FoolishNinja;n2262891 said:I assume youre talking about the combos, In KF2 there are as same as lot of systems to deal with zeds, for example stumbling leg and body stumble, stun, flinch-lock, weapon combos, etc.
It has the same system as KF1 but more.
Ever seen support taking down 6p HoE scrake with just a db? The player does some insane combos, what you could never do in KF1.
I'd say KF2 only has flinches that are usable now. Pre 1034, they had all those options because it was an on/off switch. Now with the fire incap style changes, you go from weapon X WILL stumble ZED Y to weapon X will only stumble ZED Y if I fire R many shots into his arm within T seconds otherwise it is R+1 or R+2 shots. This just doesn't promote proper play. Eventually we'll get to a point where player A will always take a static amount of shots due to teammates clearing and his own personal skill has finally hit the ceiling but until then you have a huge variance. Due to this, flinches caused by a bash/melee are the only usable cases in a combo.
The difference is as such : pre 1034 I could say 2 DE HS, 5 SW500 HS with the first SW500 stumbling (for SC). Currently : I sadly can say, go ahead and ADS on SC's head then spam through DE and SW500. It'll flinch, stumble, flinch again and then eventually kill. That just isn't my kind of game.
The SUP SC DBS kill that's gaining popularity now is possible because of the flinch's low cooldown. There have been methods to kill prior to this from 1000-1008 (circle strafe days) and from 1009-1033 (bombard tactics). In KF1, it was even faster due to the katana flinch -> HSG uppercut.
Who knows where this game is going to end up but the one point I can bring back up is keep the options open for multiple playstyles.