4 people found this review helpful
Not Recommended
0.0 hrs last two weeks / 238.1 hrs on record (109.9 hrs at review time)
Posted: 16 Jun, 2016 @ 5:14am
Updated: 15 Oct, 2019 @ 6:28pm

Re-Review. My opinion on the game hasn't changed but the game itself sure has.

$10 for a revolver, even if you buy the "Deluxe" version of the game.
Awkward balancing and difficulty spikes depending on player count.
♥♥♥♥♥♥♥♥♥ they actually went through with the weapon upgrade system?

Swat is just a worse commando, Survivalist is trash, Firebug is a dead meme, and Demo is very rarely more useful than the other big zed killers. There's effectively only 6 perks worth using... Oh hey, you know what else had 6 perks? KF1. Surprise surprise, they never needed to spend ~2 years balancing cross-perk and splitting classes up into these new subclasses. Literally all they had to do was copy the perfectly fine and working system from the last game. Instead of limiting each perk to a single set of roughly tiered weapons you could have had a larger pool and variety of situationally balanced weapons. Instead of the static loadouts we currently have there could actually be variety.

There's plenty of other problems but those three actually stop me from playing the game anymore. Tripwire has been a political mess through KF2's development and begging like an E-girl for money isn't how game development should work.

When this game stops being profitable, they need to just make a new game, not milk its players and beg for cash harder than mid-tier Youtubers rep ~RAIDS - SHADOW LEGENDS~.

Let this thing die and make something new instead of jingling the keys harder and harder to keep people entertained.
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9 Comments
axion 14 Mar, 2018 @ 5:07am 
Isn’t that the point of HoE difficulty? The words “Hell On Earth” says it all. It was supposed to be hard, close to impossible to beat without good teamwork or strategies. I see a lot of people complaining that games these days are easy, but when a game decides to make something hard, some start to complain that it’s hard because of certain mechanics. Stalkers are meant to attack in groups, sneak up to a player and rekt the shit out of him/her, same goes to crawlers. I’ve been rekted by Husks because the radius of their suicide explosion and flamethrowers but you don’t see me complaining about nerfing their explosion radius or DPS, and a siren can easily kill you if u end up getting cornered by just one along with a couple of trash.

As for the trader part, I don’t have much to say, personally liked her voice, but meh it subjective
Flan 14 Mar, 2018 @ 1:03am 
Also the trader's voice is just horribly annoying, and has awful tells for what it says I meant the voice specifically. There are voice packs out there that get the snooty faux-Russian gutterslut out of my ears now so it's whatever.

Have a random clip of some stalkers. https://www.youtube.com/watch?v=o_3SNRfiYsw
Flan 14 Mar, 2018 @ 1:03am 
At higher difficulties, the chances of the light/medium/heavy attacks increase, along with the base damage of each of them. This causes a two-fold increase in damage recieved when a crawler does its heavy spinning attack for example, bumping into two of them at your feet can result in death in under a second for classes without damage resistance. The role of crawlers was always to be a lowest-end trash zed that strips armor generally, though they are now referred to as "Glass cannons". Crawlers can do more damage than gorefasts, and that just doesn't make any sense.

FP's have I think a 66% chance to spawn pre-raged which can throw absurd wrenches dependant on where they spawn at.

Stalkers aren't so much stalking you as they are annoying roadblocks that you walk face-first into if kiting, just like crawlers instantly stopping you in your tracks like a brick wall.
Flan 14 Mar, 2018 @ 1:03am 
I exclusivley play Hell on Earth. Generally 3-6 players, and solo HoE is nothing in comparison to even a two player game due to the spawn rate and higher HP pools. I can finish a solo HoE game as a level 0 any perk because off-perking specific weapons and kiting makes most maps trivial. These are complaints that aren't so much of an issue until the higher playercounts come into play, but can still be seen normally.

Sirens are arguably underpowered, especially in comparison to any previous iteration of them both from KF1 and from the KF2 beta period and slightly beyond. Meanwhile husks have been largley buffed, and suffer from some animation issues that cause stumbles not to actually interrupt their flamethrower damage. Aside from being able to death-nuke you within half a second of coming around a corner.
axion 13 Mar, 2018 @ 10:36pm 
Most of the complaints in here are just difficulty problems, if you are not skilled enough to do harder difficulties, dont try them lol. I play Suicidal and occasionally HoE on solo and never have a probelm with ninja stalkers and fleshpounds raging on spawn.

As for remove the trader part, why tho?
BlackSpawn 31 Jul, 2016 @ 2:32am 
Nope, just telling you that you are a shill providing positive marketing and spin to this title, even at the expense of the truth.
-Dare Devil/x/ 30 Jul, 2016 @ 11:33pm 
-So you're telling me if this user goes into the game now it will be the same experience of when the zed resists were in? I highly doubt that. And from the most recent WWAUT, over 80% of the posts are looking forward to it. Keep thinking they are changing the perks solely for versus though.
BlackSpawn 30 Jul, 2016 @ 10:04pm 
Not really, just nerfed.
Perk reworks make sure that PVP balance is entrenched into the PVE now.
-Dare Devil/x/ 30 Jul, 2016 @ 8:30pm 
-Resists have been reverted.