[poll] Revert back to 1063 or continue with the current state and improve upon it.

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Scrublord

FNG / Fresh Meat
Aug 2, 2016
355
15
0
34
infntnub;n2321577 said:
The weight changes on zerk weapons completely baffled me - senseless changes IMO. Price adjustments were also not needed. I really don't know where any of those changes came from - certainly not from player feedback.

Zerk weapons became overall more expensive because zerk (with some exceptions) does not require ammo. Not only do they save money by not having to buy ammo, they also save money by not needing to buy a second weapon (and thus a second ammo pool.). Zerk was always incredibly cheap to fund.

They went a bit overboard on katana (750 would have been fine, so that you can -probably- buy it wave two) but it's fairfor the rest.
 
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imnrk

Active member
Jul 9, 2015
702
95
28
I voted to continue with the current flow. I'm not really experiencing the same frustrations that a lot of people seem to be. There are definitely issues with the latest update, but nothing close to being game-breaking or ruining my enjoyment. I think it's a step in the right direction, and am excited to see how the game will continue to evolve.
 

hisoka_fingerland

FNG / Fresh Meat
Mar 3, 2016
27
2
0
www.gametracker.com
To me the E.D.A.Rs is the only thing that should be removed, they are definitly not fun, even after some balance, they are still bullet sponge, they are clearly the worst addition to the game. But i like the others things, new maps and weapons are cool, and i kinda like the upgrade system.
But yeah E.D.A.Rs are a big no, they are not fun, they are not even ZEDs, they add nothing else than frustration to the game.
 

Kazaanh

Member
Sep 21, 2011
61
12
8
Polska
Usually a buggy feature that has been present since KF1 and wasn't fixed up until now. Is a really bad idea, everyone was using it, playing with it. A little too late, while cheesy it also broke zerker gameplay flow entirely.

Being unable to cancel attack and block incoming attack just made this perk even more unfun to play.

A long used bug = made as a core feature by players = too late to remove it

Also about EDARs, make a new Robo-Zed faction and put them there. Let the games randomly choose to spawn either zeds or robo-zeds or swap them during waves. EDARs feel cheap, not fun to play against in both visual and gameplay style. We got 3 new robo zeds reussing same assets, thats lazy and unspiring.

Instead of adding more reused assets like king fleshpound, fat guy boss, micro fleshpounds, edars , rioters make completely new zeds like Twin blade Gorefast ( which is absolutely amazing and fits ). Add to each existing ZED new attack patterns, wasn't it how game was advertised? Game difficulty would scale not with HP increase or dmg but with ZEDs getting new abillities and we are still missing new ZED abillities from HoE. They got nothing. Imagine Husk getting a fire-spit abillity that would shoot flaming fireball setting on fire ground under you or block your path with hot-flames. That adds some potential new gameplay tactics and threats.

I would love more variety in zeds like gorefast that would behave like twitcher from deadspace, or crawlers using walls/ceilings, or ZED with chaingun instead.
 
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Kothre

FNG / Fresh Meat
Apr 24, 2015
339
14
0
I think I've actually had a change of heart about the sharpshooter adjustments. I think the railgun is actually in a good spot now. I'll admit it was actually kind of OP before, and now it feels more balanced with the need for an additional headshot on big ZEDs since the ammo count got an increase too. Now it feels more like a weapon I can actually use for mid-tier threats like EDARs and Husks without wasting ammo. If you really need to one-shot the big guys, the AMR is there now, too.
 

Barry_Lincoln

FNG / Fresh Meat
Oct 19, 2017
20
5
3
42
Scrublord;n2321606 said:
Zerk weapons became overall more expensive because zerk (with some exceptions) does not require ammo. Not only do they save money by not having to buy ammo, they also save money by not needing to buy a second weapon (and thus a second ammo pool.). Zerk was always incredibly cheap to fund.

They went a bit overboard on katana (750 would have been fine, so that you can -probably- buy it wave two) but it's fairfor the rest.

So much for funding the medic. That's what all my spare dosh went to B4.
 

infntnub

Grizzled Veteran
Sep 25, 2012
2,313
110
63
Pennsylvania
infntnub;n2321577 said:
The weight changes on zerk weapons completely baffled me - senseless changes IMO. Price adjustments were also not needed. I really don't know where any of those changes came from - certainly not from player feedback.

Guess I'll just go screw myself on this one - weight changes are here to stay it seems. One of the few things that still made me play from time to time was derping with my Survivalist as the rest of the game just seems stale (adding robot enemies doesn't really change that).

The katana was a big part of that.

Ah well.

More time for TF2 and Overwatch.
 

s5yn3t

Grizzled Veteran
Sep 20, 2015
2,578
382
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infntnub;n2322498 said:
Guess I'll just go screw myself on this one - weight changes are here to stay it seems. One of the few things that still made me play from time to time was derping with my Survivalist as the rest of the game just seems stale (adding robot enemies doesn't really change that).

The katana was a big part of that.

Ah well.

More time for TF2 and Overwatch.

aye.
getting salt mined in matchmaking pubs and community servers are top dead in EU... Unless its trade or 2fort xD
 

Buzzkillinton

FNG / Fresh Meat
Dec 5, 2016
516
52
0
www.gametracker.com
Reload cancelling is back...good.

Katana is still 850.. very very bad.

upgrade system itself is OK, but it is too expensive. need to reduce the upgrade pricing 30-50%, OR make the t5 upgrade a bigger jump over other tiers to make it worth not having a 2nd weapon or not stocking up someone else. and as someone mentioned..yeah poor medic :(

EDARS...health wise, they are OK now..but what is exceptionally annoying is their melee attack. cant tell you how many times i have a bunch of stuff in front of me as a zerk, and the EDAR jumps at me and passes through or around me..so all of a sudden i have lots of stuff in front of me and now i have an EDAR behind me..

There needs to be a difficulty BETWEEN SUIC and HOE...SUIC is boring..and HOE (for an average pub team) is brutal in most maps...i.e. smaller maps that you cant really kite well on. i cant imagine how people play anything other than medic, zerk, and GS on HOE in the early rounds..
 

LunaticMaster

Active member
Jun 5, 2013
317
46
28
Finland
Agreed so much! We didn't have and didn't need this upgrade system in the KF1 to make the game more enjoyable. And we don't need it in the KF2 either.

We also have weapon tiers for a reason. Ar-15 is a tier 1 weapon because it's an starting weapon and Scar-L is an tier 4 weapon because it's the cream of the crop of the Commando's arsenal.

Upgrade system for the garbage bin!