Welding: pointless?

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Jamini

FNG / Fresh Meat
Feb 10, 2011
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< personal opinion>

And honestly, READ THIS CAREFULLY, I don't like it because the mobs's behavior is glitched. Welding a door and staying out of the immediate room will prevent specimens from attacking that door. I don't like that. There so never be a time when somene can weld a door and turn their back knowing that there is a 99% chance that door will stand the entire game.

I don't like how doors magically rebuild themselves every wave. If a team loses a door it should be gone for the rests of the game.

</personal opinion>

In my opinion, it makes perfect sense for the zeds to prefer to NOT spend a good five minutes bashing down a door when there is a faster route to take when attempting to gut you. Most of the specimens are not terribly bright (having been tortured, mutilated, and growing up a clone in a tank.) and the ones that show the most intelligence either do not feel pain in lore (scrakes) or have almost nothing usable for breaking a door down (sirens).

I also don't like how doors magically rebuild after every wave, but until I can pick up random couches, desks, and potted plants to help my barricade hold, it's a necessary evil.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
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As for the mob behavior part, I personally don't mind. It's a game after all, I'm not concerned with how realistic it is. I take the game at face value; zombies exist, a missile launcher can hold 22 rockets, a kevlar bodysuit protects the head, and doors magically reappear at the end of a predetermined timer. This isn't a case of two wrongs making a right, but rather there not being a wrong to begin with. If realism is something that's important to you then you should look for mutators that modify KF accordingly.

That is why I marked up that part <personal> and yet you still ran with it and finished up with " If realism is something that's important to you then you should look for mutators that modify KF accordingly." Sigh.

I've played with all types of players in KF. I've played with the best and I've played with low level commandos that insist on using the shotgun on HoE.

I stand by this "It teaches shooting down a hall. It teaches tunnel vision. It teaches barricading. It teaches stockpiling. It teaches spamming. It prevents people from learning what to kill in the proper order. It teaches lazy play. It teaches the poor players who have to have the most kills to stand in front way ahead of everyone else. And when those players are overrun they have no idea what to do or how to play on a team that doesn't barricade."
 
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Elsea

FNG / Fresh Meat
Feb 22, 2011
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You're assuming that everyone has the skill to play without welded doors already, but how do you play without welded doors unless everyone is extremely good at the game already? I don't know about you, but if you go into a random public game, you won't likely find players of sufficient caliber that is able to take care of a side or back entrance by themselves.

I think you're thinking of the best of the best here. For those players, sure, welding isn't necessary. You'll get sharpshooters that can take care of everything by themselves; you'll get supports that can take care of everything by themselves. Berserkers and commandos that can easily take everything except FPs. How much of the population is capable of that? I play pub games all the time, and it's the luck of the draw if you can get even a few good players. If you got two good players, then you can pretty much take care of a single hallway with every zed coming through it by yourselves even with 6 person zed count. If you got two directions to shoot, then you'll need more than two. That, sadly, is very hard to come by in public matches.

Anybody that's good at the game that I've found in public matches pretty much always have an account here and post here. They've already looked at the mechanics and the tactics. The people that aren't so good? It is very unlikely that they've done the same.

If you want to promote good play styles, not welding doors isn't going to solve your problem. If you want to teach anybody anything, you have to do it in steps. They first have to learn how to actually kill things. If they can't, situational awareness isn't going to help them with anything. If you want newbies to learn how to play, let them die more. If you want to make it easier, take 1 friend with you as backup. They can spectate you guys and see why you guys are succeeding where as they are now dead.
 

sph34r

FNG / Fresh Meat
Jun 5, 2011
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That is why I marked up that part <personal> and yet you still ran with it and finished up with " If realism is something that's important to you then you should look for mutators that modify KF accordingly." Sigh.
I don't think it's necessary to "sigh" at me when you're the one who's misinterpreted (nor is it ever necessary) - I didn't tell you that you were wrong, simply I made a suggestion to you to go find mutators that would increase your fun. I didn't discredit your arguments because you held realism as the imperative despite it being a videogame. If this is what you feel has happened, you have misread - I actually began that paragraph with "personally", which implies that it is "<personal opinion> too.

