Floor_2)#Base_Statistics
Source: https://wiki.tripwireinteractive.com/index.php?title=Fleshpound_(Killing_Floor_2)#Base_Statistics
everything is almost double the damage from solo while there are only 2 players in the game
for example: if there's a firebug and a medic in the team of 6P that greatly increases the chance of winning and reduces the chance of losing by committing mistakes..
Source: https://wiki.killingfloor2.com/index.php?title=Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_multipliers
I know that the wave size changes from 2P to 6P but it's again easier because 6P means x4.5 the wave size while 2P gives 2 x wave size and 3 players give x2.75 wave size!
playing as two players is very close to solo, maybe 3 is a little bit less close to solo but the argument stands.
I think the game should offer something to mitigate this aspect, especially since the zed teleportation is a thing in the game. Zeds almost never teleport in a 6P game because every player is having the other player's back at his LOS.. while this not the same for a 2P or a 3P match
Source: https://wiki.killingfloor2.com/index.php?title=Mechanics_(Killing_Floor_2)#ZEDs_-_Teleportation
One more thing I'd like to mention is that players on a 6P server can hold an area (camp) on HOE and Suicidal difficulties while 2P and 3P can't because of the higher amount of zeds per player. I know this game is well optimized for teamwork but there's pretty much nothing we can do in a 2P situation
I would suggest to do something similar to the Scrake/FP/Boss HP's for when there's more than one player in the game (something that progressively increases)..Or maybe keep the 50 syringe healing feature for 2 or 3 players while keeping the 20 for 4+ players.
Source: https://wiki.tripwireinteractive.com/index.php?title=Scrake_(Killing_Floor_2)#Base_Statistics
Source: https://wiki.tripwireinteractive.com/index.php?title=Fleshpound_(Killing_Floor_2)#Base_Statistics
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