
For example, the UMP, with a base damage of 45, only needs 1 extra point of damage to start decapitating gorefasts off-perk, which would give giant killer perks with limited self defense capabilities by design a powerful tool to eliminate the weaknesses that balanced their large zed killing capability. The ability to upgrade weapon damage is also extremely easy to mess up the game with, as certain weapons are already very close to reaching new, potentially game breaking weapon breakpoints. The enemies in the most recent teasers are robots that explicitly do not die when decapitated. The quarter pound is extremely unusual in that its head health is not that much lower than his body health, making taking the time to aim for the head produce little to no reward. The elite alpha gained a helmet that increased his head health to the point that it was easier to simply aim at the legs, which in practice just made him a tankier elite alpha.

There has also been a recent trend of enemies that by design force you to aim at center mass by incorporating mechanics that make headshots, and by extension aiming skill, obsolete. The railgun was already an unbalanced and overpowered weapon, and an upgrade over it was not needed. The M99 AMR is supposed to be the highest direct impact damage weapon in the game, which likely means it is higher damage per shot than the railgun.

Judging by the most likely interpretation of the most recent teasers the mercenaries are going to receive stronger and stronger weapons, while new enemies are going to be introduced that, as of now, appear to be more frustrating to fight against compared to the existing zed lineup. It has already progressed to the point where I do not believe the base unmodded game to be worth playing anymore. I no longer trust TWI's ability to judge good feedback from bad, nor do I trust that they have good faith intentions to balance the gameplay. Players tough enough to complete Abandon All Hope will be rewarded with a special Kriss Elite Skin.As of, I will put this guide on indefinite hiatus, as I anticipating taking a long, if not permanent, break from the game due to my intense disappointment with the game design direction. To make things even more interesting, the spawn rate has been increased to the maximum value, the Heavies spawn pools have been increased considerably and the enemies’ health and damage output have been increased beyond the level of “Hell on Earth”. Give up hope: face the ultimate Killing Floor 2 challenge in “Maximum Difficulty” mode, which is even more difficult than “Hell on Earth”. The weapons are limited to revolvers and lever-action revolvers, and everything looks really old-fashioned with a sepia filter specially designed for this new mode.
