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Or you could just play for fun and a challenge instead of trying to min-max the easiest win. Heck I use off perk weapons like the 1911 pistol in the late game because I like the aiming challenge.
If your goal is an easy game, just play on normal. :D
I would say the cost of buying a new weapon loadout is a drawback to "just cycle between different perks during a match". Sure changing once when you empty your starting weapons, okay. But changing again after you have a full gunslinger or support loadout? That becomes expensive, and leaves you no money to give to teammates who die, or late joiners etc.
All in all I don't see this as a problem.
The only way I'd agree about was if game forced you to choose a perk that is not taken already by someone else. I'm sick tired to see 3 commandos/demos/zerks in same team that play on their own ignoring any concept of teamplay.
Wrong. Demo is borderline useless in early waves (I can't even stay alive as demoman without buying a 1911) but becomes god once he has the M16 and RPG.
Git gud then. You'd be surprised of the effectiveness of grenade pistol for self defense and crowd control, if you use it properly. I can use it just fine and I save enough to buy a M79 within the fist 3 waves. Also, the fact of being easily surrounded is always the weak point of demo, regardless of wave and your arsenal. I rest my case.
Not after the M16 was added.
Think of it like LoL or experience gain, the dosh we have is "exp", everytime you sell off weapon loadouts your deciding to lose 50% of the "exp" you put into those to have the points to "buy something else" ( I know selling starter weapons doesn't equate into this but I have no issue with that )
Granted in KF2 it's dosh and you can give it to teamates and ♥♥♥♥. Medic used to start with armor all the time, I see nothing wrong if you want to start SWAT then switch. There are tons of factors in this game that make it very hard, and only a few that make it easier, use all of them you can.
The first perk change (obviously beneficial to you) all of them after that are tough choices about finance and longetevity of the team.
was gonna search for something but typed it in the wrong box xD
Because Hans's melee and Patty's minigun shred perks that can't get out of the way or at least partially tank the damage(like demo) and swat can pump out a massive amount of dps into targets, be that a crowd of trash or a big boss(also, swat has bullet resistance and can be an armour tank).
As FALLENV3GAS pointed out, players can leave and new players join at any time during a game, and you can't (nor should you) force them to play the same perk that left.
That's also assuming the original team picked a combination that played to their strengths, which doesn't always happen.
Add to that, a game might start with one player, and build up to 6 over the waves, which tends to change the optimal composition.
Instead, we should probably focus on minimizing the incentive for swapping:
Second 9mm granted automatically should probably sell for nothing - similar situation to pipebombs in KF1, to keep the initial trader cash the same for all classes.
Some would still swap for 100 armour or first round survivability, but there wouldn't be a benefit of getting your other class weapons early anymore, so less people would bother.