![]() 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. 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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