What do you guys think about raged zeds after zed count is low?

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tijolol

FNG / Fresh Meat
Jun 12, 2014
256
0
0
Love it. This happened more often than I'd like to admit:
-Plays as firebug dedicated Scrake killer
-Wave 6+ nears end
-Roams off alone
-"Dude was chopped down by a Scrake"
-Whoops.
 

Patros

Member
Apr 23, 2015
370
20
18
Germany
I like the enrage. Good feature.

I like the change. However, perhaps zed count number could turn yellow, when approaching the danger zone, and red when zeds enrage? A subtle warning system that most people (may?) notice.

That's a great idea. Would be quite helpful.
 

Bluntman420

Member
May 21, 2015
336
22
18
Los Angeles
It's...ok , you can get around it if you want to look for ammo or guns or to just run to the trader because you're like 200m away by picking which zed to save for last, and it does seem that the scrake is a little slower so you can still sprint from it and not die immediately. It makes public games difficult on Suicidal or HOE because people do not cooperate all the time. Less teamwork is needed on Hard and Normal, you can take a scrake no problem. With the higher difficulties you will get 2-3 scrakes in a row one after another sometimes or a scrake and a fleshpound. All the while there is a crapton of trash flooding in and you and your team has to run and cannot immediately take a big zed. There are aspects that can be frustrating but it is a good thing that this will lead us to try to avoid the scrake conga line because that was that was frustrating at times too.
 
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Furious Imbecile

FNG / Fresh Meat
Oct 18, 2014
758
6
0
Finland
It's allright in my books. Even though it ****s hard on you when you happen to leave Scrakes and FP's last.

I had to run away from 2 enraged Fleshpounds and a Scrake. Got the Pounds but got Scrake'd.

The only gripe I have is that the Zeds went to ballet and learned it too thoroughly, now I can't even run past one without it nearly murdering my ***.

I kinda wish that they'd still be relative slowpokes, but would instead have a "Patriarch Lumberjack" attack for those times they just can't get a hold on those pesky people near them.
 

2Clicks

Grizzled Veteran
Oct 27, 2012
1,278
26
48
...
The only gripe I have is that the Zeds went to ballet and learned it too thoroughly, now I can't even run past one without it nearly murdering my ***.

...

Yeah that was my initial reaction after reading the changelog and the some of the posts on here. They went overboard with all four things: end wave auto-rage, nerfed ammo, nerfed pickups and esp. the SC terminator auto-targetting [tm].

Sure Id like to see the scrakes have some chance of hitting anyone close-up but auto-hitting players (if thats whats happening) when they try to dodge is just as bad as players auto-dodging scrake attacks.
 

Rafin The Red

FNG / Fresh Meat
Mar 5, 2015
182
1
0
At first I didn't care, just gets them to me faster. Nothing big. Until scrakes and fps started appearing at the end when it's below the magic number and they're raging and you don't have time to setup for them.

Also with the ammo the way it is now, having more time at the end to hunt some of those rare ammo boxes would be nice.
 
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Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
I'll be honest I came across the last 3 being scrakes today, on outpost. Only 1 player was alive at this point, a firebug with a caulk gun. Didn't end well, I can never see it ending well when there's one guy left, that's total reliance on luck/perk & weapons. Who the last man standing is essentially. Even then outcome is grim!
 

Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
879
5
0
This. People didn't drag their *** in KF2 like they did in KF1 because you could run to the trader. It was trying to tactically approach dealing with Scrakes or when you're overwhelmed being able to target things in a split up manner.

I feel cheated out of a match earlier where we were on Wave 9/10 Suicidal Evac and it just so happened the last ZED's (not trying) were Scrakes. The minute 5 hits they all insta-rage becoming impossible to manage or deal with. I think the idea was neat, but not well thought out for scenarios like this. We know the Scrake is hard as hell, but with circle strafing completely gone (he aimbots you @ 200% speed in ZED time FFS lol!) while missing 4 months of non-stop complaints that the Scrake is a meth strung ninja whose inhaled a gram of angel dust.

"learned ballet" my ***. It crippled any kind of maneuvering a Scrake now that he can instantly target the direction you're looking at. So yeah. The rage problem is a Scrake problem.


EDIT




You're being kinda delusional.
It'd be more reasonable if it was only one or two last scrake or fp rages at once.
 

Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
879
5
0
Yeah that was my initial reaction after reading the changelog and the some of the posts on here. They went overboard with all four things: end wave auto-rage, nerfed ammo, nerfed pickups and esp. the SC terminator auto-targetting [tm].

Sure Id like to see the scrakes have some chance of hitting anyone close-up but auto-hitting players (if thats whats happening) when they try to dodge is just as bad as players auto-dodging scrake attacks.

