Not likeing the way it's going.

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moleculo

FNG / Fresh Meat
Mar 2, 2013
768
0
0
They skewed the truth a little bit to please TB, he's clearly not a hardcore KF player. :)



I don't see any harm in them doing some preliminary balance passes, there's a long time to go until release. Besides everyone could see the regular trash was way too easy, it made sense to buff stuff up. It could still do with some buffing.

The zed HP scaling for bigger zeds needs to be looked at though, especially for higher difficulties. I strongly believe there needs to be the capacity for one person to skillfully (not counting endless parry matches, they have no practical application on the double FP wave when you also have tons of other trash) solo a fleshpound/scrake on 6p hard/sui/hoe.

Right now they ARE bulletsponges, much worse than in KF1, with no recourse to EBR's/LAR's/crossbows/demolitions.
About that, there seems to be a much lower skill ceiling in KF2. No matter how good you are you still need your team and get mauled by the big guys. You can't change the outcome of a fight as much. But I dunno, it might be a good thing too that this time around it really is a about teamwork.
 

naksiloth

Member
Dec 29, 2010
432
14
18
I didn't get into the beta, not because I can't get a key but didn't care about it at all since I have stuff to done before that.

But if this gonna be a cross-platform "experiment" -that many games got trials and many errors as well- there better be some differences.
I'm thinking about a wide tutorial about teamplay or a very small single player scenario (like in the mod), to get player warmed up to the idea of trusting teammates for both platforms or at least a testmap embed in from the start without mappers attempt it.

Oh... and yes, game is more of a teamwork-oriented since you guys don't have overpowered perks anymore. All perks that were overpowered in KF1 seem to be split into smaller counter-parts of its aspects.
 
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Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
879
5
0
Adding sharp is probably going to be the biggest balance change they can do right now, although we're not even sure if it's going to even serve the same role as it did it KF1.
 

kliziflip15

FNG / Fresh Meat
Mar 31, 2015
498
1
0
Adding sharp is probably going to be the biggest balance change they can do right now, although we're not even sure if it's going to even serve the same role as it did it KF1.


it will server the role it was supposed to serve in KF1....sharpshooting...

so high headshot damage, low ROF weaponry

I mean come on...even crossbow or M99 wouldnt be gamebreaking in KF1 if your sidearm could pop heads of most enemies in 1 shot

not to mention enemies are more agile in KF2...even on normal
 
Jul 8, 2013
668
2
18
I don't see any harm in them doing some preliminary balance passes, there's a long time to go until release. Besides everyone could see the regular trash was way too easy, it made sense to buff stuff up. It could still do with some buffing.

The zed HP scaling for bigger zeds needs to be looked at though, especially for higher difficulties. I strongly believe there needs to be the capacity for one person to skillfully (not counting endless parry matches, they have no practical application on the double FP wave when you also have tons of other trash) solo a fleshpound/scrake on 6p hard/sui/hoe.

Right now they ARE bulletsponges, much worse than in KF1, with no recourse to EBR's/LAR's/crossbows/demolitions.

See http://forums.tripwireinteractive.com/showpost.php?p=1344288&postcount=7

Has anyone even tried nade comboing a FP as supp?
 

Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
879
5
0
it will server the role it was supposed to serve in KF1....sharpshooting...

so high headshot damage, low ROF weaponry

I mean come on...even crossbow or M99 wouldnt be gamebreaking in KF1 if your sidearm could pop heads of most enemies in 1 shot

not to mention enemies are more agile in KF2...even on normal

We don't know if any one class is really meant to be a Sc and fp killer single handedly. With Support grenade stacking gone, they can't reliably take out fps. AA12 doesn't instantly kill them.

I mean, seriously, zerker is meant to be a tank and half of his buy options are ranged now. Sharpshooter might be a ranged stunner for all we know.
 
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WalterS

FNG / Fresh Meat
Mar 21, 2015
63
0
0
Welcome to coop gaming 2015. KF1 probably didn`t have it because all the kiddies were playing CoD. Now you flash this epic horror survival game with one best gore systems ever in gaming history. Of course all the little kids will want a peace of the cake. So expect more of them once the game goes EA. The only way to avoid them is to play with people who know are not like them.

I just hope these toxic noobs won`t influence the devs decision on certain aspects of the game. If the game was designed to kick my a** then that is what it should do. I bet that in the future there will be "Hell on earth is impossible to beat. NERF NOW!" posts popping up.
 
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silverlighted

FNG / Fresh Meat
Apr 19, 2013
883
10
0
Then figure new mechanics. Learn. Adapt.

That is the core of survival, is it not?

^this. Gee. New game, new mechanics, who'd have thought you'd have to find new tactics. Obviously, the fear is that KF2 won't be as deep as KF1 but...we gotta explore first instead of just lamenting the loss of specific mechanics from a prequel.
 
Jul 8, 2013
668
2
18
Then figure new mechanics. Learn. Adapt.

That is the core of survival, is it not?

Ok, FP has a lot of health. FP has weakness to nades/explosive damage. You can't stack nades. You've just made it when no person other than sharp or demo can kill a FP quickly.... Mando and supp combos are out, demos combos will have to change but that's ok, but you've removed the method for how a single player can take out a FP. And those made combos aren't OP either, demos, sirens, husks, stalkers etc can all get you killed.... I'm ok with new combos, but is there a way for one person to cleanly take out a FP? I don't mind gitting gud but there has to be something to git gud at....
 

