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They are as dangerous as squishy. Perfectly balanced
Unfortunately, they kill players far more often than the ones that are supposed to be a major threat. That sort of implies a balance issue when the more advanced and intended to be stronger threats are less of one than the intended trash.
Simply reducing the individual attack rate on them or their damage output a little bit, should put them back in line with what their role was supposed to be.
Legitimately, the only enemy spawn more terrifying than a cluster of 8+ stalkers/crawlers is when you have 4 or more quarterpounds spawn in.
It's especially bad if you are playing solo or with a team full of HVT killers/low magazine sizes. Zerker in particular tends to get absolutely shat on if they get clustered.
Unlike the clotbombs in KF1, where that could only happen if the player was being completely inattentive, in KF2 the increased movement/attack speeds on stalkers and crawlers causes it to happen even on players that are paying attention, simply because they can close the distance to you too fast to respond, especially if you are already trying to deal with something else, like a FP or quarterpound spawn.
EDIT: Clarifications.
people know how to kill clots, gorefasts, and bloats
sirens and husks have been really dumbed down since KF1, especially with the ability to run away and the non-existant suction pulling they do when they scream
big zeds like fleshpounds and scrakes eventually people get used to and even trash killing perks like firebug, commando, and swat realize how to counter them
bosses are a wild card
so
that leaves only gorefiends, crawlers, and stalkers
aside from dodging mechanics and attacking in swarms:
-gorefiends can block a ton of lethal headshot attacks on low tier weapons, basically anything below a lvl 3
-stalkers are invisible and fast
-crawlers are small and jump as well as blending into the blood soaked ground and in dark areas practically undetectable unless you go commando and see their health or they start attacking
this is sorta really where trash perks excel at and why you always need a trash zed killer perk in any match:
-commando and see their health
-swat has stumble and basically at least stumbles or pushes them back a big
-firebug just uses fire and afterburn to kill them in teh crossfire.
Look at the gorefast now, that guy can barely do as much damage as he could do in a short time span as in KF1. And the gorefiend's whirlwind attack is so easily countered now that you might just consider it a gorefast with more health.
And Scrakes can be outrun, always. These enemies need buffs to be stronger, stalkers and crawlers with their damage is fine.
Also, another important factor is knockback. Stalkers and Crawlers have some of the lowest knockback on players, so players do not go flying after being hit like it's an attack from Pat. This means almost every attack will connect. If fleshpounds could do this, you would expect a lot more players to die from them on their de-raging attack.
Biggest problem in this game is a large QP+FP group spawn, with only 1 or no demo. Not stalkers/crawlers.
so dangerous
see your doctor.
do i need my own topic for this?
yes the 4+ QP gangbang is thermonuclear if they get you pinned.
*insert good brain meme here*