Just a few suggestions for KF2, also sorry for my bad English It is not my first language:
1) - Invest in new game modes, like Objective mode or the Endless survival. Classic mode can entertain you for hundreds of hours, but more game options can extend KF2 lifetime and provide more variety.
2) - Allow some Crawlers to climb walls and walk across ceilings. This reduces the Demolitions crowd control power, weakens the Medic-Zerker meat wall formations and values the Commando.
3) - Make stalkers prioritize injured players. That makes them more useful.
4) - Add the Molotov cocktail as a Firebug weapon. It's much cooler than incendiary grenades and fits better in the end of the world scenario.
5) - Give the Scrake a damage boost. He carries a chainsaw for a reason.
6) - Boost the L.A.W. It's supposed to be the most powerful weapon in the arsenal and the main key to take down big foes.
7) - Divide the Berserker skill tree so he has to choose between speed and damage resistance. Kiting will be harder and the berserker will be less overpowered.
8) - Add blunt weapons. It offers more variety into the Berserker arsenal. An interesting feature would be that by killing an enemy in Zed time (with a blunt weapon), an x-ray effect would be applied at the impact area, showing the bones breaking.
9) - If possible, no puke guns.
10) - Fleshpound:
- Should instantly rage when the puny men throw grenades at him. Also if he's already charging he will ignore launched grenades and keep advancing. This change fits better with his aggressive personality and makes him more dangerous since his rage animation starts when the grenades are thrown and not after the detonation.
- Make him tougher.
- Should charge through doors instead of stopping (rage mode only).
11) - Give each character unique voice and speeches. I know it is time-consuming and somewhat expensive, but keep in mind the image of Reverend Alberts screaming bible verses while cutting his way through hordes of zeds with a claymore.
12) - Make a total rebalance of the perks. As it is now a Firebug, who was supposed to be a trash killer, can easily take down a Scrake thanks to weapons like the flare revolvers and the husk cannon. The same goes for the Sharpshooter, which should be high-priority target killer and ended up becoming an all-round overlord. Each perk must stick to its purpose.
13) No Gunslinger perk because:
1) - There is no purpose in including it. Pistols will hardly be effective against large enemies and Firebug and Commando are infinitely better trash killers.
2) - Pistol damage will be reduced: ´´ In KF1, a round from the 9mm pistol actually dealt more damage than a bullet from the Bullpup rifle. That's not true in KF2.``
3) - The sharpshooter skill tree will probably force him to choose between pistols and rifles or between centralized damage and multiple targets killer.
1) - Invest in new game modes, like Objective mode or the Endless survival. Classic mode can entertain you for hundreds of hours, but more game options can extend KF2 lifetime and provide more variety.
2) - Allow some Crawlers to climb walls and walk across ceilings. This reduces the Demolitions crowd control power, weakens the Medic-Zerker meat wall formations and values the Commando.
3) - Make stalkers prioritize injured players. That makes them more useful.
4) - Add the Molotov cocktail as a Firebug weapon. It's much cooler than incendiary grenades and fits better in the end of the world scenario.
5) - Give the Scrake a damage boost. He carries a chainsaw for a reason.
6) - Boost the L.A.W. It's supposed to be the most powerful weapon in the arsenal and the main key to take down big foes.
7) - Divide the Berserker skill tree so he has to choose between speed and damage resistance. Kiting will be harder and the berserker will be less overpowered.
8) - Add blunt weapons. It offers more variety into the Berserker arsenal. An interesting feature would be that by killing an enemy in Zed time (with a blunt weapon), an x-ray effect would be applied at the impact area, showing the bones breaking.
9) - If possible, no puke guns.
10) - Fleshpound:
- Should instantly rage when the puny men throw grenades at him. Also if he's already charging he will ignore launched grenades and keep advancing. This change fits better with his aggressive personality and makes him more dangerous since his rage animation starts when the grenades are thrown and not after the detonation.
- Make him tougher.
- Should charge through doors instead of stopping (rage mode only).
11) - Give each character unique voice and speeches. I know it is time-consuming and somewhat expensive, but keep in mind the image of Reverend Alberts screaming bible verses while cutting his way through hordes of zeds with a claymore.
12) - Make a total rebalance of the perks. As it is now a Firebug, who was supposed to be a trash killer, can easily take down a Scrake thanks to weapons like the flare revolvers and the husk cannon. The same goes for the Sharpshooter, which should be high-priority target killer and ended up becoming an all-round overlord. Each perk must stick to its purpose.
13) No Gunslinger perk because:
1) - There is no purpose in including it. Pistols will hardly be effective against large enemies and Firebug and Commando are infinitely better trash killers.
2) - Pistol damage will be reduced: ´´ In KF1, a round from the 9mm pistol actually dealt more damage than a bullet from the Bullpup rifle. That's not true in KF2.``
3) - The sharpshooter skill tree will probably force him to choose between pistols and rifles or between centralized damage and multiple targets killer.
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