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Somewhat discourages running and gunning to a extent.
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Zed spawns tend to be somewhat more aggressive from what I've seen, you can have very large groups of high levels zeds spawn just behind a door your running through. Overall though everything is just taking the first game and updating and improving it to a greater extent. Well as Cheridan noted the game has tried to make buying guns more versatile, instead of KF1 where your perk heavily defined what guns you can take, this time around its very viable for you to buy a off perk weapon. In the admittedly few games I played it didn't seem like anyone cared about welding at all, when it was a pretty big part of KF1 strategy. So if you weld something and it gets knocked down, RIP for the rest of the match. The one change I noticed that I don't like is that doors don't get repaired between waves like in KF1. In KF1 it just kind of felt like they couldn't think of a better name for "Weldy Shotgun Man" I like that Supports are actually supporty now, with the skill that lets you pass out ammo. There aren't any perk discounts now, so you can grab an off-perk gun now for backup/versatility if you feel like.īerserkers are more credit to team now, since parrying and their EMP grenades will de-rage Scrakes and Fleshpounds.
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Yeah, I think what they're doing with KF2 is trying to make the perks feel less "boxed-in". I really enjoy how they expanded the Medic class with a wider array of versatile guns, as well as the auto-lock on healing dart. Steelpoint wrote:Great game from what little I've played of it.
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