As I've stated, welding is a crutch. Learning to deal without a crutch requires getting rid of the crutch and learning to play without it. Faster and better to just kill them as they show up.
Knowing where and how to weld is a skill, not a crutch. Improper welds kill teams, properly executed and maintained welds make a match easier. What you are saying here is the equivalent of me saying that the beserker and medic speed bonus is a crutch when used to kite. (Which, imo, it is. Kiting is far, far, FAR easier than holding even a single hallway. It's also bloody boring and causes the round to drag out for ages.)
Good playing means not using crutches. If you want to weld, go ahead. I don't care. I think it is a crutch and hurts the team.
It's your opinion that welding is a crutch, not a fact. Please don't use your opinions as facts. Properly using welding is executing a tactic, one that is fairly clearly supported and intended by the developers (otherwise... why even BOTHER to include it? That's a whole lot of code they didn't intend people to ever use!)
If you want to spend 15 minutes for each wave to kite it, go ahead. I'd rather hold a hallway with a weld and finish in a third of the time. But that is just me. If you are holding an area with four entrances and deliberately not choosing to weld a door that the mobs will reroute around... that's also your (foolish) choice.
Right, I am arguing against barricading. Barricading is boring. Boring, boring, boring. Everyone barricades themselves in a single room and shooting in the same direction. Kill everything walking in a straight line, run to the trader, run back to the same room and rinse. Repeat.
Again, barricading is an intended mechanic in Killing floor. Arguing otherwise is pointless and asinine. The devs spent a lot of time implementing door welding, and supports even have a welding speed bonus.
Honestly, I find holding a barricade a lot more interesting than kiting. At lest with the barricade my team finishes the wave in a reasonable amount of time.
And please don't try and use "shooting down the hall instead of welding" argument here. In the end, it's no different than camping with a welded door. In fact, it's exactly the same except you have one less person in the front.
Insurance and stockpiling are completely different. Nice try though. One thing I like is that every single person that stockpiles weapons always says, on the forum, that they never use the weapons 99% of the time yet every time I play in a game with people who stockpile they spam 100% of the time with as many bullets as they can fire. And every player who stockpiles always goes 100% insane when another player picks up one of "their" weapons.
Not going there, I'm anti-stockpiling too. All I will say on the subject is that the ratio of people who stockpiled before the patch was about equal between campers and kiters. Many, MANY zerkers would buy LARs and put them outside of each trader (which is stockpiling, the same as buying 6 flamethrowers and spraying down a hall.) Welding did not encourage stockpiling, and now the point is moot regardless.
Welding doors reduces the game to everyone pointing all the weapons down the same hallway and players simply firing.
Depends on the map, but most of the time you still have two or more hallways to watch. Plus when you have a welded door you should be periodically checking the weld in case something DOES hit it. Knowing how to properly clear a door is also a skill. (The trick is to unweld to 30%, let your welder charge. Unweld to 0. Spam. Weld it back and go about your business. All while watching for random nades and keeping an eye out for a Scrake or FP rounding the main hall. Normally you want 2 people to clear a welded door.)
Prevents people from learning what to kill in the proper order because killing mobs in order doesn't matter.
Blatantly untrue. However, the order does change.
Generally in a camp you want to kill...
1. Immediate threats (Gorefasts, Raging FPs)
2. Husks (They will stand out of range)
3. Sirens (If they get close, it's game over. They also disrupt the SS or Demo from doing his job)
4. Everything else.
Rather than
1. Crawlers (Because they are annoying to melee)
2. Sirens (Because they ignore your damage resistance)
3. Husks (Shoot ya from a distance)
4. Nearby Trash
5. Fleshpounds
6. Scrakes
7. Other Trash
8. Bloats
Sharpshooters and Zerkers should be focusing on Scrakes, Demos and Supports on Fleshpounds (everyone shoots the FP when it rages.), Comms should be focusing on trash (especially gorefasts), Medics should be ready to jump in and tank the big stuff if it gets too close, etc etc.
Lazy play because everyone simply points all the weapons in the same direction and shoot. I've been in those games. I've gotten up and got something to drink during the later waves. Or chatted on the phone. Or watched the TV. Because everyone firing weapons down the same narrow hallway is a boring game that requires nothing more that occasionally moving the mouse slightly to the sides. BTW, stop with the "tautology" stuff along with the strawmen. If you want to ask me something, just ask. I'll answer.
Were you playing on normal? Because on Sui and HoE you don't have any time past wave 7 to afk. Any gaps and a siren or gorefast will rip you apart.
It teaches "the poor players who have to have the most kills to stand in front way ahead of everyone else" because that is how poor players play when players like you me know to stay back and visually control the other hallways. If in a single room, poor players will run out into the hallways and burn all of their armor by stupidly fighting in the middle because they know everyone else is covering them by default.
As opposed to teaching poor players that the only way to play is to run away, die, and let the only zerker who knows how to solo slowly whittle away at the 200+ zed mob?
That may lose earlier. It will definitely be a harder game. The only skill that applies to your example is clicking a mouse button. People who only learn to mindlessly fire down a single hallway are ill equipped to deal with the game when they aren't on a team where everyone fires down the same hallway every wave for the entire game.
Don't think I'm making this melodramatic. The worse thing that happens in the teams wipes. A new game is always starting.
The fact is, there are two, maybe three maps where you can lock down enough entrances to have the zeds coming down a single path with welds. Unless they play exclusively on those (easy) maps, they should pick up the skills they need. You are exaggerating the scope of the problem, and either way it has no bearing on weather or not welding is a crutch for bad play. The fact is: as many good players use welding as do not. It's a tool, just like Zerker speed and commando healthbars/stalker vision. Claiming that an integral tool to KF is a crutch is simply put, misguided at best and asinine at worst.