The Clot Grabbing Auto-Aim Megathread II: The Grabbening

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

The Clot Grabbing Auto-Aim Megathread II: The Grabbening

  • Keep the auto-aim system as it is.

    Votes: 238 41.5%
  • Make the auto-aim system optional.

    Votes: 163 28.4%
  • Get rid of the auto-aim system entirely.

    Votes: 172 30.0%

  • Total voters
    573

JRMFTW

FNG / Fresh Meat
Apr 16, 2015
77
0
0
I think the auto-aim mechanic is great, it took me a fair bit of play to get used to it, but now it feels very natural.
The mechanic really aims at disrupting you from focusing on a more important threat (even if briefly), which gives the clot (an otherwise useless zed) a much more important role.

If you think it is too easy with this mechanic, Try taking down a sprinting husk only to get grabbed by a clot and having your aim thrown off 1 shot away from killing it and getting killed by the suicide attack

But, to each their own I 'spose, can't please everyone.
 

Curunir

FNG / Fresh Meat
Jul 26, 2011
349
38
0
Bulgaria
You know what else adds a great level of DEPTH and DIFFICULTY?

Having your view randomly replaced by a black screen! I hear more and more games are gradually adopting this new and exciting game mechanic. Some people had objections at first but they came round and understood the extra immersion and hand-crafted, by-design difficulty it adds to their games!
 

speedery6k

FNG / Fresh Meat
Apr 30, 2015
7
0
0
I think it should stay as it is. It gives them a form of threat. If you ignore them, they will grab you and make you kiss them. Leaving you exposed to get destroyed by other enemies in the area. People have been reporting some kind of bug that forces you to look at the ground or floor instead, but I have not experienced this.
 

-main-

FNG / Fresh Meat
Sep 8, 2007
320
0
0
Adding how I feel now.
I was strongly against it in the beginning, really hated it but now I dont really mind and I am growing fond of it.
It does add something to the gameplay how it distracts you and keeps you on your toes. Also some of the faces zeds pull when they look at you and when they bite are amazing and scary. So now I want it to stay in the game. Was against it from reality perspective but now I think its good.
 
Last edited:

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Adding how I feel now.
I was strongly against it in the beginning, really hated it but now I dont really mind and I am growing fond of it.
It does add something to the gameplay how it distracts you and keeps you on your toes. Also some of the faces zeds pull when they look at you and when they bite are amazing and scary. So now I want it to stay in the game. Was against it from reality perspective but now I think its good.

The fact that they force your view on them makes you miss a lot of bash because some gorefasts's arm is in the way and you will keep bashing the gorefast instead of the clot grabing you. So I still dont like it.

They can make bash always break grab, then I am happy. But right now the force aim make bashing useless half of the time.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
I like the auto aim myself, I feel like it isn't there to help you, it is there to force you to deal with them. It gives the clots the power to disorientate and distract, it's just like Left 4 Dead, but nowhere near as obnoxious.

Furthermore I argue with anyone claiming it is "Less realistic". If someone or something were to grab you by the throat and push you back, I guaran-damn-tee you would be looking right at it, half through your own sense of self preservation, half the fact they are physically preventing you not focusing on them. Even a trained martial artist who knows how to diffuse a throat grab, would be forced to deal with it :)

I'd be whole heartedly against changing it.
 
Last edited:

Essegi

FNG / Fresh Meat
Apr 24, 2015
12
0
0
I liked better grab on KF1. I felt it more subtle because it's not distracting. Sometimes i had to run but i noticed that i was grabbed just a bit later and it was an "oh sheeeiiiit" moment. You could argue that it's my fault to be grabbed and not notice it when it happens, but i liked that!:D
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
883
10
0
You know what else adds a great level of DEPTH and DIFFICULTY?

Having your view randomly replaced by a black screen! I hear more and more games are gradually adopting this new and exciting game mechanic. Some people had objections at first but they came round and understood the extra immersion and hand-crafted, by-design difficulty it adds to their games!

