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To get speed in movement, use your knife and even repeatedly Bhop to exploit Unreal Engine 2's movement physics.
You will feel fear here, too.
Totally this.
E.g. just dropped back into this after about 18 months away - played Normal (as it was where most busy servers seemed to be). Remembered where my old choke point was at the top of Foundary and started killing everything. A 1 star and 2 star, Bezerker and Sharp (who were already in the game) wandered off solo and died.
1) If you are new - don't just jump in on Normal until you know Maps and what you are doing. Normal isn't normal as a beginner, it isn't easy, it will bite you especially when enemies scale up with more players in the game. You will die. A lot.
2) If there is someone in the game of say a 4, 5 or 6 level rank who looks like they know what they are doing (e.g. holding choke points, moving towards a shop with like 20 enemies to go etc.). - follow them. They know roughly what they are doing or really know what they are doing.
3) Some levels it doesn't make sense to hold a choke point on, and it is easiest to kite it. Eyes up and follow the play. E.g. again like 2) watch what people who look experienced are doing. If you get left behind - you will most likely die. Repeatedly.
4) If you are 0 or 1 star and you repeatedly join Hard and up level games - you are highly likely to get kicked. 0's and 1 star can be carried on Normal. On Hard there isn't much space for carrying as enemies scale and 0's and 1's don't pack enough punch.
Edit:
5) Filths Cross - best example of this of the 3 hours I've been back. Nobody watched the back of the choke point which wasn't locked off, 5 lvl 6's just died (a lvl 5 Support quit in rd) on Wave 9 of Normal as the back wasn't secure essentially and one person after the next went down. Game's enemies scale up and will bite even at low levels of difficulty.
I completely agree, kf2 feels too bright and comedistic, skins don't help being creepy neither
Killing Floor 2 is a very flashy, fast paced and aggressive game that encourages movement, and BECAUSE its so much more fast paced it NEEDS to be easier and more forgiving, otherwise it'd be frustrating. Also it has terrible balancing but that's another story.
Killing Floor 2 used to be a lot harder, it has become easier and easier over the years of updates, to a point where now every class can sort of fill every role to some extend. In KF2 i see berserkers and whatnot do their own thing at the other end of the map. In Killing Floor 1 teamwork is KEY, you live or die by your team and running off is a good way to get yourself killed.
Also the siren in KF1 is insanely dangerous, and spotting one close to your team is a cause for alarm. In KF2 they're sort of a joke.
I really like(d) both games but I'm not a fan of what became of KF2 game after Saber Interactive took over (The robots and whatnot) so I moved back to playing KF1.
I wish there was a way to play older versions of KF2. I used to love that game pre-saber.
Tripwire and Saber want to make the map official. All seems well.
The version made official brightens up the night map, adds more chokepoints, and generally tarnishes the original gameplay style in favor of not just KF2 meta, but actively being a dock to players with the alterations made for some weird reason.
Unsure if resolved now, but there is a comparison video on the subject from ages ago.
https://www.youtube.com/watch?v=mqxn6at0yxY
All the cheap spawns on most maps are a big reasn why KF2 eventually fell out of my favor. Seeing the original workshop version of this map makes me realize how terrible the map design in KF2 is. Especially when it comes to spawnpoints.
The more I hear about KF2's behind the scenes, the less and less faith I have in KF3...