Soo... guess we're done welding now?

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[TW]Curt

Tripwire Interactive Staff
Apr 27, 2015
37
0
0
played endless hours of KF1, so have you, we all know about welding doors and camping. It's fun.

Can't do that in KF2. At all. In fact welding doors is a nuisance! So annoying when that brigade of supports starts welding everything because as we all know, those doors aren't worth any XP open.

When that unspoken "its time to bug out" time happens, the group scatters, survives, and regroups.

Hard to 'scatter' through a welded door.

Not even talking about the "sooner or later doors explode" thing, which just says "even if you DO find a good spot to camp, surprise! it's not".

The only use I have for welding now is escaping a rampaging scrake or fleshpound I'm not ready to deal with yet. Run through a door then quickly weld it behind you, takes some practice but very effective.

I'm sure the modders will be out in droves creating "long hallway of spawn doom into a gun shop" maps, but as things stand now, at least could Tripwire please remove the XP for welding? It encourages really annoying trollish behavior.
 

Radio Friendly

FNG / Fresh Meat
Apr 28, 2015
6
0
0
How is welding doors trolling behaviour?

Camping isn't as effective in KF2... that doesn't make welding useless.
 

adder1

FNG / Fresh Meat
Jan 7, 2011
86
21
0
USA
How is welding doors trolling behaviour?

Camping isn't as effective in KF2... that doesn't make welding useless.

Herpderp: "Euagh, I wanna level my Support up faster! Oh, hey, it's trader time and there are plenty of doors here!"

*five minutes into wave 7/7*

"Time to bloody run, everyone!"

...

"Who the hell welded all these doors?!"

/teamwipe
 

Radio Friendly

FNG / Fresh Meat
Apr 28, 2015
6
0
0
Because this is a problem that is completely exclusive to KF2 and never happened in KF1? People often trapped players in that game too.

The fact that some people are idiots doesn't make the entire mechanic troll behaviour.
 

Radio Friendly

FNG / Fresh Meat
Apr 28, 2015
6
0
0
Like the poster above me stated, I most often use it to just block one route which tends to funnel more zeds through other entrances that your team is covering.

It's less about locking down an entire area and camping a single entry point and more about just moving zeds around so you're not being pushed from all angles.

One place off the top of my head where this seems to be effective is the meat grinder room in Biotics... weld the door at the top of the stairs and it channels zeds through the hallways from the main entrance and from the office space... people don't have to be constantly watching their backs this way.

That being said, while I don't consider it useless I do think it could use improvement.
 
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CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
If you still have any functional doors by wave 7/7 then doors being welded TOO much is clearly not your problem. :eek:

The doors are absolutely useless against Hans anyways, so your team's goal should be to use (and let break) a couple of doors per wave. And if you're using them correctly, those doors mean about a dozen zeds clustered together for a single grenade or penetrating weapon to take out at once.

Honestly, it's probably the "everyone scattering in a panic" part that's getting you all killed. Teams should never "scatter". Beating a hasty retreat or fighting your way to a different room is good, but that's something you should be doing together and with good communication
 
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JohnNyan

FNG / Fresh Meat
Apr 29, 2015
81
0
0
Honestly I find wielding pointless and stupid.
Even if you wield a door and keep it at 100% it'll still break after a while. Now "IF" the doors re-spawned, then I wouldn't mind them breaking despite 100% reinforced. But the point is they don't and with the Zed Teleporting nuisance, wielding is 100% useless.

I've found having a human flesh door is more effective. Than a door itself.
 

[TW]Curt

Tripwire Interactive Staff
Apr 27, 2015
37
0
0
Very little trolling in a premade squad, not talking about that.

Referring to the more common pug that basically knows what its doing.
 

Reallifeh8er

FNG / Fresh Meat
Jan 5, 2014
1,110
9
0
Equestria
Herpderp: "Euagh, I wanna level my Support up faster! Oh, hey, it's trader time and there are plenty of doors here!"

*five minutes into wave 7/7*

"Time to bloody run, everyone!"

...

"Who the hell welded all these doors?!"

/teamwipe
I would laugh :D

But seriously doors almost lost it's purpose in KF2 :(
 

Worth

FNG / Fresh Meat
Apr 25, 2015
6
0
0
Wielding is very very very very very useless in this game, you can't even shoot the zombies unwielding the door/window as they tear it apart, so BS.
 

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
476
42
0
Referring to the more common pug that basically knows what its doing.
the more common pug that basically knows what its doing.
common pug
knows what its doing

Ahem...at any rate I'm tired of hearing various statements to the effect that camping / welding doors is now useless in KF 2. These statements are a badge for noobs.
 

weeman2412

FNG / Fresh Meat
Jan 11, 2010
359
48
0
The only time I found welding at all useful is when my group decided to camp hotel. It funnels almost all the zeds to the stairs allowing for easy killing. In biotics lab it's absolutely stupid to weld any door because the best place to fight is at the meat grinder where there are no doors to strategically weld. Forget welding on outpost.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,220
2,716
0
Doors seem to get destroyed almost as soon as the zeds even get to them. Door permadeath is great. Door health is not.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
Doors seem to get destroyed almost as soon as the zeds even get to them. Door permadeath is great. Door health is not.

Not sure if this is what you mean, but I don't like the 2 health bars. If doors are precious, we should be able to keep them alive through more welding like before, it'd make support's welding bonuses very nice. I think.
 

Amazing-Jayman

FNG / Fresh Meat
Oct 26, 2013
10
0
0
I don't really ever weld doors. I really enjoy playing solo and welding doors just takes to long. In KF1 it seemed that the welds lasted longer though and I used it in KF1 but KD2 seems to be a very pointless mechanics to me as well.

However I mean that as pointless to my play style not to the game. I'm sure tons of people use it. As far as the trolling Even if welders were not in the game people well always find a way to troll. trolls gonna troll.
 
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Pooterin

FNG / Fresh Meat
Jul 3, 2013
16
0
0
I would LOVE a re-imagining of the door welding system in KF2. Maybe it is because none of the maps have any good door positions right now, or just straight up there are not enough doors, but I have never welded a door for any reason other than to have something to do while I wait for the trader to end. I may be the minority, but I absolutely loved welding as a team between a passageway with 2 doors, deciding on which one to let die first, and then focusing fire. Given, this only worked on a select few maps and to varying degrees of success, but it was a TON of fun for me.I'd love to see some maps based around a lot of doors and tactical/strategic welding, and/or an overhaul of the current door system.
 

Millor

FNG / Fresh Meat
Apr 30, 2015
3
0
0
It's the map design. All 3 of the released maps have a circular flow to them and not a lot of small area's with chokepoints to hold up in, so there really aren't any places that would make sense to weld. KF1 had a lot of asymmetrical maps where there places where welding would make sense. Hopefully they have so more unique maps lined up.