So apparently they added weapon resistances for monsters so that certain monsters resist certain weapons, to act as soft counters for the classes. Seems gay as hell.
Guy on Tripwire forums said:What really bothers me about the resistance system the most is that it makes headshots less rewarding than before. Notably against husks, gorefasts, and bloats.
The whole forced "shoot the backpack" nonsense from husk is amusing but it really shouldn't be the main way of killing them. The backpack on the back of a husk, and husks face the players. Not only is it more intuitive to shoot the head, but also far more practical than flanking it while it is aggroed on a teammate(if applicable). Sure players can explode the husk from the front due to the really wonky hitbox of a backpack, but more often than not it is an attempted headshot that went just a tad bit wide. The husk backpack should be an alternative, not the only option to efficiently dispatch husks.
If TWI wants husks to be a bigger threat, make them shoot fireballs faster like they did in KF1. Nobody is going to take the husk as a serious ranged threat when he takes 30 seconds winding up like a baseball pitcher between each shot. Making them tanky annoying zeds with indestructible heads is not the correct answer.
Bloats too. The whole concept of bloats was that even when decapped, bloats could be a nuisance in that they blocked line of sight against other threats behind it, in effect serving as a "meat shield." Their high body health meant that you were supposed to go for headshots. Headless bloats couldn't puke on you, which was one of the biggest advantages of going for that headshot. Their high body health meant that trying to kill them with bodyshot damage was not only less efficient but also more risky since bloats could still puke on players. And yet apparently TWI wants everyone to use fire against bloats, by making fire the only weakness against bloats and resistant to everything else. Not only is it counterintuitive to encourage bodyshot damage over headshot damage on a zed, since fire weapons are not good for decaps, but it feels like TWI is artificially "forcing" players to go along with it by introducing such a system and trying to make bloats something that they aren't.
Again, same thing with gorefasts. Their higher body hp and speed meant that decapping them was the best thing to do, since they stopped charging once headless. Making all bullet based weapons less effective at decapping gorefasts(2 ak headshots to decap? seriously?) was a mistake, and favors spamming bullets as opposed to aiming for their head. Decaps to trash zeds shouldn't require more than 1 bullet, or 2 for very weak weapons(like offperk 9mm) at the very most. Anything more than that and headshots feel almost pointless.
Bro on Tripwire forums said:This information is from a link simplecat posted, and partially double checked off of the spreadsheet.
Updated to reflect the linked-here changes.
Updated to reflect these changes too.
and these
If you notice any mistakes, please let me know.
Ballistic_AssaultRifle
2.5x --Cyst
1.0x --Clot
1.0x --Slasher
0.3x --Bloat (0.4 AR15)
1.5x --Crawler
1x --Gorefast
2.5x --Stalker
0.5x --Husk
0.7x --Siren
0.7x --Scrake
0.5x --Fleshpound
0.5x --Hans Volter
0.5x --Patriarch
Ballistic_Submachinegun
3.0x --Cyst
3.0x --Clot
3.0x --Slasher
0.3x --Bloat
2.2x --Crawler
0.85x --Gorefast
0.75x --Stalker
0.5x --Husk
0.6x --Siren
0.5x --Scrake
0.5x --Fleshpound
0.6x --Hans Volter
0.5x --Patriarch
Ballistic_Handgun
1.01x --Cyst
1.01x --Clot
1.01x --Slasher
0.3x --Bloat (0.6x 9mm)
1x --Crawler
1x --Gorefast
1x --Stalker
0.85x --Husk (1x 9mm, 1x Rem1858)
0.7x --Siren (1x 9mm, 1x Rem1858)
0.8x --Scrake
0.75x --Fleshpound
0.6x --Hans Volter
0.5x --Patriarch
Ballistic_Shotgun
1x --Cyst
1x --Clot
1x --Slasher
0.2x --Bloat
0.6x --Crawler
1.5x --Gorefast
0.5x --Stalker
1x --Husk
1x --Siren
0.8x --Scrake
0.75x --Fleshpound
0.6x --Hans Volter
0.4x --Patriarch
Ballistic_Rifle
1x --Cyst
1x --Clot
1x --Slasher
0.3x --Bloat
1x --Crawler
1.2x --Gorefast
0.55x --Stalker
0.7x --Husk
0.4x --Siren
1x --Scrake
0.75x --Fleshpound
0.7x --Hans Volter
0.5x --Patriarch
Piercing
1x --Cyst
1x --Clot
1x --Slasher
0.25x --Bloat
1x --Crawler
0.75x --Gorefast
1x --Stalker
0.5x --Husk
0.5x --Siren
0.75x --Scrake
0.75x --Fleshpound
0.6x --Hans Volter
0.5x --Patriarch
Slashing
0.75x --Cyst (0.95x Knife)
0.75x --Clot (0.95x Knife)
0.75x --Slasher (0.95x Knife)
0.3x --Bloat
0.95x --Crawler
0.75x --Gorefast
1x --Stalker
0.45x --Husk
0.45x --Siren
0.75x --Scrake
0.3x --Fleshpound
0.6x --Hans Volter
0.5x --Patriarch
Bludgeon
0.75x --Cyst
0.75x --Clot
0.75x --Slasher
0.3x --Bloat
0.85x --Crawler
0.85x --Gorefast
1x --Stalker
0.45x --Husk
0.5x --Siren
0.75x --Scrake
0.4x --Fleshpound
0.6x --Hans Volter
0.5x --Patriarch
Fire
1x --Cyst
1x --Clot
1x --Slasher
1.6x --Bloat
0.55x --Crawler
0.75x --Gorefast
0.55x --Stalker
0x --Husk
0.3x --Siren
0.3x --Scrake
0.3x --Fleshpound
1.1x --Hans Volter
0.5x --Patriarch
Microwave
0.5x --Cyst
0.5x --Clot
0.5x --Slasher
0.8x --Bloat
0.45x --Crawler
1x --Gorefast
0.45x --Stalker
1.15x --Husk
0.85x --Siren
1x --Scrake
1x --Fleshpound
1.5x --Hans Volter
0.9x --Patriarch
Explosive
1x --Cyst
1x --Clot
1x --Slasher
0.5x --Bloat
1x --Crawler
1x --Gorefast
0.55x --Stalker
0.75x --Husk
0.6x --Siren
0.4x --Scrake
1.5x --Fleshpound
1x --Hans Volter (1.2x RPG)
0.4x --Patriarch
Toxic
1x --Cyst
1x --Clot
1x --Slasher
0.25x --Bloat
1x --Crawler
0.75x --Gorefast
1x --Stalker
0.25x --Husk
0.25x --Siren
0.25x --Scrake
0.25x --Fleshpound
0.1x --Hans Volter
0.5x --Patriarch
Fire
0.55x --Crawler
Unless they fixed it yesterday it's worse than the original.Sure, but how about the gunplay. Soooooooooooooooooooo good