I stand by this "It teaches shooting down a hall. It teaches tunnel vision. It teaches barricading. It teaches stockpiling. It teaches spamming. It prevents people from learning what to kill in the proper order. It teaches lazy play. It teaches the poor players who have to have the most kills to stand in front way ahead of everyone else. And when those players are overrun they have no idea what to do or how to play on a team that doesn't barricade."

Why do you stand by this opinion?
 

Elsea

FNG / Fresh Meat
Feb 22, 2011
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I stand by this "It teaches shooting down a hall. It teaches tunnel vision. It teaches barricading. It teaches stockpiling. It teaches spamming. It prevents people from learning what to kill in the proper order. It teaches lazy play. It teaches the poor players who have to have the most kills to stand in front way ahead of everyone else. And when those players are overrun they have no idea what to do or how to play on a team that doesn't barricade."

It's shooting down a hall either way. Whether it's by yourself at a side entrance or with 5 other players at a main entrance.

What's wrong with barricading? Isn't that what you're trying to argue against? It's a tautology.
What's wrong with stockpiling? You say this again and again that stockpiling is a crutch. It's a backup plan. Is insurance a crutch? Go through life without medical insurance. Go through life without car insurance. I used to stockpile all the time. 99% of the time I would never use the extra weapons, but it's wise to do so in case something goes wrong. People who don't stockpile are people that don't look ahead and see potential dangers that may arise.
How does it teach spamming? What does that have to do with welding doors?
How does it prevent people from learning what to kill in the proper order? Makes no sense
How does it teach lazy play? Define lazy play. If you define lazy play as welding doors, then, again, tautology.
How does it teach the poor players who have to have the most kills to stand in front way ahead of everyone else if they're dead? They wouldn't have the most kills. That stuff is suicidal on harder difficulties. Them dying will teach them not to do it, and thus this is one practice that remarkably lessens as you go up in difficulty.

"And when those players are overrun they have no idea what to do or how to play on a team that doesn't barricade."

If they're getting overrun while they only have 1 entrance from which stuff attacks, then their skill is in question. They won't automatically win just because they have a few extra doors open now. They'll just lose even earlier. And what do you mean they won't know how to play on a team that doesn't barricade? You tell them what to do from the onset. "Go cover this side; go back up that guy." Same skills apply, kill that zed and kill it fast.
 

sph34r

FNG / Fresh Meat
Jun 5, 2011
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Spoiler!
It's a tautology currently because Nutterbutter hasn't explained why he thinks what he does. I don't think that it's because he's assuming it's true, but rather thinks it's too obvious to warrant an explanation :p

"And when those players are overrun they have no idea what to do or how to play on a team that doesn't barricade."
If they're getting overrun while they only have 1 entrance from which stuff attacks, then their skill is in question.
Also, if you're so concerned with welding not being skillful and then complain about welding preventing teams from winning when they get overrun (because there's nowhere to escape), then you should consider whether a team that got overrun despite welding was very skilled to begin with.

I made this point already and it went unnoticed :mad:
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
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Um. Welding can be very useful as it can direct the flow of Zeds to one location, and they will all slowly trickle in and get violently raped by the players. They can come from 3 directions, or one direction, like in biotics lab. The same can be done with the westlondon church. As long as everyone is focused, the wave will become an easy win. What's more, the doors that are chosen to be welded in these two examples provide little obstruction during trader time.

Welding is good, it's just that nobody knows how to use it.

@ Nutter, if this is bad because it teaches tunnel vision, why does it matter? Most of us are actually capable of learning and adapting to current situations and know when tunnel vision is actually a problem or not. In these examples of welding in Biolab and Westlondon, tunnel vision presents few issues, if any at all!
 
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poosh

Grizzled Veteran
Jan 6, 2011
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I support welding only if it helps reroute zed flow and doesn't require constant attention to the door. For example, Biotics Labs or Biohazard: weld door before wave starts and forget it for an entire wave. But if you are supposed to weld the back door for an entire wave, then for me it's better to leave it opened and get some kills, at least for early waves. I don't understand people who start welding from the first wave.
 

