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Killing floor 2 scrake summertransparent
Killing floor 2 scrake summertransparent












The difference is that if a Fleshpound runs straight into your team, if you run away for a bit without dying, it'll calm down again and you can survive, unlike the Scrake who will relentlessly murder you. The thing is that it's so easy to cancel their rage by running away long enough and losing line of sight that you can pretty much kite them just like Scrakes. Theoretically, the fact that Fleshpounds enrage on their own is probably supposed to make them more of a threat, because it means you can't just kite them. Because they never stop, they can wreck your team very quickly. Scrakes enrage after taking damage, which means they can be somewhat easily kited if you avoid shooting them, but they never stop. To prove otherwise show a video where you would play a vanilla HoE game sharing a lane with mates AND 1) you manage to have ReU stack enough to 1 shot a scrake in high enough share of cases (id say 80+ would warrant running Railgun instead of M99) 2) theres no detriment to the gameplay otherwise (e.g.

killing floor 2 scrake summertransparent

Both seem to deal similar amounts of damage (except you can circle-strafe Scrakes, which I honestly hope they don't keep in the game, it feels kind of stupid and makes the much less reliable parrying mechanic useless by comparison) and eat similar amounts of bullets (which seems odd, Fleshpounds were much tankier relative to Scrakes in KF1, weren't they?). I think that the issue with Scrakes is the way their damage and HP combines with the way they rage.














Killing floor 2 scrake summertransparent