Right, so this post is coming from the perspective of a masochist with 1200 hours in KF and 30 in KF2 who wants games to be as difficult as humanly possible when it makes sense. That doesn't make it any more or less valid than anyone else's, but there it is. I'm not going to go particularly in-depth and a lot of it is probably a rehash of what's already been said, but whatevs.
Thoughts on Commando:
Commando is my bb. Anyone who's played with me knows this. I think he was arguably the only completely balanced class in the first KF and he's..pretty okay in KF 2, but he needs some tweaking. As Gibby pointed out (which I hadn't even thought of), you can no longer see Zed health bars at all times. This is a change I really dislike as it almost defeats the purpose of having health bars in the first place. Part of Commando's appeal was that he could prioritize targets no matter what, and now the health bars arbitrarily disappear (yes I know it's not actually arbitrary). It makes the class less enjoyable even to me, which is acutely distressing. I'm level 17 so I haven't gotten to the higher-level perks yet.
Welding:
I really enjoy that dead doors now stay dead forever, but they need way more health than what they have. Right now welding is useless unless you want to stand around guarding a cardboard door for like 2 minutes before it breaks. Make em tanky and it'll be perfect
Medic:
I played the absolute piss out of Medic in KF. I loved having to time heals and become a good shot with the darts. That sense has pretty much disappeared for me with the stupid beeping noise. I get the lockon, but the beep when you see teammates with any amount of health missing is dumbed down and irritating at best. You don't even have to think as a Medic, the class does everything for you. If the beeping must stay, at least have it only trigger at low life or something.
Zerker:
Haven't played it. Like..at all. Feel free to disregard anything I say. From what I've noticed they're fairly inefficient at killing big guys compared to Support, but who knows with pubs. A lot of the perks don't seem to make sense, such as any that trigger when x% of health is lost. If a zerker is on low health, he's either in big trouble or a Medic isn't doing their job. Not the best thing to base a mechanic off of.
Support:
I'm only like level 2, but I'm sure everyone's noticed the AA12 metagame. The hunting shotty also seems pretty weak for what it is. The Supplier perk could use some sort of visual indication; right now it's impossible to know who has it unless you stand right next to them. Not much else to say about Support, not really my bag.
Voice acting/voice system:
We all know the wheel menu sucks. Not gonna touch that. The new voice acting is great despite people being overly attached to the old voices, but jesus god the characters never shut up. I've heard LOOKS LIKE A TOY, KICKS LIKE A MYEWL so many times I could shoot that senileass priest. I enjoy the general chatter, callouts, and character interaction, but at the very least they shouldn't repeat themselves constantly.
Other stuff:
I think more zeds should spawn in each wave, or spawn in different ways. It usually feels like waves are over extremely quickly and you're left with Scrake/FP stragglers that your Supports have to search for AA12 ammo to kill. I often see multiple Scrakes and/or multiple FPs spawn at the same time, which isn't a problem in itself per se, but right now most of the challenge seems to come from trying not to run out of ammo because the big guys are bullet sponges. It'd help if maybe big zeds were staggered so they spawn with more trash instead of three Scrakes and an FP. Zeds have too much HP in general but that's already been established.
Gonna cut myself off now before I ramble forever. KF2's off to a solid start, especially considering the quality of most 'early access' games. I really missed playing KF and this is already way better. Looking forward to seeing where it goes.
Thoughts on Commando:
Commando is my bb. Anyone who's played with me knows this. I think he was arguably the only completely balanced class in the first KF and he's..pretty okay in KF 2, but he needs some tweaking. As Gibby pointed out (which I hadn't even thought of), you can no longer see Zed health bars at all times. This is a change I really dislike as it almost defeats the purpose of having health bars in the first place. Part of Commando's appeal was that he could prioritize targets no matter what, and now the health bars arbitrarily disappear (yes I know it's not actually arbitrary). It makes the class less enjoyable even to me, which is acutely distressing. I'm level 17 so I haven't gotten to the higher-level perks yet.
Welding:
I really enjoy that dead doors now stay dead forever, but they need way more health than what they have. Right now welding is useless unless you want to stand around guarding a cardboard door for like 2 minutes before it breaks. Make em tanky and it'll be perfect
Medic:
I played the absolute piss out of Medic in KF. I loved having to time heals and become a good shot with the darts. That sense has pretty much disappeared for me with the stupid beeping noise. I get the lockon, but the beep when you see teammates with any amount of health missing is dumbed down and irritating at best. You don't even have to think as a Medic, the class does everything for you. If the beeping must stay, at least have it only trigger at low life or something.
Zerker:
Haven't played it. Like..at all. Feel free to disregard anything I say. From what I've noticed they're fairly inefficient at killing big guys compared to Support, but who knows with pubs. A lot of the perks don't seem to make sense, such as any that trigger when x% of health is lost. If a zerker is on low health, he's either in big trouble or a Medic isn't doing their job. Not the best thing to base a mechanic off of.
Support:
I'm only like level 2, but I'm sure everyone's noticed the AA12 metagame. The hunting shotty also seems pretty weak for what it is. The Supplier perk could use some sort of visual indication; right now it's impossible to know who has it unless you stand right next to them. Not much else to say about Support, not really my bag.
Voice acting/voice system:
We all know the wheel menu sucks. Not gonna touch that. The new voice acting is great despite people being overly attached to the old voices, but jesus god the characters never shut up. I've heard LOOKS LIKE A TOY, KICKS LIKE A MYEWL so many times I could shoot that senileass priest. I enjoy the general chatter, callouts, and character interaction, but at the very least they shouldn't repeat themselves constantly.
Other stuff:
I think more zeds should spawn in each wave, or spawn in different ways. It usually feels like waves are over extremely quickly and you're left with Scrake/FP stragglers that your Supports have to search for AA12 ammo to kill. I often see multiple Scrakes and/or multiple FPs spawn at the same time, which isn't a problem in itself per se, but right now most of the challenge seems to come from trying not to run out of ammo because the big guys are bullet sponges. It'd help if maybe big zeds were staggered so they spawn with more trash instead of three Scrakes and an FP. Zeds have too much HP in general but that's already been established.
Gonna cut myself off now before I ramble forever. KF2's off to a solid start, especially considering the quality of most 'early access' games. I really missed playing KF and this is already way better. Looking forward to seeing where it goes.