Steeps

FNG / Fresh Meat
Dec 14, 2010
251
87
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USA
I pretty much only play public games. Sometimes I'll play with a friend or two but hardly ever play exclusive friend games. Honestly I think the amount of deaths attributed to welding are about equal to those without it. Sure, welding has saved us multiple times from being overrun or from attempting to hold a spawn that we can't normally hold, but how many times has it worked against us? I've see people die because they don't look behind them, I've seen people die (and I've died many times myself :() from running into a welded door while attempting to escape, I've seen people die because someone is too preoccupied with a weld, etc. With the exception of a few maps (see: Biohazard) I honestly don't think it would make much of a difference in the end. If you want to weld go ahead (as long as you're not welding every door on the map for no particular reason ;)), but I'm almost never going to join along.
 

Dramira

FNG / Fresh Meat
Dec 12, 2011
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New York
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Forgive me since I didn't read the above posts, but...

I like welding door if there's a demo for certain maps if my team chooses to hold up somewhere. It's fun to watch the gore splatter everywhere after a huge mob walks into a pipe bomb.

It can make a tough map a bit easier, too. Sorry, we aren't all so amazing and good at KF. ;)
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
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Behind You!
Ignore Nutterbutter. Its been proven many times that he is just a troll. Because NOBODY can be that stupid.

To comment on the topic, welding can be extremely useful if done right even on HoE difficulty. Any weld tactics we might use almost never require a person to weld the door because the specimens will just simply avoid it and take another route instead, for example the door by the big empty room in Filths Cross. But if you weld the wrong doors it can indeed do more damage than good, and some maps dont even have any good spots where a welded door would benefit the team (IceCave seems to be one, at least so far).
 
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Zealot644

FNG / Fresh Meat
Dec 13, 2011
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Seeing as I currently play as Support with one friend who is bad at this game and a bunch of random pugs... Welding is awesome and has saved me and other numerous times.
 

ChairmanMurder[Forge]

FNG / Fresh Meat
Apr 24, 2011
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I was reading Nutter's post, and I kinda-sorta see what he's saying.

However, instead of saying welding causes the negatives that he mentioned, I think that bad welding just amplifies them. A team that doesn't know proper target prioritization, or spams a lot, will be more prone to do it with all those welds going on. A good team can still be good if they use welds.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
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You're assuming that everyone has the skill to play without welded doors already, but how do you play without welded doors unless everyone is extremely good at the game already? I don't know about you, but if you go into a random public game, you won't likely find players of sufficient caliber that is able to take care of a side or back entrance by themselves.

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.

If you want to promote good play styles, not welding doors isn't going to solve your problem. If you want to teach anybody anything, you have to do it in steps. They first have to learn how to actually kill things. If they can't, situational awareness isn't going to help them with anything. If you want newbies to learn how to play, let them die more. If you want to make it easier, take 1 friend with you as backup. They can spectate you guys and see why you guys are succeeding where as they are now dead.

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 shooting down a hall either way. Whether it's by yourself at a side entrance or with 5 other players at a main entrance.

The team shooting down a hall as opposed to being in an open area or shooting down halls.

What's wrong with barricading? Isn't that what you're trying to argue against? It's a tautology.

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.

What's wrong with stockpiling? You say this again and again that stockpiling is a crutch. It's a backup plan. Is insurance a crutch? Go through life without medical insurance. Go through life without car insurance. I used to stockpile all the time. 99% of the time I would never use the extra weapons, but it's wise to do so in case something goes wrong. People who don't stockpile are people that don't look ahead and see potential dangers that may arise.

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.

BTW, that "potential dangers that may arise" is losing the game. Players who stockpile weapons to "game" the system is known as cheating. Losing the game has to be a possibility and stockpiling weapons to make the game "unloseable" is cheating.

How does it teach spamming? What does that have to do with welding doors?
How does it prevent people from learning what to kill in the proper order? Makes no sense
How does it teach lazy play? Define lazy play. If you define lazy play as welding doors, then, again, tautology.
How does it teach the poor players who have to have the most kills to stand in front way ahead of everyone else if they're dead? They wouldn't have the most kills. That stuff is suicidal on harder difficulties. Them dying will teach them not to do it, and thus this is one practice that remarkably lessens as you go up in difficulty.