You know what else is difficult? Talking to a person whose arguing against such an obvious straw man.




My opinion remains as it has been for a while. Take it out or leave it in. I can live with either. But if it gets to be optional, I'll be thoroughly disappointed.
 

q3.railgun

FNG / Fresh Meat
Apr 30, 2015
590
4
0
I like it, when I'm not zerkin' I have to make sure I properly zone the clots and clot variants. On sui+ one grab can instantly lead to a gg or all armor gone if you aren't careful.
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,854
305
83
Belgium
I have to agree. I prefered the way it was done in the first KF1 , as it often took you some precious seconds to realize a clot got you and this time wasted could quite often mean an awful lot of damage to you and your team... That was better,and you could also manage what zeds you were willing to shoot. Here , they force you to aim a specific zed in order to get free which is annoying more than truly adding to the difficulty...
 

TheIncredibleGrusi

FNG / Fresh Meat
Apr 30, 2015
83
0
0
I do not really have time to read through this whole discussion, sadly...but I need to say that at times it can be very helpful (with bashing, for instance) while other times it makes me miss whatever I targeted.

2 opinions now

Pro: As for newbies, it is pretty good and for those who do not have that much of a reaction or keep track of their health. On lower difficulties, I guess it can stay as it is now. You will not get grabbed too often and if so, you will immediately notice it. Other things do not hurt too much and will not catch up on you that quickly.

Contra: On higher difficulties, it happens quite frequently that a Cyst grabs me while trying to shoot something else, like a Siren in front of me, which is a lot more attention worth. Or a Husk/Bloat/Crawler.

Those things hurt a lot more and I am forced to not being able to deal with them first, which makes me suffer more damage than I would get if a Cyst, Clot or Slasher slices me a bit while grabbing (Especially as Sup with a Boomstick it is a bit meh).

In general I like the feature, but it interferes with the fluent gameplay at times, especially when it comes to taking out bigger threads...sometimes it is helpful while escaping, but still.

I suggest having a warning-sign if you are grabbed, like a red arrow (something like that), which indicates you are currently grabbed
Or/And
being able to turn it off/on manually.

Yet, one could still implement the feature that the auto-aim starts a few seconds (3, 4) after being grabbed, if the intention of the devs is that they should annoy you with this. Giving the enormous amount of Zeds though and the teleporting right now...I think there are enough annoying things going on right now ;)
 
Last edited:

feyith

FNG / Fresh Meat
May 25, 2015
41
0
0
Hate it.

Either get rid of it or make it optional.

Also, this poll does not accurately represent the response. The two "hate it" options should be combined.
 

Lutao

FNG / Fresh Meat
May 24, 2015
6
0
0
The autoturn is not there to help you.

The entire point of Clots is that you either deal with them, or they become a nuisance when they reach you. You shouldn't be able to just ignore them entirely in favor of other threats.
 

LolzMan1325

Active member
Oct 24, 2009
715
46
28
On one hand, it makes clots an actual threat--in KF1 they just kept you from moving, but you could still take out that Scrake closing in on you--plus they took like 1-2 hits to kill, pretty much not a threat at all. Now with your aim forcibly shoved to the clot and unable to move away from it, you actually have to watch out for them, otherwise they're going to pull your aim away when you need it most.

One the other hand, it's bloody obnoxious. This fleshpound is raging towards, me, and I'm about to unload on it with my AA12, but then SUDDENLY CLOT AND NOW I JUST WASTED 6 SHOTS ON HIM AND THE FLESHPOUND HAS ITS FIST UP MY ANUS

I feel like it annihilates the flow and feeling of gameplay. This huge mob of 2 FPs, 2 Scrakes, and plenty of trash zeds to boot is slowly closing in, so you get ready for the big fight. Then suddenly the feeling escalates too quickly, as you're turned the complete other direction away from the mob with red claws on the sides of your screen and an ear raping high-pitched whine in your ears to kill something that wastes 1 shot. Now both those fleshpounds are raged--you haven't put a single shot on them, and you're dead.

