Specimen modifications

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Griever

FNG / Fresh Meat
Jun 16, 2009
419
2
0
Finland
it would definitely put an end to rambo players who go off by themselves. :D

Not only that, but also have somekind of threat by scrakes, now they are only threat to AFKers. And take off the stun it's stupid and looks stupid..
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I would've once agreed with you. Then I started playing Hard, exclusively.

Try it out. EVERYTHING changes. The Gorefast, in Normal a slight, if painful, hindrance, is a death machine in Hard. The top killers in hard? Crawler and Gorefast. Oh yea, you'll see the Siren and Fleshpound deaths, but Crawler and Gorefast come up the most. You get trapped for even a second and unless you are quick on the trigger you are a dead puppy. As it is now, the only way you even manage to survive most of the time is because the Gorefast DOES stop to swing. If he didn't, there's no way you could win a match. There isn't enough ammo to BODILY take down a Gorefast (remember, even headless they swing - something that a lot of people tend to forget) AND handle the rest of the horde. Everything takes godly amounts of damage in Hard.

So you've seen the light, eh? I swear, half the folks around here have never played beyond normal and don't know how the game changes immensely from Normal -> Hard! For starters, the spawns change. You'll notice a LOT more Clots (Ammo wasters!) and Gorefasts. Everything moves faster and hits harder, while taking more hits to kill. Gorefasts tend to spawn in groups of 8 or more on Hard, which can be a nightmare for the unprepared! I don't think I've EVER been in a hard game where someone hasn't been killed by a Gorefast!

And yes, the Gorefast has, hands-down, the WORST 'Headshot' hitbox of any specimen, rivaled only by the Skrake (Shoot the Skrake in the mouth for a headshot, but not between the eyes? WTF!?). You literally have to shoot the Gorefast on the left side of it's neck (If it's facing you), for it to count as a 'Headshot' damage-wise. Try it with a Crossbow and see... Yes, you can 'Decap' with the bullpup by shooting the head, but that's not a headshot. It's a decap. I'm talking about the "Head pops, it drops" headshot that you can get on most specimens!


It would be cool if the Scrake really crabs and hold you till hes dead or knocked back with hunting shotgun or such, so you really need team mates to help you.

That's what he used to do in the Mod, Griever, and it made him a VERY high priority. He moved a bit faster than he did now, took about the same amount of damage, but could do a 'grab' when he hit you. I don't remember, but I do believe that when enraged, he COULD attack on the move, meaning an easy grab, as he could outrun any player! They were game-enders if a team got separated as, once raged, they basically killed their target if they caught it alone...

And, needless to say, they didn't have that 'Stun' nonsense! They could take tons of firepower in the face and keep on coming!
 

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
Oh man, I miss how difficult Scrakes were back in the Mod. They could be killed pretty easily, but you get anywhere close by and you're toast.

I do think that Fleshpounds are a much bigger threat in this retail version of KF though. In the mod, the final waves spawned hundreds of Fleshpounds and everyone had to use rockets and grenades to drop them. In retail, the Rage that they do makes the so much more dangerous.
 

Jaek

FNG / Fresh Meat
Apr 14, 2009
242
1
0
I vote to make them all like in the original KF, they were very well balanced and funner.
 

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
Fleshpound...: This thing has made a huge debate already.

It's not that hard, if you really would communicate with your team how to take them down, without using lame 1-hit-k0 tricks.
I'd say that the 1-hit-k0 trick wouldn't work when he has yellow light on, and when the red light is(rage state), then the head would pop off if you use HC/bullpup, but pls, no knife or 9mm...
That's because even on hard with full health, if you fail you won't die to his swing, just run away, heal and try again. That's why it should only be weak by the 1-hit-h0 trick when hes on red light.
Or make him rage if you fail LOL.
With these features Fleshpounds would be higher risk to do the lame trick. At the moment, I can do it everytime on hard and suicidal, even if I fail, I just run away heal and could try again.

Unless you're playing a rank 5 Field Medic, I find it VERY hard to believe you're decapitating Fleshpounds in 6 man suicidal games with the combat knife while outrunning them like it's no problem. As a rank 5 Berserker, I cannot outrun a Fleshpound on Suicidal with my Knife out and that's with 15% faster movement speed.

I see so many topics about the one hit kills on Fleshpounds with the knife in suicidal mode, yet I see maybe 3 legit suicidal servers at any given time on the server browser (the vast majority of them are PERKBUILDER maps).

Can you guys start recording your 6 man suicidal game Fleshpound Decapitations, upload them to youtube, and post them here to show us just how easy it is? Because IDK about you but Fleshpounds kill me in 2 to 3 hits in Suicidal (with rank 5 berserker 20% damage reduction, btw) on TOP of outrunning me.
 
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Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
Oh geeze. They took that 'Attack on the move' stuff and did it. I'm fine with Skrakes having it, but ALL specimens have it now...it's a mess...

The Skrakes are the biggest change. If you rage one, it flips out and steamrolls you with the 'moving attack' stuff. Raging one when you're by yourself is almost guaranteed heavy damage or death! If you rage one via a Hunting Shotgun double blast, they WILL be able to hit you once, maybe even twice, before you can reload even if you're moving away! This alone tends to get a TON of supports slaughtered...

Gorefasts can outrun you, and attack while doing so. That means basically a 100% chance to hit you...granted, they don't do the 'moving attack' each time, but they do it often and when it hits, it does a nasty 40-50% or more damage on Hard! I'm sure we'll get used to it in time, but at the moment, most Hard games I've been in don't get beyond Wave 5 or 6. And Suicidal...well Suicidal just isn't possible anymore...
 

Electrocuuute

FNG / Fresh Meat
May 17, 2009
206
0
0
And Suicidal...well Suicidal just isn't possible anymore...

That's why it's called Suicidal lol.
I'm happy with the attack-on-the-move now, except for with the Bloats. People might not notice it, but it makes a big difference, or at least in the games I was playing in.

And the random FP rages are a bit much. I wouldn't mind them raging when there were no players in sight for x amount of time, but just in general isn't very cool for me.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
That's why it's called Suicidal lol.
I'm happy with the attack-on-the-move now, except for with the Bloats. People might not notice it, but it makes a big difference, or at least in the games I was playing in.

And the random FP rages are a bit much. I wouldn't mind them raging when there were no players in sight for x amount of time, but just in general isn't very cool for me.

It's not just in general. It's if their target starts constantly moving away from them, which mostly concerns kiters. If you rush at the Fleshpound once in a while, even if you retreat a bit afterwards, it won't randomly rage on you nearly as much. It's worth noting that in the kiting-induced rage, it WILL hit someone, no matter how far they are away, before un-raging...

I've noticed the move-attack making a slight difference on the Bloats, but a HUGE one on raged Skrakes and Gorefasts. Those suckers can already outrun you...now they can damage you while doing so...it's crazy...