![]() No, it’s simply longer and that’s not a good thing considering I grew tired of shooting waves of zombies after a few hours. The game doesn’t add mid-bosses into the mix during a longer session (correction: there are in fact mini-bosses, they just are part of the normal waves themselves and don’t stick out), nor is there any added sense of story in a longer gameplay session. Matches can last anywhere from four waves on the shortest setting to 10 at the max, but all the length changes is the amount of blood you’ll have to spill in order to progress. There isn’t any sense of progression or variety in the hordes that arrive, just more nameless enemies to shoot in the face. Sadly, it feels like this design choice is used to cover up the fact that none of the combat scenarios are ever interesting. Depending on the size of my crew, it wasn’t uncommon to see well over 100 zombies coming my way.įacing off against a crazy amount of enemies would’ve been really impressive 10 years ago, but games like Dead Rising and Dynasty Warriors have already used this idea to varying degrees of success. Killing Floor 2 is a wave-based survival game where up to six players work together to survive enemy onslaughts. I never really had time to line up a direct shot and that’s largely due to the game’s combat encounters relying on sheer size. This meant that I was able to headshot one of the dozens of zombies chasing after me by aiming in their general direction, and it kept the combat feeling fast. While this can sometimes feel awkward in other shooters, it feels great here since the crosshair is pretty wide on the screen. A large part of this is due to the game having a slight auto-aim enabled for console players. My statement was made with all perks including precision perks and HOE difficulty in mind.Thankfully, the game is up to the task as the gunplay in Killing Floor 2 feels really good. Those perks you mention does not rely on headshots, so it would be fine but that only forces players to choose specific perks to remain competitive. In regards to your first comment, there is alot of exceptions. And if I was not using a controller, and I did have more money, I would drop them. If I were to join my brothers from PC while they play on PS4, I would use a controller. The thing is, nobody would force a controller user to join others, there is always a way to opt in and out of things. ![]() To be honest though, I was playing Support, Demo and Berserk. I think it is enough if I say that I never was the last in kills or damage. I used to play on PC with controller while my friends were using mouse and keyboard. ![]() ![]() Just because "you" dont know the reason doesn't mean there isn't valid reasons why they didnt implement the feature. There are probably more specific reasons the Devs aren't stating. There was a post by a console user who stated that he rather take a full hit from a FP instead of switching to a knife and blocking because it was too bothersome. Switching weapon is annoying and slow on console. Game conductor AI has a more difficult time adjusting difficulty if performance gap between players is high. This leaves lower kill players with lesser money for better guns and armor to deal with more difficult waves which they will struggle with and end up with less kills. Originally posted by Dark Savior:Easier to aim on PC than on console = PC player have a advantage.
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