![]() It's boring, and not conducive to high level play. In this situation in KF1, even on HoE, you could easily finish killing your Scrake and then turn around to kill the Clot after taking minimal damage from his scratching and biting. It's a good punishment for not clearing the trash from the immediate area before taking on the big guy. This could easily leave you without enough ammo to kill the Scrake who is most likely raging at you now, forcing you to either reload or swap weapons, both of which will cause you to take quite a bit of damage. Sure, you'll get an instant headshot on him, but chances are unless you have your gun set to single fire, you've spent a solid 3-5 shells shooting at a Clot and/or his lifeless corpse. Say you're unloading your AA-12 at a Scrake, and a clot sneaks behind you and grabs you. Especially so right now while we're lacking the Perks to efficiently and neatly kill Scrakes and Fleshpounds, and have to resort to AA-12 spam in most cases. It serves to make clots and their variants a tangible threat rather than just filler enemies to buff the zed count. I honestly like it, aside from the auto aiming at the head. Hope these ideas are considered by the devs and I'm interested to see if people disagree. Sure its punishing, but its also bullshit, useless nonsense.ġ) Ruins the ability for you to make the best of a situation, while still being punishedĢ) Is annoying without any of the game-enhancing good things that annoying things can bring.ģ) Its auto aimed at the head, I mean come on ffs xD Punishing players for letting bad things happen is all well and good, but this mechanic is akin to, say, any time a siren screams and you are in range - your screen goes black until the end of the round. Calculating whether you could survive him on your back while finishing off the raged FP, or healing your teammate, was a great example of getting punished but making the most of it, and ultimately feeling awesome that someone less trained would have died and possibly wiped the team in that position. But when there was a clutch moment in KF1 it took a great amount of restraint to not kill that clot and focus on the thing thats ultimately going to wipe out the team. Its not that much different in KF2 apart from it being super irritating now. PC gamers (cough cough) could basically instantly turn around and kill the thing, and, indeed, its a really instinctive thing to do. If a clot grabbed you in the first game it wasn't much of an issue. Not only does it force decision making, but it ruins what was already a very fun part of killing floor. This is my main reason for detesting the clot grab mechanic. ![]() This is, in my humble opinion, because the husk actually forced very challenging and fast paced decision making, with the ultimate aim of killing that goddamn thing, which was normally very satisfying and rewarding if executed properly.ġ) Do I try to take it out right now, and risk missing due to range/meatshield?Ģ) Am I forced to hide and postpone taking it out or hope my teammates do it?ģ) Do I focus on the current trash and take the annoying hits? ![]() Yet many of the people who dislike it, do so for disliking the "aim assist" element, rather than the fact that its disorienting, instantaneous and really, REALLY annoying.īut sure, lots of things are annoying in video games, and its a part of what makes them enjoyable in the end right? The challenge? Hell the Husk in KF1 was on of the most annoying things ever (at HoE level) - yet the game wouldnt be the same without them. (thanks /u/Kuebic for reminding me that there was an update which fixed my issue!!). I know I'm very late to the party with this, but I wanted to experience the clot grab mechanic before commenting on it, and I've been unable to play the game all this time due to graphics card issues, until today.
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