MP5 RAS has more configuration options, higher tier. Example: SMG M3 Grease gun low tier, almost no configurations. Have a non-bloated gun customization feature, where tiers and features of each weapon are also decided by how much you can add on them. Make perks even more different from each other, with special slot 2 secondary weapons or passive/active habilities.Įxamples: motolov cooldown instead of stock for Firebug, Zerk not being able to ADS but have different attacks instead with mouse 2, battering RAM being a skill you can use on demand instead of zed time chance, gunslinger autoaiming/shooting one pistol while using the other normally, a special sryinge for medic that fires darts, medic having DoT status removal effects on players in any way. There's more, but that's all I can think of off the top of my head. Which is nothing more but an excuse to develop quality weapons for multiple perks. *Remove perk sharing weapons, which inspired the universally disliked survivalist perk. If you want a ranged mob, you reintroduced the early cut Fleshpound Chaingunner from KF1 () Robots in a zombie is in bad taste, and honestly just lazy. The Zeds are suppose to be mass produced cloned specimens escaped from a underground lab, or for a layman, zombies. (Medics weapons being a light source, medics weapons being built on one another to form the final weapon, team coordination around zerk/commando, call-out system from commando via night vision, finish the Martial Artist perk and not just put the parry mechanic on zerker, and many others that have been eliminated from the concept art/concept design from the pre-order book and pre-release interviews). *Follow-through with ideas from the concept stage, not kowtowing to technical 'roadblocks'. *Support all upcoming weapons with ZED time slow-motion capture (optics/magazines shaking). *Finish the wall/ceiling pathing for Crawlers. As game continues, less light, less light means more team coordination. *Flashlights not on every perk/every gun, return to the destructible environment concept. *Forgotten unique artstyle in favor for quickly shoveled (clearly outsourced by Sabre Interactive) seasonal updates akin to that of the horrendous treatment Team Fortress 2 receives. KF2's 'progression' deracinated the whole Killing Floor name.Īs long as KF3 doesn't repeat the same issues* KF2 has, and instead looks back on its first game on what to do correctly we will have a great game. Return back to a horror-dark grungy metal game style from KF1.
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