Having said that, there's still lots that can and should be done to keep this game going eg:ġ. extend the levels up to say 50 (or hell, 100!!)Ģ. add new weapons for each perk or even a new perk (don't ask me what)ģ. add more zeds (new), kinda like what you guys did for the circus event. plant explosives in the dungeons (think Ripley in Aliens heading down to the basement to find the little girl) or go through the descent to escape on a boat leaving or something (or helicopter coming to land at the top of a sky scraper) That was excellent, but you guys stopped at 1.ĥ. (The following words are on HOE difficulty, LV25/LV6, 10 waves.) I've slowly been getting my mates into this game and they're loving it.Īctually, to my opinion, the KF2 is very different from KF1. Both the zeds and the players move in a much GREATER velocity, allowing sudden swarm attacks from the zeds or kiting strategy from players especially if he is a berserker or gunslinger. A mind absense of 3 secs is very unlikely to be lethal in KF1- not that in KF2. The rage blow from fleshpounds are no more instantly kill in KF2 which means fault-tolerance (NONE in KF1) and offer chances of comeback (which is almost impossible in KF1). However, this is compensated by the greater difficulty to escape due to the greater mobility and attack frequency of the zeds, let alone the notorious zed teleportation mechanism! i.e. You, in KF2, are as deadly as in KF1 unless you are the sole survivor running from the FPs, and you are almost as deadly because of taking MULTIPLE blows rather than taking ONE blow from FP in KF1. This is because that in KF1 a LV6 player spawn with a T2 weapon as well as the price reduction. (Let alone the crossbow price glitch) In KF1 a veteran could lay hand on his favored T3+ weapon on wave 2 and forget about economy issues whatsover, which is impossible in KF2. In other words, you need to ACTUALLY fight with inferior weapons for the first half of the game in KF2, NOT in KF1. #KILLING FLOOR 2 PRESTIGE MULTIPLE FULL#.
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