![]() ![]() Good luck on the killing floorĮxactly so Im afraid. And as a small personal tip, never rage stuff you can't kill. So, basic rules of survival (especially for Hell on Earth) are to always have armor past wave 4 or so, always reload when you have time, remember to always check your corners and never go out alone unless you know what you're doing. The higher the difficulty, the faster and more aggressive the horde gets, they get more attacks to use, a lot more hp, and they deal considerably more damage to you, to the point where a Fleshpound can slap you twice and insta-kill you on the spot, if it catches you without armor. The zeds won't spawn closer than some 5-6 meters away from you, but farther than that it's fair game. As far as spawns are concerned, zeds will spawn anywhere you can't see. ![]() A rule of thumb is to not dwell for too long in tight corridors, unless there are some one-way escape routes like a window or a handrail drop-down, otherwise you get trapped there and mauled to death. It's about learning the levels a bit as well. It's kind of like playing Doom and knowing where the secrets, armors and mega healths are. Just because some people can play this game means that everyone can sail through just fine.Learn to accept different opinions that you might not like.Īs XeRnUno has stated above, understanding how Killing Floor 2 works is not a matter of skill, but rather of time. In conclusion I personally think KF2 is no match for KF1, and that is the best 'worst' game I ever played. In KF2 it was simply dropped.The demo has to manually detonate the bombs only that are now only 3 in the inventory.He is just here now to lob grenades at zeds from the rear, since he is very vulnerable to almost all zeds up close.So much for tactics I suppose.But the devs went through all the effort to make the electronics board on the bomb model in such a way to mock the Arduino electronics line.All flash, no substance.And this is where the problem with KF2 lies.īecause this is what TW wants a run-of-the-mill 'run and gun' fps destined for mass consumption with microtransactions to complement the sales, as opposed to KF1 which was a cult game first, that became a hit second. ![]() I +1 with OP.The spawn is terrible.And I have many many more hours then he has (~1800).I played KF1 also from it's beginning.When KF2 was released, I was ecstatic.However as I progressed through the game, the problems become more pronounced not less.īullet spongy enemies, getting stuck in assets of the level like chairs, tables etc, difference in running speeds so that the zeds can always catch you up, peashooter grade weapons, zeds always knowing your exact location even if they are on the other side across the map, worthless or nerfed perks just for novelty, many perks not being able to hold their own, and many many more shortcomings are signs of bad design, not 'challenging game play'.I think TW mostly put their efforts in showcasing what the engine can do (which is great- wont deny that) & not create a good game- especially game play wise.Īn example: In KF1, the demo, could lay down tripmines that were proximity activated.He could have 5 maximum ammo, but picking up a few ammo crates would allow for the specific perk to make literally a mini minefield, protecting whatever vulnerable area the team may have, front, rear, flanks, corridors, whatever.If things got hairy on the spot they were defending, they could retreat and let the mines take care of the zeds.The demo could even trap the patriarch into a well placed megatrap if he was fast enough. ![]()
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