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Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. Init: Memory total: Physical=15.9GB Pagefile=22.1GB Virtual=4.0GB Init: High frequency timer resolution =4.101560 MHz Init: Base directory: D:\Program Files (x86)\Steam\steamapps\common\Red Orchestra 2\binaries\win32\ KF2 Was Better Before The Zed Head-Blocking Mechanic Was Added So what do you think about Zed-Blocking, do you agree or disagree with my post? Let's make it a discussion thread. I might come off as another complainer, but I truly want to try and help this game be the best that it can be. So, if you manage to read through my wall of text - Thank you for reading! As a closing statement, I just want to say that I adore this game and I am grateful for all the updates Tripwire has given us. Zeds will stumble if their blades are shot while blocking Zeds will not block if they are within 1 meter of a player Zeds can only block once every 10 seconds Zeds will only block when below 70% health Zeds will only block when taking head damage (Note that I don't want ALL of these changes, I just want to throw out a bunch ideas) Here are several suggestions to tweaking the zed-blocking mechanic that I think would help make it insanely less 'anti-gamer.' Zeds will lift their swords in mobs and protect each other's heads as well by random chance, making big groups of Gorefiends and Gorefasts a sprinting death-ball of blocking metal. Zeds will get hit by stray bullets, which then prompts them to block before you can decapitate them. I know it's very possible to quickly decapitate these Zeds before blocking, but that doesn't mean that even the best players can do it 100% of the time. Do players just want to play a shooter game where they can be rewarded for aiming at heads without anti-fun mechanics punishing them for doing so? Yes.
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Do players enjoy dying to 5 gorefiends who all block their heads in complete safety, while sprinting at full speed? No. Do Demolitions or Firebugs have to play around this mechanic? No. It just confuses me why adding a mechanic that punishes players who are skilled at headshotting was added. But by the time he gets in range of you, his block is up AGAIN, and he will keep his head safe then proceed to spin-to-win - without the player ever having a chance to get a clear shot at his head beforehand. For a Commando, Sharpshooter, Medic, or SWAT with early weapons, you have to wait for the Gorefiend to stop blocking so you can shoot his head off.
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For example: if a Gorefiend gets hit by a stray bullet, he will block his head and start sprinting towards a player.
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The cooldown for blocking is ~2 seconds, making it incredibly easy for zeds like Gorefiends to close the distance on a player. 'A very medium chance?' That's funny, last time I shot at any zed with melee weapons (probably over tens of thousands of times now,) they seem to block their heads no matter what. On Suicidal and Hell On Earth, Gorefiends have a very medium chance to block when shot at." When blocking, Gorefiends take 20% less damage, and incapacitating effects are 80% less effective. When shot at, Gorefiends will cross their swords in front of their face to block bullets. Both are tanky and powerful Zeds already, so why do they have to be more annoying with blocking?Īccording to the wiki: " Gorefiends can block gunfire. Why is it this way? Were perks like Commando and Sharpshooter too powerful in skilled hands? Before I go further, let me mention that my gripe with headblocking is only with Gorefiends and Bloats. In its current state, Zeds with blades will always block their heads after taking damage on Sui/HoE. In my opinion, it just needs a few tweaks to make it less obnoxious in a game that focuses on being a satisfying bullet-hell shooter. The mechanic itself wouldn't be an issue if it wasn't a guaranteed chance of happening whenever a Zed takes damage. As a Commando main, I greatly enjoyed the game before zed-blocking was a thing - now I find the tediousness of losing precious ammo to zed-blocking to be ruining a lot of my enjoyment. For me personally, this change to the game is unnecessary and 'anti-gamer' towards perks that rely on headshots. I just wanted to talk a bit about the Zed head-blocking mechanic that has been in the game for awhile now. Remember the good old days before Zeds had the ability to block their heads?
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