I think the trading system and the income are very well balanced. It is also worth noting that it is easier to get money. There are some exceptions like the M16 M203 being 1200 instead of 1100 or the grenade pistol being 300 instead of 200. Tier 1 is a weapon you spawn with, or can be bought for 200 dosh, tier 2 can be bought for 650 dosh, tier 3 can be bought for 1100 dosh, and tier 4 can be bought for 1500 dosh. But why is it good that weapon discounts are gone? The weapon discounts was one of the things that made it difficult for new players to get into the game, and also to get off perk weapons. Some key classes are significantly nerfed. Originally posted by Chance:I see, that's actually a lot of great feedback! So based off of what you're saying, KF1 has better mechanics but KF2 has a couple of new things that are pretty cool. I would wait for a free weekend if I were you, and try the game out for yourself. ![]() Overall, KF2 is a lot more casual and repetitive. KF1 just has a wiki that does not provide nearly as much info. All weapons have a weapon bash.Ĭommando's are now the only ones that can extend zed time and are now able to reveal cloaked stalkers to teamates, giving them a vital support role to the team.Ī player by the name simple cat has a google spreadsheet with details on mechanics, player stats, weapons, zeds, etc. Horizontal attacks will hit more enemies, but deal less damage than a vertical slash. The direction of your attack depends on which way you move. Zerk with emp, swat with a flashband that will stun large zeds, demo with dynamite, etc. Weapon discounts have been removed (Praise Lord Gaben!)Įach class gets a unique grenade. Ex) Medic releases a healing cloud that follows him around, berserker can ignore zed time, commando can fire in real time, etc. I can keep going, but I will just skip to the positives:Īt level 25, you get to choose one of two skills that only occur during zed time. Survivalist is a perk that specializes in off-perk weaponry, and is designed for griefers to crash games.įleshpound rage is no longer reset by breaking line of sight, but he no longer deals amplified damage when enraged, so just block them. The swat does have the ability to kill large zeds though. The berserker is now the new tank with the ability to block with melee weapons. The medic and swat have more maximum armor instead. Medic can no longer tank, and the swat is super expensive to make it a tank (there is no discount on armor, and armor damage does not get reduced by One misplaced shot, and you're in trouble. Gunslinger can kill everything, but it is difficult to use due to low ammo count in mags and high recoil. ![]() KF2's "new" perks are actually just KF1 perks that have been split in half, while survivalist is a tiny bit of everything. KF2 also has a bunch of broken or unblanced skills to the point where there is really only one viable tree (they might as well be passives). Oh no, you are now at 15/15 kg and cannot get anything else. ![]() Then you get an rpg so you can kill large zeds, but it has terrible aoe. KF2 demo: Have you ever played with torgue rifles in Borderlands 2? Basically that unless you use M79. KF1 demo: Explosions kill things in an area. Instead of afterburn, firebug only deals damage at melee range and kills trash almost instantly. KF2 afterburn: Short duration of 1.7 seconds (trench hun lasts for 2.7 seconds) and little damage. KF1 afterburn: long duration and increasingly powerful per tick, but requires distance to make use of it. There are lots of problems with KF2 with a few benefits imo.
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