I disagree that the instant turn isn't necessarily too much. A walking scrake is slow and if a player is walking right past it then I don't have much sympathy for them getting damaged. I haven't played a ton of the update but as long as the player doesn't get injured and (poorly designed to be sentenced to death from 30 damage), I've really liked having to run away from raged scrakes and hit them between attacks to deal with them. Otherwise, there's no reason to get really get close to a scrake unless the player gets sandwiched by boundary boxes.
 

dsi1

FNG / Fresh Meat
Dec 9, 2006
225
47
0
I like the change. However, perhaps zed count number could turn yellow, when approaching the danger zone, and red when zeds enrage? A subtle warning system that most people (may?) notice.

This is a great idea, right now it's a hidden mechanic.
 

feyith

FNG / Fresh Meat
May 25, 2015
41
0
0
I about pooped my pants when there were like five mobs remaining on the counter, rounded a corner and it was one of each special. First time I've ever yelled out loud "OH MAH GAWD, RUN!!!"
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,850
305
83
Belgium
I was like "WHAT THE HELL? I DIDN'T EVEN SHOOT THAT SCRAKE ONCE!" , this idea is amazing! It forces you to be careful even at the very end of a wave! I hope this idea is here to stay .
 

_L1pE_BR

FNG / Fresh Meat
Dec 7, 2011
26
5
0
This is a great idea, right now it's a hidden mechanic.
Agree, and I think the zeds left should also do a scream when it gets to 5, kinda like the scrake and FP spawn scream (which could be reused for this if there's scrakes or fps left).
 

Rafin The Red

FNG / Fresh Meat
Mar 5, 2015
182
1
0
After losing yet another game because of this, seems like there's ALWAYS one (or more) scrakes left - sometimes a FP, I don't like it. What's the purpose of it? To make it more of a challenge? Aren't the other changes enough? To prevent conga lines of scrakes and fps?

Seems most of the people like it, so I imagine it'll be a permanent feature. I'll get use to it and deal with it. But I would like to know the reasoning behind it.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
After losing yet another game because of this, seems like there's ALWAYS one (or more) scrakes left - sometimes a FP, I don't like it. What's the purpose of it? To make it more of a challenge? Aren't the other changes enough? To prevent conga lines of scrakes and fps?

Seems most of the people like it, so I imagine it'll be a permanent feature. I'll get use to it and deal with it. But I would like to know the reasoning behind it.

It's so you don't waste time dancing around FPs/scrakes and kill them as they show up. Now you can't avoid them and leave them to wander about until you're ready.
 

Rafin The Red

FNG / Fresh Meat
Mar 5, 2015
182
1
0
It's so you don't waste time dancing around FPs/scrakes and kill them as they show up. Now you can't avoid them and leave them to wander about until you're ready.

Ok. Good reason. But there are situations that happen where you don't intentionally leave them for last. For example...

Demo. At 10 zeds left, I run around to see what's left. There's a scrake but I can't take him out in the our current positions. So I keep moving around to get into a position to do so. In that process I kill a few because I have too. So now the count's 6-7 zeds. Ok I'm in a good spot where I can hit him with 1-2 sticks and 1-2 rounds. But a gorefast comes up behind me, so now I hit the key for my pistol, ooops the hx comes out instead, fire because he's kicking my butt, kill him and the stalker that was with him. Now the counts down, the scrake is raging. I was able to kill it ( contact sticks:D and 1 rpg ) and survived but it's just an example of no matter how careful you are, you're not always going to have all the scrakes and fps killed before the rage. Or be in a position to take them on.

Another example was with a fp and scrake left. I got trapped in a hallway by a husk (with no armor left), no chance to get around it so I had to kill it. And promptly died. Raging fp.

So I think what it's trying to do is good, but it's got some draw backs which I don't think are good.

Like I said, I'll keep trying different tactics and strategies and deal with it.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
Ok. Good reason. But there are situations that happen where you don't intentionally leave them for last. For example...

Demo. At 10 zeds left, I run around to see what's left. There's a scrake but I can't take him out in the our current positions. So I keep moving around to get into a position to do so. In that process I kill a few because I have too. So now the count's 6-7 zeds. Ok I'm in a good spot where I can hit him with 1-2 sticks and 1-2 rounds. But a gorefast comes up behind me, so now I hit the key for my pistol, ooops the hx comes out instead, fire because he's kicking my butt, kill him and the stalker that was with him. Now the counts down, the scrake is raging. I was able to kill it ( contact sticks:D and 1 rpg ) and survived but it's just an example of no matter how careful you are, you're not always going to have all the scrakes and fps killed before the rage. Or be in a position to take them on.

Another example was with a fp and scrake left. I got trapped in a hallway by a husk (with no armor left), no chance to get around it so I had to kill it. And promptly died. Raging fp.

So I think what it's trying to do is good, but it's got some draw backs which I don't think are good.

Like I said, I'll keep trying different tactics and strategies and deal with it.

You're right it does need some tweaking. I do actually like it, but sometimes the stupid FP or scrake-train hasn't actually shown itself for me! It can be a total surprise to see them charging round a corner. Perma-raged fleshpounds is also crazy, I think he should rage until he hits twice or 3 times for that. Layer damage would cause the rest!