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

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C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,220
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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.

Well... I think the fact that when doors get destroyed and they STAY destroyed is a great feature.

I just don't like that doors don't even last at all. There's next to no reason to use them outside of buying a small delay when you're kiting. And even that's no good because the bloody zeds are going to respawn in front of you anyway.

Welding used to be the bread-n-butter of holdouts in KF1. Now it's useless.

Unless you consider standing in a circle in a wide-open area a holdout.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
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Norfolk, UK
Well... I think the fact that when doors get destroyed and they STAY destroyed is a great feature.

I just don't like that doors don't even last at all. There's next to no reason to use them outside of buying a small delay when you're kiting. And even that's no good because the bloody zeds are going to respawn in front of you anyway.

Welding used to be the bread-n-butter of holdouts in KF1. Now it's useless.

Unless you consider standing in a circle in a wide-open area a holdout.

Agreed about door permadeath! But what do you think about being able to repair both door health types with the welder? Maybe at different rates so it couldn't be sustained (maybe unless you're a high level support).
 
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C_Gibby

FNG / Fresh Meat
Jan 18, 2010
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Agreed about door permadeath! But what do you think about being able to repair both door health types with the welder? Maybe at different rates so it couldn't be sustained (maybe unless you're a high level support).

Honestly I think the second healthbar should be done away with completely.

But your idea sounds good too.

The main problem is that the doors (and even the welds) barely last at all.
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
Gibby, are you saying that the door health doesn't scale appropriately with Zed damage on higher difficulties, or what?

Also I noticed in the last patch's notes there was something about door health being balanced, have you taken a look since then to see if its any better now?
 

Soanos

Member
Jul 2, 2009
569
8
18
Finland
when I am running from an angry mob of ZEDs, I sometimes have a feeling it is just better to slam the door in the face of the chasing ZEDs and not bother welding, seems to buy more time that way when they stop for a moment to fumble with the doorknob. And you can always slam the door into their face again. Welding takes some time and while you are welding the door up, nearly all the enemies behind the door have simply teleported to ahead of you, and the very next thing you will discover is that you just welded up your escape route.

So... yeah, the teleporting enemies and the welding do not mix well at the moment unless you find an easy to defend spot.
 

Skullgrumble

FNG / Fresh Meat
May 8, 2015
14
0
0
Perhaps if your character could hold a gun like the 9mm starting pistol, or a melee weapon it their other hand while welding, you would reduce the chances of getting caught with your pants down :D
 

Nocturnal7x

FNG / Fresh Meat
Apr 20, 2015
337
2
0
Never welded a door in kf, no one i played with welded doors. I didnt start playin till 2011 probably though so the meta was different from what a lot of kf players remember.

This feels the same as kf but better.
 

TheHolyPie

FNG / Fresh Meat
Apr 9, 2015
37
0
0
Well... I think the fact that when doors get destroyed and they STAY destroyed is a great feature.

I just don't like that doors don't even last at all. There's next to no reason to use them outside of buying a small delay when you're kiting. And even that's no good because the bloody zeds are going to respawn in front of you anyway.

Welding used to be the bread-n-butter of holdouts in KF1. Now it's useless.

Unless you consider standing in a circle in a wide-open area a holdout.

I agree. There are one or two locations in each map where welding MIGHT help, purely because zeds will tend to look for an alternate route rather than bang the door down, but for the most part it is useless.

I think what needs to happen is for the Support to become the go-to class for Welding again. Take Supplier, and make it a passive ability for all Support players Then, in Supplier's place as a Level 5 Perk Skill, you put a Weld Efficiency skill that allows the Support, and only the Support, to repair the door's passive HP as well as the weld.
 

[TW]Curt

Tripwire Interactive Staff
Apr 27, 2015
37
0
0
So... you're not going to believe this, I don't normally mention that I'm a game developer when I post on games I like, but I am... and as of this week I now work for Tripwire.

Time to fix welding :)
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
So... you're not going to believe this, I don't normally mention that I'm a game developer when I post on games I like, but I am... and as of this week I now work for Tripwire.

