Going to respond to what I think needs to be responded to cause there's too many words going on, I haven't really read the dialogue above yet so pardon if I'm being redundant with anything that's being said. I generally try to avoid getting into thread discussions these days but you're generally polite around here so I wanted to respond:
Escadin;n2263723 said:
Second is your's, silverlighted:
It wasn't a comment. I
asked what is the qualitative difference between between KF1 M14 and GS? Why don't people who want the old M14 back play gunslinger if these are basically the same according to q3? Also what exactly makes the old M14 that special?
It's an honest question everytime I ask it yet I always get the same reply... sigh
I think q3 responded to this adequately. I thought you were just phrasing it as a challenging, rhetorical question. Which is why I responded the in the tone that I did.
But...I mean, I actually did answer your question. Maybe people don't want to play GS I thought was an appropriate response. I suppose I didn't spell it out as clearly as they did above (the pistols vs rifles bit) but to be honest, your statement really did shock me xd
And another thing:
I don't see how the mechanic itself encourages everyone to shoot the same giant. It only makes it possible - an option - as opposed to before where every time somebody hits the hitbox it would freak out (damage in kf1) or some dimwitt snatches the stumble cooldown you need for your safe kill (kf2 before). It also made it balancable to have lower affliction cooldowns across the board which is another big plus imo.
It's not mindless group spam if your medic opts for helping out with giant kills by buying a crossbow. Instead of standing by he can add damage and stun power to somebody else's attempt which is just as much teamplay as killing the trash off his back.
Yeah, I mean generally a perk should be good enough to reach the threshold on it's own especially while specc'd for it. However, an incap as strong as stun should require extra effort so why not team effort or a T4 giant slayer (only) weapon?
I think you misunderstand me a little (I didn't actually clarify my actual position so this is understandable). I don't mind the existence of these sort of afflictions that you can build up for roughly what you described.
But now they're all like that. That takes out options imo.
And from that addon paragraph, it sounds like you do understand where I'm coming from. It just sounds like you might differ on a specific issue, in this case, we're both alluding to a T3 weapon nerf, the m14 nerf. So that specific thing can be discussed in a relevant thread.
But I DO think the massive stun nerf, wasn't necessarily because of what you said about stun on a big zed needing extra effort, but because TWI is compensating for the team contribution. That's why I said I feel like by removing ALL instant afflictions, you are in effect encouraging team-shoot over single-person take-downs. I like the idea of having both of those feasible. I think that's why some ppl...in some thread...was suggesting the return of flinching or something? Something that is doable, reliable, but still technical. Some of those nade blunt combos in KF1 were hilariously cool.