Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Aug 17, 2006 0:11:10 GMT -5
Naw, I think that the Fleshpound should be kept relatively in the same wave configuration. Now, if Alex ever decides to redo the SP and add a couple unique zombie bosses, it'd be cool if they randomly spawned in at the last wave just to top things off.
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Post by uwasawaya on Aug 17, 2006 1:41:00 GMT -5
I just really find the fact that six fleshpounds, with enough room to back up awhile, are just lumbering targets. If there was something like the dash attack or something to make them more fearful, it'd be different.. you'd be dodging behind desks, around corners.. you couldn't camp a hallway anymore. I just think it would break up the mindless stalemates you find when a group finds a place to bunker down.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Aug 17, 2006 2:19:01 GMT -5
They actually do have a charging attack, they just don't use it *nearly* enough. I've seen em do it 2 or 3 times, it's scary shit 'coz you don't see it coming.
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Post by Seras Victoria on Aug 17, 2006 4:55:10 GMT -5
Believe me I found out about it.. full health no ammo wearing my med serynge to keep highest speed followed by 6 of them. I was the only survivor on KF-Westlondon. They charged and killed me with one blow.
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Post by Grim on Aug 17, 2006 7:09:39 GMT -5
The problem with them is the fact that they are, to big, they get clumbsy, and just, kinda, get stuck behind smaller specimens which are infront of them a lot, at least for me, so you have a bunch of clots attacking you, and then like five or so Timmy's trying to get past the clots, not gonna happen. Clots aren't all that much of a threat, so you just aim above them and take out the fleshpound first or throw a few grenades as they get stuck and start spinning in circles
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Post by Seras Victoria on Aug 17, 2006 7:17:14 GMT -5
Weld a door They treat the door more agressively than a player so they will attack the door while you kick their butts ;D
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Post by tronicmind on Aug 17, 2006 8:45:21 GMT -5
i think the fleshpound is just right. the secret is the mix. a sirene behind two fleshpounds, flanked by some glots for disatraktion and a few wellplaced stalkers is a real problem. you cant kill the sirene so easy. she`s like an heavy ordnance firing from behind the front. its not about making the specimens harder to kill or giving them more damage. it is about controlling the setup of the squads. another option is the leveldesign. you can see this in the 4 maps available right now. west london is no comparison to offices. i think the level layout and design is one screw you can turn on to make KF 2.0 a greater challange. imagen a map with many curtains, a maze with walls made of sheets. now lets enter some stalkers or better sirens... i think the killing floor team delivered to us a well made set of elements and we only have to understand the functions of each piece to make us able to create real horror ;D
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Post by uwasawaya on Aug 17, 2006 16:28:36 GMT -5
Manor is still way too easy... the enemy needs to spawn in the cave or near the door to the the cave by the merchant more often... and they need to be able to easily navigate the stairs leading out... also, the big open field to the left and right of the cave, leading to the house and to the boat house respectively, gives you way too much advanced warning and space to open fire on the enemy.
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Post by zombieButcher on Aug 18, 2006 5:55:58 GMT -5
Yea i agree on the stairs part its fucked up how stuff just flies around before getting to ya, mayb something with the collision settings?
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