Jovial

FNG / Fresh Meat
Jul 10, 2012
519
2
0
Sweden

Like others pointed out nades don't work the same here. The closest thing which was efficient (but I still feel there should be more options available than nade combos since sirens often accompany FP's) was nade + AA-12 spam and of course the Pulverizer pre-nerf. I haven't experimented too much with hunting shotgun after I initially noticed jumpshots seemingly did nothing to scrakes or fleshpounds.

Another point to remember is lvl 20 support will unlock more options in their loadouts, with 5 extra potential carry weight. Like using combat/medic shotguns + other guns, or adding a Pulverizer to the mix, though I'm not sure how good that is since the nerf.

All of this is useless however, if the HP scaling stays the way it is. I agree with you, relying on mindless team spam to kill the big guys is far from my idea of fun in KF, especially considering I play pubs almost exclusively and just getting 2-3 half decent players in a team is a god send. :D

I want to see what we had in KF1, where a skilled player can specialize in a certain role and not need the help of their team if a wild scrake/fp appears.
 

Fatchaos

FNG / Fresh Meat
May 16, 2009
177
0
0
www.furaffinity.net
Ok, FP has a lot of health. FP has weakness to nades/explosive damage. You can't stack nades. You've just made it when no person other than sharp or demo can kill a FP quickly.... Mando and supp combos are out, demos combos will have to change but that's ok, but you've removed the method for how a single player can take out a FP. And those made combos aren't OP either, demos, sirens, husks, stalkers etc can all get you killed.... I'm ok with new combos, but is there a way for one person to cleanly take out a FP? I don't mind gitting gud but there has to be something to git gud at....

I am sure there will be ways / are ways already. Not everything is implemented inside the game yet. From what I've studied, there are ways to hinder FP, even if you cannot take him out quickly without concentrated firepower.

Perhaps the new mechanics allow for less of one player taking out 'big game', and rely rather on teammate combo-wombos. Sure, mere concentrated fire, barrels hot is 'uncreative' but effective at times, but I'd believe some of these combos will be far more effective than gunspammage.

The game is still in such early stage that it is too hard to predict just how these will work, maybe one skilled player with the right perk and the right guns can solo deal with scrakes and FP.

The less of one mechanic may just be a door for a dozen of new styles!
 

Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
879
5
0
Ok, FP has a lot of health. FP has weakness to nades/explosive damage. You can't stack nades. You've just made it when no person other than sharp or demo can kill a FP quickly.... Mando and supp combos are out, demos combos will have to change but that's ok, but you've removed the method for how a single player can take out a FP. And those made combos aren't OP either, demos, sirens, husks, stalkers etc can all get you killed.... I'm ok with new combos, but is there a way for one person to cleanly take out a FP? I don't mind gitting gud but there has to be something to git gud at....

The way they seem to be going is to have either everyone focus it before it does damage or a zerk parries or stuns it or whatever and some dps perks go after it. Nothing is known about sharp atm other than his standing still damage bonus, so it probably is going to function largely the same way but hopefully with less trash potential.
 

juliex011

FNG / Fresh Meat
Oct 12, 2014
93
0
0
USA
Relax!

Relax!

There will be jerks on every game. There always are. I don't think you can avoid that, really.
Also, I think a lot of people -- including me -- are coming in with a certain expectation of how KF2 works compared to KF1, and it's totally different. And that's great. It's hard, it's frustrating, and it's new. What's not to love about that? It'll take time for all of us to get better. But that's the fun. The game's amazing. I can't wait to see where it goes! :)
 

mrsirr

FNG / Fresh Meat
Apr 12, 2013
4,077
0
0
Over here, no not there, here.
Well keep in mind we only have 4 perks right now. And in KF1 two of these perks were never ever intended to be anti-FP. So with the current lack of demo and sharpshooter everybody has to step up and spam those big guys.
 

Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
879
5
0
So basically spam until dead... `~`
If it is just spamming until dead then that's at least requiring people to not focus on trash zeds around them, but having to manage the tank to keep itself between heavier zeds and the dps players is a better model than the whatever, sharp (has no trouble with trash, anyway) or demo needs to kill it or we wipe one. I'm mostly concerned about if anyone can just stop heavy zeds with parries or melee or if it has to be a designated tank class to fill the role. Even if sharp couldn't deal with every zed in KF1, it was still just crowd control and sc/fp dealers.

I think that since gunslinger is going to probably be a crowd control headshot class that sharp with the standing still bonus will be limited with its trash clearing abilities but is still going to be focusing on single target. There's already commando as pure cc and support as cc with some single target. It might just require a tank and a single target class to take out a heavy zed if everyone just unloading on it isn't designed to work on higher difficulties.
 

UserSD

FNG / Fresh Meat
Jan 8, 2012
424
14
0
Know what is truly funny? The game isn't even in early access yet and people are already complaining about stuff that might be changed a week from now.

We only have 4 perks out of about 10. We only have a handful of weapons out of about god knows how many.

We might not even have all the zeds they're considering putting into the game, nor all the mechanics.

I'm all for constructive criticism and everything, but for f***s sake can you give people a break?