Is sprinting too powerful?

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FoolishNinja

FNG / Fresh Meat
Apr 19, 2015
1,149
18
0
Problem is, medic and berzerker can dodge every attack by running away.
Even an enraged fp or scrake.
 

Eldiablo1989

FNG / Fresh Meat
Dec 3, 2013
31
0
0
I would like to see faster sprinting, but with a 10 second sprint meter, with a 20 second fill rate. that way you can't constantly kite, but when you need to run you actually feel like you're going somewhere.
 

jestdoit

FNG / Fresh Meat
Dec 31, 2013
63
0
0
Problem is, medic and berzerker can dodge every attack by running away.
Even an enraged fp or scrake.

Not on HoE. Even if you manage to juke like a ninja, the sheer volume of enemies (who will respawn in front of you) makes running futile.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Problem is, medic and berzerker can dodge every attack by running away.
Even an enraged fp or scrake.

Not sure about lv25 speed, but on suicidal a level ~15 medic cannot out run scrakes attack at all, and you can outrun some of a raged FP attacks.

You need to actually "dodge" their attack, you cant outrun their attacks.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
I would like to see faster sprinting, but with a 10 second sprint meter, with a 20 second fill rate. that way you can't constantly kite, but when you need to run you actually feel like you're going somewhere.

At the current setting as soon as you stop sprinting for 5 seconds, everything is at you face on suicidal+. So no.
 

tangosmango

FNG / Fresh Meat
Apr 23, 2015
5
0
0
Sprinting basically gives no movement speed. Not sure what you're talking about

I would like to see faster sprinting, but with a 10 second sprint meter, with a 20 second fill rate. that way you can't constantly kite, but when you need to run you actually feel like you're going somewhere.

I like this idea!
 

Beravin

FNG / Fresh Meat
Apr 24, 2015
45
0
0
Basically, its ridiculous on lower difficulties, and barely / not enough on higher ones. I remember on my first game of HoE we were starting to get overrun, so I tried to reposition myself only to find that a Bloat was easily keeping up with me. A lot of enemies can keep up with you, and there is a handful out there that can even run faster and kill you if you try and run from them.
 
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UserSD

FNG / Fresh Meat
Jan 8, 2012
424
14
0
On suicidal and hell on earth it's mandatory, any less would basically spell doom. The trash zeds are faster, they sprint, and the overall gameplay is MUCH faster than Kf1, by miles.

On hard, it's pretty much okay. Gives you an advantage towards most trash zeds, while bigger zeds can still pretty much outrun you and kill you. You can still be easily cornered on closed areas.

On normal? Heh, never played normal. :rolleyes:
 

Gregory Corso

FNG / Fresh Meat
Sep 6, 2011
46
8
0
[url]https://www.youtube.com/watch?v=X4_uJxtmnaY[/URL]

I made a video of some sprinting strategies recorded from Suicidal and Hell on Earth. Shouldn't be groundbreaking info for a lot of you but I hope it's a more helpful demonstration of the impact of sprint.

My recordings ended up choppy on populated servers, but make no mistake, sprinting isn't just useful for kiting around the map in solo play, it's really good generally. The extra flexibility of mobility reflects the shift of 'movement > mouse precision' in KF2.​
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Solo HoE is harder than Multiplayer HoE (if you have a descent team, of course).

My imporession from KF1 was you need to win solo on that difficulty to play multiplayer on that difficulty. Because I think multiplayer is much harder...

Now in KF2 I can win solo suicidal but I cant even carry pubs to see fleshpounds on hard....
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
Because KF2 requires more teamwork than KF1 did. And if your team sucks, then you can't do nothing about it. That's why I don't play on pubs.