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I really dislike QuarterPounds

Gordyne

Grizzled Veteran
Nov 4, 2015
47
4
And I also think they could be removed from the waves. Make them spawn in KFP boss only.

When wave 7/10 8/10 and later come I'm waiting for the epic 2 or 3 FP + SC fights and instead these little shits spawn and are quickly dispatched by a half decent Demolitionist.

I also like playing as Sharpshooter and most maps aren't good for this perk. Then come the mini-FPs to make things even more frustrating.

When they were added I thought it would be a temporary thing. Like a joke or something, then they stayed.

I love this game but some decisions like this seem very odd.

Just postin this to see people's opinions about these ZEDs.

What do you guys think?
 
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My only issue is that they are somehow faster than other zeds and deal nearly the same damage as fleshpounds.

And idk if its me, but their attack consistency for parrying is a bit off... similar to scrake, but scrake is much worse in that department (i mean they do dmg before the animation even shows it)

Honestly with their fists shape, they'd make more sense as a knock backing zed. Deals less damage but has a bit higher knock back (because their fists don't have teeth like fp does, so it doesn't grab the tissue)
But yeh, right now they are quite annoying.
 
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I never had any problem with Quarterpounders to be honest. I actually feel that it's a nice twist on the classic Fleshpound. My only gripe is that seeing them coming as soon as WAVE TWO is just a dickmove. Unless you got some grenades, you're in for a world of hurt.

Besides that? Nope. I'd say I like them a lot actually.
 
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Aleflippy;n2328213 said:
I never had any problem with Quarterpounders to be honest. I actually feel that it's a nice twist on the classic Fleshpound. My only gripe is that seeing them coming as soon as WAVE TWO is just a dickmove. Unless you got some grenades, you're in for a world of hurt.

Besides that? Nope. I'd say I like them a lot actually.

Well, I wouldn't mind much if they spawned at waves 4 and 5 and maybe 6. But after that I just want to fight those Big FPs. Waiting for the climax of wave 7+ just to have measly QPs show up it's really depressing and just a big change to what KF players were used to. If the devs wanted to do something "different" that's fine and I support the risk taking, but I don't think this is a good way.
 
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Gordyne;n2328214 said:
Well, I wouldn't mind much if they spawned at waves 4 and 5 and maybe 6. But after that I just want to fight those Big FPs. Waiting for the climax of wave 7+ just to have measly QPs show up it's really depressing and just a big change to what KF players were used to. If the devs wanted to do something "different" that's fine and I support the risk taking, but I don't think this is a good way.

I believe it's kind of the idea. You never know if you're gonna have one or the other. And it's sometimes far scarier to fight 4 to 6 "small fleshpounds" which are faster and deal just as much damage than a big FP tank.

After all, assuming you got a sharpshooter and/or demolitionist, even the towering Fleshpound can get killed quite easily...
 
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imnrk;n2328219 said:
Personally, I prefer them to regular fleshpounds, since they don't soak up so much damage and any perk can kill them with ease. I never really liked the "bulletspongeyness" of the regular fleshpounds.

Well, that is the problem, any perk can kill them with ease. It makes the game less tactical/strategical and more shooty. And I like Killing Floor because it makes you think about team composition/roles and positioning. FPs and SCs come in later waves to test how well your team organizes and prepares. QP do so in a much more forgiving way as I see it, which simplifies the game.

infntnub;n2328225 said:
It's also nice that it doesn't necessarily require a demo or sharp to address them.

Exactly, which dumbs down the game(less preparation, more pew pew). You actually can deal with FPs without sharp or demo as long as your team is more organized. SWAT can stun and kill FP with the help of a Commando or Support while the rest of the team protects you both. It's a trade off: Demo and Sharp kill FP easily, but don't clear trash so well. Swat + Mando or Support kill FP with more difficulty, but clear trash easily.
 
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infntnub;n2328225 said:
They require your attention and go down much faster than the standard FP. It's also nice that it doesn't necessarily require a demo or sharp to address them.

flippy's post above me summarizes it quite well.

Ah, but the FPs give you much less room for mistakes if the sharp fumbles that shot or if the team doesn't split their focus correctly between small zeds/FP SC. They are also much more dangerous when blocking narrow passages, which is what kills most in this game. If a QP is blocking the way, you have a much better chance of killing it because of it's health. Which, again, dumbs down the game.

QPs could fit in the middle waves, though, to give them a bit of flavour :)
 
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Gordyne;n2328248 said:
Well, that is the problem, any perk can kill them with ease. It makes the game less tactical/strategical and more shooty. And I like Killing Floor because it makes you think about team composition/roles and positioning. FPs and SCs come in later waves to test how well your team organizes and prepares. QP do so in a much more forgiving way as I see it, which simplifies the game.



Exactly, which dumbs down the game(less preparation, more pew pew). You actually can deal with FPs without sharp or demo as long as your team is more organized. SWAT can stun and kill FP with the help of a Commando or Support while the rest of the team protects you both. It's a trade off: Demo and Sharp kill FP easily, but don't clear trash so well. Swat + Mando or Support kill FP with more difficulty, but clear trash easily.

People playing solo can just go **** themselves then?
 
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Aleflippy;n2328266 said:
People playing solo can just go **** themselves then?

Oh yes, that's exactly what I said isn't it? /s

This game is mostly directed towards online play, but you still can solo HoE with all perks with skill + game knowledge, as far as I know.

Plus, there is no problem in applying different balance rules for solo(you heal 50 hp per syringe charges). FPs and SC could be have a bit less % resistances to Fire/Bullet/Explosive, but such a change would be work done to satisfy only a small minority of players.

You can't just dumb down the game because x% of players want to "play solo" or whatever.

I, for once, don't have the skill to beat solo HoE yet, but I know it can be done and it is I who should improve, not the game to be brought down to my level.

Also, this complaint made no sense, because the QPs are random afaik. Even in solo play you could get the 2 FP spawn and would have to deal with it...
 
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There is a noticeable relaxation of perk roles between KF1 and KF2 in that KF2 focuses more on bringing variety in play style (i.e. all perks are viable) rather than team organization. For example, it is unheard of for an SMG wielding Commando to go up against an FP in KF1, but it is possible for a SMG wielding SWAT to down an FP in KF2.

That being said, solo play in KF1 was never an issue either despite its strict perk roles.

If anything, the rules in KF2 for solo and multiplayer can simply be made different, i.e. Zeds in solo play are scaled towards its current state ("anyone can be a hero in solo"), whereas multiplayer is scaled towards KF1's style of perk specialization.

However, I do like the QPs since they pose a major inconvenience that one has to overcome, which I think adds more to the game than it takes away. QPs are more in the domain of Berserkers and Support Specialists than Sharpshooters.
 
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I think the OP missed the part where they became permanent after the Halloween Update in 2017, where King Fleshpound became a standard boss. But, I do enjoy racking up big zed kills off QPs. Their strength lies in numbers, as one solo guy can be easily dealt with. It's also more challenging when a group of 6 spawn with 2 of their big brothers, and half of the group is already pissed. In a way, it's the game telling you to go and die already, but it appears more fun and really gets you moving than simply killing the fleshpounds first and dealing with the scrakes last.
 
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