Tripwire was clearly going for more realism compared to Killing Floor 1, yet the fact that players turn in .00001 seconds to something that starts flicking them from behind is unrealistic as all Hell.

In my opinion, auto-aim is distracting, annoying, and should be removed entirely, or at least given a toggle option.
 

Silver Mantis

FNG / Fresh Meat
May 29, 2015
6
0
0
Please, Don't remove innovative and challenging ideas!

Please, Don't remove innovative and challenging ideas!

Here are my thoughts on the matter:

Other games have zombies just punching and scratching you, when isn't the whole reason why they are so dangerous is because they eat you??? This feature is an awesome addition to Zeds for the game, and just plain makes sense. Who is going to die from a monster's punches -- what is this, Mike Tyson's Punch Out? Come on people. I think we should all suck it up, and start playing a game with some challenging monster features we don't have in every other freakin' game with monsters/zombies. The feature is smooth, clean, and responds well to player's interactions after they are grabbed. Please don't remove it!
 

gap_81

FNG / Fresh Meat
Apr 26, 2015
163
0
0
Ok...I can now relate to the haters on one thing. The last few games, whether I am slipping or I just never noticed it before cuz I don't get caught often, I was grabbed and it happened.

The whole 180' insta swing thing. Now don't get me wrong I love the new grab and how it makes the trash more dangerous than ever...but that was really "emersion breaking" I guess is the word being thrown around. It's like when I turn my mouse sensitivity to the max and can do 360' rotations at light speed.

I think rather than the instant swing what if grab merely caused massive camera shake initially with the paws showing up on the sides of the screen as they do now then brings you around a bit more subtly on the chomp.

The whole instantly facing the other direction...and I do mean 180' instantly! ...yeah I can see that as a valid complaint. The boohoo, stupid clot messed up my headshot streak whining...not so much.
 
Last edited:

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
881
0
Sheffield, England
So after reading a few more posts about "this unrealistic clot grab" and "irritating when I get grabbed" schtick, I have a couple of solutions.

1) Take away the clot grab completely...
No seriously! If you find getting grabbed irritating, then clearly something causing you an actual problem isn't what you are going for. Apologies that you letting this monstrosity of science reach you because you were too preoccupied and/or too slow to react, is inconveniencing you by trying to take a bite out of your face. Guess they shouldn't bother even stopping you in the first place? Just make clots relatively useless.

2) Make the clot grab stronger....
How about when players get grabbed we go Left 4 Dead style and say you can't turn and defend yourself at all. I mean realistically, if a clot grabs you from the side, he is going to tackle your arse to the floor and start chewing on your facial features, and at that point lets be honest, you're totally screwed. So if realism is what we're after, have it so that you can't turn at all when clot grabbed. After all, why would he let you turn to shoot him? He's already got hold of your head, what possible motive for letting you turn around would he possibly have?


Honestly lads, there is a big part of me thinking there are certain individuals here that need to seriously man up. This feature makes clots a danger and a problem. If you don't let them near you then you don't have a problem. If you find it annoying, it's because it is meant to be, you aren't supposed to get grabbed. If you do there is a very real possibility you could lose, AND THAT IS EXTREMELY IMPORTANT FOR A GAME!

The feature is good, please stop trying to change it.

Note: The ONLY thing that might be an acceptable change is to have the camera rotate to the direction of the clot instead of snapping to the clot. At it's core principle the feature is fine
 
Last edited:

gap_81

FNG / Fresh Meat
Apr 26, 2015
163
0
0
Yeah, I really like the idea of the inital grab causing a camera shake with the paws on either side of the screen and voice commentary..."get off me!"

Then a more subtle camera swing to the enemy threat. Other than that it's a needed and we'll designed element to make trash more of a threat and I like it a lot.