Welding doors reduces the game to everyone pointing all the weapons down the same hallway and players simply firing.
Prevents people from learning what to kill in the proper order because killing mobs in order doesn't matter.
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. :)
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.

They won't automatically win just because they have a few extra doors open now. They'll just lose even earlier. And what do you mean they won't know how to play on a team that doesn't barricade? You tell them what to do from the onset. "Go cover this side; go back up that guy." Same skills apply, kill that zed and kill it fast.

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.
 

Jamini

FNG / Fresh Meat
Feb 10, 2011
63
16
0
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.
 

ChairmanMurder[Forge]

FNG / Fresh Meat
Apr 24, 2011
480
107
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Sunny, Sunny California
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.

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.
Again, you still haven't explained why it's a crutch. You just say "it is a crutch" and give some fuzzy logic to explain it.

The team shooting down a hall as opposed to being in an open area or shooting down halls.
Hrm?

BTW, that "potential dangers that may arise" is losing the game. Players who stockpile weapons to "game" the system is known as cheating. Losing the game has to be a possibility and stockpiling weapons to make the game "unloseable" is cheating.
That doesn't follow. A person who stockpiles five loaded crossbows can lose just as easily as someone who's only packing one crossbow.

On most of the games that I've played--be it hard, suicidal, or HoE--losing comes fast and hard, unless the entire team is kiting an open map like Mountainpass. It's usually not a drawn out process where the team slowly loses members until the end. It's usually something critical, like the Sharpshooter missing the snipe, or the Siren defusing the pipe bomb, or someone accidentally enraging the Fleshpound early before the team is prepped. In those situations the loaded flamethrowers and crossbows and grenade launchers are going to be forgotten while the Scrake chainsaws your face.

Welding doors reduces the game to everyone pointing all the weapons down the same hallway and players simply firing.
Prevents people from learning what to kill in the proper order because killing mobs in order doesn't matter.
Does it really?

So are you arguing not against the actual welding, but teaching people using welding? What if we took some good players, like Scary, Entangler, and, I suppose, you, and put them in a room with a welded door. Would you start spamming the Fleshpound with your flamethrower just because the door is welded. Or, since you're an experiences player, wouldn't you just let the Demos and Sharps do their job, welded door notwithstanding?

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. :)
Well, his calling your things tautologies isn't completely uncalled for. The exchanges are going like
"Welding is a crutch that teaches (new?) players bad habits."
"Why is welding a crutch that teaches players bad habits?"
"Because welding is a crutch that teaches players bad habits."

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.
And I think you're confusing cause and effect. Bad players who don't know when and where to shoot won't magically get better just because the doors are not welded. I'll grant that welding the doors and causing funnels might amplify the usage of bad playing, but it doesn't follow that welding doors is the cause of this.

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.
Again, that doesn't follow. If you don't weld a door, you're just dragging the mouse and clicking, albeit you're dragging the mouse further distances. Sharpshooters and Demos (for example) can (and should) still prioritize their targets whether they're covering one hall or three halls.

Unless, of course, you're arguing not against welding as a whole, just welding for new players. You haven't specified.

Don't think I'm making this melodramatic. The worse thing that happens in the teams wipes. A new game is always starting.
And, likewise, there are always other populated servers if you don't like a "crutch"-using team. Why are you so dead set on convincing people who weld that they're bad?
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,017
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Ok, just to start off and deal with the multiple references to kiting, I'm not advocating kiting. Not sure why you would think that. As I've said a bunch of times in this thread and another, better and faster 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.)

Of course it makes the match easier. That is the point of a crutch; to make things easier. I agree about the kiting.

It's your opinion that welding is a crutch, not a fact. Please don't use your opinions as facts.

Of course everything I say, unless I include code or some other such thing, is an opinion. Duh. :) That should be a given.

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.

Sure they did. And at one time it was needed. See this message http://forums.tripwireinteractive.com/showpost.php?p=986080&postcount=18 But it isn't needed now.


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.

Suicidal.
 

Worira

FNG / Fresh Meat
Dec 13, 2011
8
2
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Using guns other than the 9mm also makes the game easier, but that doesn't make it a crutch. Just because someone doesn't decide to amputate their own toes for no reason, doesn't mean they're using a crutch.