The design goals of this mod:
* always have something to shoot at;
* no monster is raging or sprinting, until damaged;
* mistakes such as spam shooting are punished severely;
* no punishment at no player’s fault.
Play and see yourself if these were achieved and to what degree.
Original KF purists may call this mod “back to the roots”. It rightfully is. Instead of the breakneck speed chaos of typical KF2 HoE games, you can feel how calculated and tactical the tactical KF is.
Because there’s no sprinting on healthy zeds such things like teleports or close spawns are no longer an issue. You almost never get shafted from behind at no fault of your own.
Because there’s no sprinting, almost any spot on the map is viable and playable. You don’t have to always play stupid maps where all the spawn volumes are far away, such as Hell’s Crypt or Area52 or Containment Station. Playing long corridors while having all the zeds sprinting was always gay.
The right solution to this issue is not to have the “harder” zeds that always sprint at breakneck speed. The right solution is to spawn them calm and embrace all the maps which are typically considered cancerous by the CD players, such as Evacuation Point, Burning Paris, Quarantine Breach, Airship, Black Forest and so on.
Another original KF appreciation feature of this mod is the increased body HP of some trash zeds. A hilarious note on this from the game’s source code regarding the alpha clot’s body HP:
https://www.zsdr.org/aux/clot-health-comments-67-percent.PNG
TWI developers reduced the body HP on many trash zeds in KF2, as compared to the original KF. I am fixing this in the tactical KF mod.
Another issue many original KF purists have been complaining about is because of the chaos and too fast player sprinting, the game incentivizes the players to kite. Not the case anymore. Sprinting, including perk bonuses, is nerfed across the board. Now raging scrakes are pretty deadly for any perk. You aren’t outrunning them. The raging trash is also much more dangerous than in vanilla. This mod prioritizes accurate shooting over kiting.
There are hundreds of various small changes, I am not maintaining the list with exact values, as it’s still beta and they are subject to changes.
The game plays much more like chess now with calculated moves and accurate shots. However, if one makes a few wrong moves the punishment is more severe.
To compensate that no zeds are raging from the spawn the maxmonters was increased to some ridiculous numbers, this provides for plenty of targets.
The mod features its own spawn cycle, based on the HoE+ one, but with less big zeds, especially less fleshpounds, and especially less multiple fleshpounds squads.
Overall it’s pretty chill and non-stop shooting, until a mistake is made, then you die in an instant.
Also, for the precision only perk I am planning to remove the medic from the available roster. Garbage perk and it’s not needed here, as the chip damage from stalkers and crawlers is severely reduced, while major damage comes from mistakes which should be avoided in the first place. The medic is a garbage perk with garbage scifi toy squirt guns that aren’t fun to shoot and isn’t really needed in this game mod. Heal each other with syringes, which are made more potent if used on a mate. This is more realistic, more brutal and how it should be.
Another thing to note is this mod pursues the same idea behind the “homogeneous fleshpounds” mod applied everywhere. It’s about the agency given back to the players and ensuring that players mistakes are punished, while the finesse is always rewarded. No punishing mechanics that damage the players at random.
The door welding behavior is better aligned with what we had in the original KF. Welding the doors for the whole wave is viable. An attack on a door also derages a fleshpound, like it was in the original KF.
GS w1:
A short support perk video from wave 1:
Firebug, proving how overtuned this perk is by effortlessly killing all homogeneous zeds despite them having enormously massive body HP:
Enjoy!
