![]() This is the real reason open maps are easier - zeds spawn further away giving you more time and space to deal with them. The key thing to remember is that once you lose sight of an area zeds can spawn there so you just want to get as much vision as possible - forcing yourself into a cramped area with poor vision means that zeds will spawn closer which will make the zeds appear to be more numerous making the game harder. You can very easily manipulate where zeds spawn based on your line of sight and this is why some hold spots are better than others - normally because they give you the most space to work with. It's kinda bs that you have no control over the zeds spawns and space just to "feel surrounded." Originally posted by BULLY HUNTER_77:This is one of the reasons why SS is the least played perk. However, in rare scenarios, I've had Scrakes teleport sometimes, mostly from being stuck. Yet, they place spawn boxes right in a player's path and all in the playable area, which is BAD.Īlso, that Scrake didn't teleport simply because it wasn't stuck. There are so many streets and buildings on Burning Paris for example where the zeds can spawn. The zeds need some amount of time to reach that flanking position instead of just spawning AT the position itself. ![]() In KF2, it punishes both types of players regardless of skill level. It encourages players to push through doorways and tight spaces as fast a possible, and punishes players that takes too long. The window spawn is a short distance that the zombie needs to cover to reach the player. Also, if the zombies needed to teleport, they would be put in the window spawn. They wouldn't just place the zombies around the corner. You can even think of COD zombies and how it dealt with this issue: windows. But being pushed back into more zeds should be a fault of the player, not the game placing a spawn into where you back up. Absolutely no "git gud", it's more like "♥♥♥ u".Īnd the zeds are supposed to push the players back and into uncomfortable positions. But then, sometimes, it just doesn't work because a certain enemy or ten spawn in the only option of escape, and the team just dies because of it. ![]() It can be fun, intense, and means the players need to bring their A game if they want to take out the enemies efficiently. So, the team needs to circle back while finishing the enemies off. Then, when it gets frisky, they retreat because of things like 3 FP and 5-7 QP, or too much trash and ranged enemies to remove Scrakes. Nearly every game I play online, people hold a spot. I don't really see people here saying they constantly kite. If you do this vs a bloat or rioter you will see them teleportĪs stated in the previous thread, I'd support large zed spawns being pushed back to purely out of bound spawns entirely, but the rest are fine and mostly unnoticeable unless you are running constantlyĪnd then you have 4 husks spawn around a corner and flame you to death instantly. they might spawn close, but I've ran around the map as last man standing searching for ammo and he never moved. Originally posted by Underdog:This is why you hold a spot (doesn't need to be a one or two lane easy strat, simply holding an area will suffice) with your team instead of running around in circles as zerker/medic/gunslinger, where the game is insanely easy it makes a mockery of HoE.
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