Summing up the changes from Decision 1, changing the grenade to cooldown regardless of what weapon is selected really streamlined killing things. The experience system I found way too favoring of your starting weapon. Sure 90% cash for pistol kills is nice, but it only encourages you to finish enemies off with it to get the max coinage from bosses. werewolf zombies is just nuts. There's a lot more than I expected to find in this game and you made sure there was always a mission that would generate as much cash as a player might like, just in case a person didn't want to do a dangerous recon or a boring cleanup mission. Having the ability to capture towers without putting anything into engineering also made things less confusing at the start. There are SO many new skills I can't really comment on all of them. I liked how you could still throw a grenade while running. inducing your own rage? That's lovely too, if it didn't always empty when I got rage on my own. I see the "reloading while the weapon is already reloading resets the reload gauge" bug is fixed from the first game. Allowing the player to choose when the job's done helps a lot too when looking for secrets or wanting to finish off every last zombie. Finally having to capture warehouses to fully max out one's stats forces a player to capture territory rather than grinding the first couple of levels and having everything unlocked too fast. All in all, I rather enjoyed all the changes, upgrades, bug fixes, and only wish for one more thing- a way to toggle the job's done so I can use sniper rifle to my right in survival without accidentally ending the mission prematurely!