Paris is pretty open enough to be considered the Farm or Mountainpass of KF2.
There's nothing wrong with Kiting or Camping as long as they are done correctly.
Let me put it pretty bluntly on what I bet people think.
For Campers -> Can aim better and doesn't have to deal with teleporting, easier to line up headshots.
For Kiters -> Enemies are bullet sponges and don't die immediately so we need to move around and pick them off little by little. Scrakes and FP's never catch us as long as we are moving. Teleporting is the only downfall when it happens. Kiting allows us to restock on ammo since enemies absorb bullets like no business.
When these tactics are done properly they both work wonders, but you need to have the same minded folks in order for this to work. I am assuming HoE for both methods.
Campers need to have top notch headshot aiming, at least 1 Zerker for 5 emps, one medic that can reliably sedate and two folks that can be mainly be on Scrake decapping during that time. If there's 2 or more players that need to constantly unload a full clip to kill a medium zed then camping will not fully work once FP's or maybe even once Scrakes start rolling in.
Kiting's only major downfall is teleporting, but that is because there is no "scout" in the Kiting group. There needs to be at least 1 or 2 people that are rushing to the new campspot and setup shop there. Everyone else is delaying the faster moving ZEDs (Gorefast, crawlers) to group up with the slower more problematic ZEDs (Bloats, Sirens, Husks). If you are constantly going to be on the move then you first need a full team of Medic or Zerkers for the movement speed (If even one player is a Commando or Support then you need to utilize a mix of the two), you focus on what's in front of you only AND you pick proper exit and switch exits depending on what you hear spawn in front of you. If you are going for infinite kiting, you don't brainlessly keep moving to one side of the map to the next like you were able to in KF1. You need to adapt to your spawns and make last minute changes if required, even if that means turn back to that FP that is chasing you block/parry his attack then move and run in that direction.
There's nothing wrong with Kiting or Camping as long as they are done correctly.
Let me put it pretty bluntly on what I bet people think.
For Campers -> Can aim better and doesn't have to deal with teleporting, easier to line up headshots.
For Kiters -> Enemies are bullet sponges and don't die immediately so we need to move around and pick them off little by little. Scrakes and FP's never catch us as long as we are moving. Teleporting is the only downfall when it happens. Kiting allows us to restock on ammo since enemies absorb bullets like no business.
When these tactics are done properly they both work wonders, but you need to have the same minded folks in order for this to work. I am assuming HoE for both methods.
Campers need to have top notch headshot aiming, at least 1 Zerker for 5 emps, one medic that can reliably sedate and two folks that can be mainly be on Scrake decapping during that time. If there's 2 or more players that need to constantly unload a full clip to kill a medium zed then camping will not fully work once FP's or maybe even once Scrakes start rolling in.
Kiting's only major downfall is teleporting, but that is because there is no "scout" in the Kiting group. There needs to be at least 1 or 2 people that are rushing to the new campspot and setup shop there. Everyone else is delaying the faster moving ZEDs (Gorefast, crawlers) to group up with the slower more problematic ZEDs (Bloats, Sirens, Husks). If you are constantly going to be on the move then you first need a full team of Medic or Zerkers for the movement speed (If even one player is a Commando or Support then you need to utilize a mix of the two), you focus on what's in front of you only AND you pick proper exit and switch exits depending on what you hear spawn in front of you. If you are going for infinite kiting, you don't brainlessly keep moving to one side of the map to the next like you were able to in KF1. You need to adapt to your spawns and make last minute changes if required, even if that means turn back to that FP that is chasing you block/parry his attack then move and run in that direction.