Time to fix welding :)

Ooh I like!

It'll be good to see your ideas and work going forward, welcome to the family Curt!
 

Tornqvist

FNG / Fresh Meat
Apr 24, 2015
78
0
0
I've welded doors a few time just to try different strategies and it works great.
If you are a support you weld a door very fast.
The fact is that the doors seem to have not as much health here but you also weld so much faster compared to KF1 and i'm fine with it.

It's always nice to try different strategies! :D
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,220
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Gibby, are you saying that the door health doesn't scale appropriately with Zed damage on higher difficulties, or what?

Also I noticed in the last patch's notes there was something about door health being balanced, have you taken a look since then to see if its any better now?

Older post is old, but I was saying that door health in general just doesn't last very long. It's nothing more than a delay tactic (ruined by teleporting) instead of its use in KF1.

However, KF2's doors are objectively better for one reason - that when they get broken, they STAY broken, which forces the player to move around during the game instead of using the same spot 10 times in a single game.

I propose that the doors in KF2 be stronger and be useful as a method to funnel zeds. That's really it. Otherwise, it's fine.
 

Badgerfroth

FNG / Fresh Meat
Apr 2, 2014
91
0
0
Darlington UK
I only tend to weld in the last 2-3 pre-boss waves, and even then it's only one or two doors in order to guide the mobs through desired openings and reduce the risk of being overwhelmed. This is only useful in a holdout / camping area though. The teleporting zeds make it redundant if the squad is shifting from place to place.

But with a bit of work I feel welding can still have a useful and not overpowered function to team strategy.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
Gotta say I only weld solo, and I save the doors for a wave where I think I can use them well. If I am playing with it on mid-waves it'll be wherever there is a door basically.

Even in waves with Scrakes (sometimes fleshpounds if I was feeling suicidal) as a firebug I'd lock myself in a small room and weld every door. On bigger waves, this bunches up everything rip for even a single blast of flame. Also works with AA12, commando T2-4 on full auto, a block of C4 if you are not standing near it, etc.

Online though I do not do this, biggest factor is others may not know it's welded and die banging against it.
 

tuuuubes

FNG / Fresh Meat
Sep 16, 2015
1
0
0
Never welded a door in kf, no one i played with welded doors. I didnt start playin till 2011 probably though so the meta was different from what a lot of kf players remember.

This feels the same as kf but better.

So you never played kf-offices? :rolleyes:
 

oldmidget

FNG / Fresh Meat
May 8, 2015
1,506
92
0
c4 on the other side of a welded door is my favorite thing to do as a demo right now.
 

infntnub

Grizzled Veteran
Sep 25, 2012
2,300
109
63
Pennsylvania
Anyone able to explain why doors simply "give" after being pounded for a certain amount of time?

I believe Curt mentioned it briefly in the original post months ago, but it appears unchanged.

I've seen many doors fall while still being welded well over 80%..

Why are the doors fatiguing now? What's the point of showing weld integrity if they can still fall?

Is this intentional?

It's not a huge issue once you are aware it can happen but the first few times leave you scratching your head.. :D




So you never played kf-offices? :rolleyes:

Or Biotics where every door pretty much gets abused while everyone sits in the main hall @ spawn...

I find it hard to believe nobody welded during his/her gaming. :D
 
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ComradeHX

FNG / Fresh Meat
Jun 5, 2010
490
34
0
Anyone able to explain why doors simply "give" after being pounded for a certain amount of time?

I believe Curt mentioned it briefly in the original post months ago, but it appears unchanged.

I've seen many doors fall while still being welded well over 80%..

Why are the doors fatiguing now? What's the point of showing weld integrity if they can still fall?

Is this intentional?
This is totally intentional.

Because KF2 is apparently supposed to make camping less of the "one strat to beat them all" like in KF1(leaving most of map untouched most of time).

That's also why sprint was added, I assume.

It's also realistic.
You can weld a door shut but you didn't reinforce the hinges, it will break if enough force is applied.