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
Gameplay reason: refresh and mix up gameplay, adding more enemies with ranged attacks.
Adenda: they were hard to balance at the start, they capture beam clipped through everything and had a lot of reach. They were too tanky and they forgot to make players how to imply "unlearn the headshooting with these".
I mean, I'd wouldn't bring that up if it wasn't a great experience.
Developers broke the balance by introducing overpowered DLC weapons, and in the name of keeping the challenge they have added them. At that point KF2 had Quarter-pounds for months and nobody raised an eye brow, yet everyone complained about robots feeling out of place. I think, robots were added after TWI left the maintaining and balance of the game to Saber Interactive, so you can thank them.
Lore-wise, they supposed to help you, but they got hacked and now they're running alongside of specimen. Apparently also, specimen see them as their kin, given that they don't attack them.