It's a new game so the perk roles might change a lot. Who knows what we're gonna get, except those that know already of course :/I suppose Munk was talking about 4 perks shown in the latest dev diaries video: Berserker, Support, Commando and Medic. And here comes a logical question, which is based on KF1 experience:
how these perks are supposed to deal with Scrakes and Fleshpounds?
- AA12 spam?
- Medic block?
- Stupid kiting?
- 1-shot kill SC with buzzsaw, 2-shot FP?
- Shooting legs off and beating crippled body with "tactical shovel" till the death?..
The major difference is that pointing at the body of an FP and holding down you mouse1 down with AA12 is absolutely trivial, so it's also ineffective. Soloing a 6player HOE FP with M14 takes a big big amount of practice by trial and error and is still somewhat risky (if you fail or get interrupted the FP will still have plent of body HP left), so it's also effective. Same goes for the bow too on some level.Combos are fine until they really are combos: encourages using multiple different weapons --or even better-- performed by multiple players.
But I don't see major difference between spamming AA-12 or spamming M14EBR or "semi-auto" xbow...
If a player does a perfect 'combo' and he's playing an appropriate class for dealing with the bigger zeds and/or he's spamming nades I don't see why he shouldn't be able to kill even a 6man HoE FP alone.
I don't think zeds will sit around and let themself be combo'd anymore though.
I agree with you my dearest friendsTeamwork combos > muh m1 spamfest teamwork > Magerdy hurr
Seriously though FP's and scrakes lost their scary after a couple games even though it wasn't until about 200 hours that I actually knew how to kill them.
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