Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It is a shame. But the fact that HoE has a huge difficulty spike after suicidal and not enough variation with the difficulty settings, I am less enticed to play vanilla and play on community servers instead. I would love a difficulty mode and focuses on a lot of zeds with less damage than HoE.
Difficulty shouldnt really be linked too much on the amount of zeds that spawn and the increase in damage you receive that comes with it.
-commando scar ammo costs just as much as aa12 ammo,
-medic can regenerate armor,
-m4 combat shotgun beeing garbage compared to all other support weapons,
-zed teleportation, hans volter bossfight overall (ridiculous close quarters damage, permanently charging players sometimes, doing the same fight four times),
-demo beeing completely useless without his nuke (support does more dps to fleshpounds with his tier 4 gun, and every class can take care of scrakes just as fast with the right weaponry, except for the medic, at least in my case).
-useless skills (oh boy 10% faster reload or letting my teammates be able to see cloaked units, decisions, decisions, too bad both are pretty useless when playing solo, and only one of these two is useful when playing cooperative(, its beeing able to see cloaked zeds),
-stumble or quick reload (stumble is completely useless for me since you are able to hear the enemies once they attack and quickly kill them before they damage anyone)? oh boy sure i want to stumble a fleshpound once instead of beeing able to reload faster with all my perk guns (seriously you can kill the most trash zeds with 3 to 5 shots with the tier 3/4 guns of the commando, why should i use stumble if they die after 2 sec anyway.
I agree with most of this. I think twi shot themselves in the foot with perk skills. So much treading into unknown territory here.
Me too, though zeds should give you less experience per unit in such a mode then otherwise you would level up way too fast.
Yeah, I think it looks worse in KF2 because of the speed increase on both sides of the fence, gameplay changes from KF1, and lack of multipliers. Perhaps a few other things, but this isn't that far off from KF1 just really sped up. If your idea of playing HoE is spread out or going Han Solo in a 6 man match like you can on Hard or even Suicidal to some extent, then I'd have to ask what your idea of HoE was in the first place.
It's almost always been SUPER CAMPY to the extreme if you will. Movement was almost always a bad idea unless it was well coordinated at a specific time and you didn't need 2 Zerkers, you could get by with one. It's not fun I'll give you that, but I never thought the higher difficulties were fun on KF1 myself either. They were just a matter of pin point accuracy and endurance marathons for the most part that could take hours. I'd like to hear what people would like for HoE 2.0 to be. Removing camping would be a bad idea and before the update it wasn't like people were doing the exact same thing.
Imo this is all because of the current lack of real mechanics and the zerk and a few other classes being op atm.
As far as kiting (movment) being a bad idea, thats just not true. I can remember kiting countless maps with skillful players of various classes other than zerk. It really comes down to what players are comfortable with and capable of.
Like I said its a pretty lame tactic, but it does work. Maybe Tripwire should balance monster and player mechanics so that there are more skillful and varied ways players can win besides standing behind a wall of blades and hammers.
Either way I think as the community becomes more skillful and players are a bit more confident, you will start to see some new tactics emerge from boredom if nothing else.
It's a sad day when such events occur. Its got to the point where if you are not zerk,medic,firebug or demo players see you as useless which is totally not true.
I don't want to make this sound common place because I don't feel it is, but I saw one server that had "No Commandos" in the server discription.
I would also like to add that I'm opposed to higher difficulties above HoE. If HoE is to be the hardest difficulty and players are finding it too easy, then it needs to be made harder. You can't keep adding difficulties because players become better at the game, but you can make the hardest difficulty stand up to its lable.
Be honest. You left because you feared the vote kick lol. Don't blame you. Previously I'd just blow these people off telling me how I should/should not play. Now you literally have to kiss peoples asses in a PvE game just so you don't get the boot.
Butthole is clenched playing anything below Suicidal as a high level. Already had multiple attempts/boots before and during a match because of it.
Of course... TWI said that both ways of playing will be viable (kiting/camping), and they are.
Bring back the combos. Make each class unique with a different way to deal with FP and SC and leave all that Tank, Healer, DPS to MMOs and RPGs.
Make KF2 a good shooter and not an RPG.
I don't wan't perk skills, I don't want XP grinding, I don't want Roles. It have all come down to - have a Tank and a Medic - 99% win, Don't have one of those 2 Roles - 99% lose.