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He is far less fun to fight than the patriarch who wasn't so ludicriously predictable and yet still unfair (And he could go invisible!). The new boss doesn't even change noticably between difficulties. He's the same hyper accurate grenade machine across each one. His grenades also seem to have a very weird range in multiplayer, where you will get hit while being quite far from the visual blast radius, which also doesn't happen in solo.
Hans is perfectly fine as he is, sans pathing issues. He's a little too easy, to be honest. He'll be even easier once Sharps/Demos are added to the game. Normal solo is a joke against him, Normal multiplayer is well balanced, Hard solo is a little tough, Hard multiplayer is a lot of fun, and Suicidal solo/multi is basically a slight continuation of Hard. HoE is broken in every regard, so we'll have to wait for it to be fixed a bit.
On a related note, join a 128-person server on Normal difficulty and fight Hans. Even though his health scales like the dickens, you'll see how easy he really is. If he throws gas nades, run. If he throws explosives, run. If he pulls out the STIGs, take cover and force him to nade instead (he won't shoot without Line-of-Sight, and you can use the animation of him drawing his guns to get some shots in before taking cover again). If he melees you in the later stages of the fight, do not turn your back on him; you cannot outrun him, but you can dodge him and shoot him quite easily. Heal yourself just before he grabs you so that you regenerate health as he sucks it and can start the syringe cooldown earlier. Don't shoot him while there's white smoke out, since he has 85% resistance to all damage.
And stop comparing him to the Patriarch. We have no idea what slaughter the Patriarch will cause once he's released in KF2; KF1's easiness is irrelevant.
I dont know if its a timing thing or what but he was always in block mode and him and boss just kept dancing back and forth while we let him have it
I was talking about when he is chasing to heal himself. As a commando you can see the literally no damage he takes when he is doing that, compared to how quickly you can take off half his HP before that moment. You could stop the patriarch from healing, and kill him before it if you could chase him down. Once this boss starts healing he stops taking damage and heals to full HP. He also seems to take no damage when he is doing his little animation and yelling about his new attacks after healing.
I am saying it's a bad thing. The boss isn't fun to fight. He is literally the exactly same fight every time if you play with a team who knows what they are doing. Right down to who he aggros to.
The scaling is still a problem as it doesn't seem to care about how many players there are for anything but his HP. When the flashpound barely can take off 10 or even 20% of your armor per hit, then the boss hits you with 1 grenade and takes off 50%, the scaling is out of wack. 2 fleshpounds and 2 scrake can't even take your armor off until above hard difficulty before you can take them out, but the boss on normal can take it off in just 3 little 100% accurate machine gun shots, or if you happen to get hit by even 2 grenades. If he decides to combo ONE player multiple times in a row and they fail to dodge the swings, he can take you down from full health and armor to dead in just a couple seconds. Everything about his damage is inconsistant, especially compared to the Patriarch.
for me the new boss in KF2 (hans volter) is hard if your health drops and your sprint starts to fail, because you are sprinting alot if your team go down or he is simply after you non-stop, ive seen beserkers at low level run him in circles as you already said, and just chip away untill hes dead
I'm sorry but he was extremely predictable. There is a total of three thing he can do when attacking players at range:
Keep walking, uncloaked.
Charge, both cloaked or uncloaked.
"One in the pipe!"
The total amount of ways he attacks people can be counted on one hand..
The same goes for Hans.
In no way are either of them "unpredictable".
Sorry for the OT, but those few lines made no sense to me.
I wouldn't say that knowing what all his attacks are makes him predictable, as then everything would be. He did let you know when he was going to shoot a rocket, which was good because they could one hit you. He could also shoot his chaingun at a distance, and when he charged he would sometimes do his chest attack that did a ton of damage, or a couple weaker attacks. He didn't have an obvious attack pattern as the new boss does, where he literally just does the same thing back to front.
Hans will find you, fire a specific amount of bursts of his machine gun based on what level of him you are on, then stop and throw grenades, then repeat until the next level. Each level added something incredibly miniscule, like throwing more grenades, or meleeing when low on health before the next level. He literally does the same things, in the same order, every single time. The patriarch did none of his attacks in the same predictable order every time. Whether he charged in cloaked/uncloaked, wanted to fire his chain gun or shoot a rocket, they all had to be prepared for. He wouldn't do them in the same order, every single time. The new boss even changes between his grenades in order between gas, damage, and smoke until he has to heal again.
I find Hans predictable and his pathfinding exploitable. Kiting around an object and jumping off ledges and stair cases tends to muck up his targetting and he'll switch to the next closest target. We do this on suicidal with 6 man and he sprints after each player and loses his target whilst the rest of us bring shotgun hell. We normally take him out in phase 1 or it drags on to the last phase
Early on people get wiped because they dont expect his acid grenades, once you learnt to recognise his abilities and adapt your tactics, it's predictable.
I don't think thats the way the devs want it to be... I would suggest making him run so fast that he cant be outrunned and kill the last guy to end this boredom. In exchange I would nerf the aoe dmg somewhat to give medics a chance.
Maybe...dodge the grenades?