![]() ![]() In kf2 I like that you have to be somewhat accurate and somewhat fast with your aiming as well as being aware of your positioning, I also like how the place to aim (head,chest,kness, crawler level) varies between enemy type because it keeps me on my toes, without that I would be bored. Most of the enemies in that game arn't exciting for me to fight because essentially you just point and hold down the fire button at an impossible to miss target which is every enemy I've faced in that game so far. The enemy design in drg kinda bores me, there are a few interesting enemies but mostly you'll be up against standard bugs that feel like they take forever to kill. In kf2 everything feels somewhat potent, you can have ammo troubles in this game but if you do it's usually your own fault due to one not understanding combat roles or misplaced shots. ![]() I didn't stay long enough to try the super mod thingies that apparently change how the guns function but I dunno if that would be enough for me because I'm a big variety guy. Yeah, to me most of the guns in drg feel like peashooters and with only 2 guns for each class the variety just isn't there for me.Īnd then if I wanted to mod for damage I'm now running out of ammo every couple of minutes and have to obsessively look for nitra the whole mission. But DRG's other many, many, MANY qualities clearly won me over anyway.Įdit: Oh no, this was longer than I thought. There's more, but those are just from the top of my head.īut credit where credit is due: The gun-variety, melee gameplay and excellent first-shot accuracy being a default thing for all guns, are things I guess KF2 truly holds over DRG. Then add to it the mission variety, exploration aspect, ping-system, very polished (ongoing) balance, better prestiging, most utility tools and mods are actually considered useful (whereas in KF2 it's almost entirely all about damage), the Abyss bar and jukebox, the fact that the setting somehow feels far more plausible (No one feels it's even a tiny bit weird that you get Zed-time superpowers in KF2 when you are meant to just be regular human mercenaries?). They have clear tells on their attacks and they are not obnoxious to hit in their weakspots - something the enemies in the KF-franchise are lacking. ![]() In particular because they don't rely on such a weird head+bodyhealth mechanic as in the KF games (one of my biggest gripes with KF, actually, in particular because of how it removes team-synergy from fire/toxin/explosives and the bullet-based weapons). Dunno why, I just feel they've done an excellent job in making the guns feel nice to use - might be because I'm not a huge fan of the generally heavy recoils in KF2.Įnemy design to me feels MUCH better in DRG too. Gunplay to me is kind of equal, but in some regards actually leans more in favor of DRG (GASP!), actually. Each to their own, we don't need to like the same things :D ![]()
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