I have a idea for a new specimen: A goblin like creature that is really short and can run really fast that has pipebombs/dynamite attached to it which will blow up once it reaches a character.
Problem is: how would you balance its damage? What happens if your team is clustered, playing on suicidal, and this zed's damage is too high, and one blows up taking the entire team?
Sure, that's something TWI can easily balance, but still.
I originally disliked the move to faster gameplay that was introduced in retail because it seems like a trend toward the more mainstream run-and-gun style. Surprisingly, despite being faster the game encourages camping more heavily because most specs are faster than you. The mod balanced players being on the same order of speed by having both sides slow and cornering you with numbers and durability. Adding faster specs will only turn KF into something like a rail shooter/ turret battle because you are vastly outpaced by attackers.
That's what I said.Umm we are outpaced by attackers now especially on the higher difficulties.
You can't usually be in the fray because you get flanked, cornered, ect. so most people cover an area, don't move, and hope you can kill the specs before they reach you. I realise that the old gameplay wouldn't mesh with weapons/specs from retail but there is no need to push it toward make specs faster/tougher because we kill them fast and they don't reach us. I like husks for this reason. It accomplishes it's job well and provides a decent thread without simply making a spec tougher, faster, or stronger.me said:because most specs are faster than you
Easily the most hilarious specimen in history