Though there was no strong confirmation on number of classes, the Tripwire exec did kind of balk at the question, he sort of looked puzzled when he heard "10 perks". I think a few will be broken up,
Here is my thoughts about the Perks;
I see the Sharpshooter losing the bow, and another class, call it a Ranger/ Hunter or other name becomes the Crossbow and maybe some sort of Bow and Arrow.
Everyone has a welder, and at times that seems too convenient. Maybe there will be a separate class of an Electrician/Welder that uses mainly electrical style weapons, sort of like the lightning gun in UT2004, along with some sort of weapon that would shock the zed - possibly stun the smaller ones, vice having them set on fire like the Firebug does. A few classes may have a welder, but I don't see all of them having it.
The only other class that I see that could be broken up is the Zerk. The weapon selection is sort of hodge-podge. Take away that crossbow that shoots the discs, the chainsaw and leave the Zerk with just swords.
Since you take leave the Zerk only with swords, that could be the last perk / class. It would use weapons like the chainsaw, that crossbow that shoots those circular saw style discs and others, and call it heck, I dunno ......the Handyman / Repariman.
Then, each class and weapons are strictly more specific. I can see costs for non-perk weapons going up. I can see ammo becoming a high valued commodity, which means if the Team doesn't act like a Team, and you have a jackass running around eating all the ammo, the Team will Perish.
I personally do not believe the game is going to change much. Its got a well known Niche' and I think they are going to keep using that. I think they have pushed all in with the concentration of keeping the game Coop, new graphics, new UNREAL editor engine, a handful of new zeds - with some of the older ones having roles changed slightly.
The key to all this is, I think Tripwire is going to focus the "coop" play and make players learn how to play as a Team or die as separatists. If Killing Floor One had a difficulty level of say 60% across the board, I think they want to up that just a tad. The KF1 players will adapt pretty quickly, and the slight uptick to say, 70% difficulty with KF2, will make the new players a bit frustrated in the beginning, BUT, that will force communication and better Teamwork between Killing Floor Vets and newcomers.
Gary K
The Steam Group - Mission Incredible.
Here is my thoughts about the Perks;
I see the Sharpshooter losing the bow, and another class, call it a Ranger/ Hunter or other name becomes the Crossbow and maybe some sort of Bow and Arrow.
Everyone has a welder, and at times that seems too convenient. Maybe there will be a separate class of an Electrician/Welder that uses mainly electrical style weapons, sort of like the lightning gun in UT2004, along with some sort of weapon that would shock the zed - possibly stun the smaller ones, vice having them set on fire like the Firebug does. A few classes may have a welder, but I don't see all of them having it.
The only other class that I see that could be broken up is the Zerk. The weapon selection is sort of hodge-podge. Take away that crossbow that shoots the discs, the chainsaw and leave the Zerk with just swords.
Since you take leave the Zerk only with swords, that could be the last perk / class. It would use weapons like the chainsaw, that crossbow that shoots those circular saw style discs and others, and call it heck, I dunno ......the Handyman / Repariman.
Then, each class and weapons are strictly more specific. I can see costs for non-perk weapons going up. I can see ammo becoming a high valued commodity, which means if the Team doesn't act like a Team, and you have a jackass running around eating all the ammo, the Team will Perish.
I personally do not believe the game is going to change much. Its got a well known Niche' and I think they are going to keep using that. I think they have pushed all in with the concentration of keeping the game Coop, new graphics, new UNREAL editor engine, a handful of new zeds - with some of the older ones having roles changed slightly.
The key to all this is, I think Tripwire is going to focus the "coop" play and make players learn how to play as a Team or die as separatists. If Killing Floor One had a difficulty level of say 60% across the board, I think they want to up that just a tad. The KF1 players will adapt pretty quickly, and the slight uptick to say, 70% difficulty with KF2, will make the new players a bit frustrated in the beginning, BUT, that will force communication and better Teamwork between Killing Floor Vets and newcomers.
Gary K
The Steam Group - Mission Incredible.
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