![]() |
![]() |
|
|
|
#1
|
||||
|
||||
|
Something I'd love to see Tripwire implement into Killing Floor, not just a mutator, is a medic's darts having effects on the zeds. They are human after all, just modified by Horzine, so it makes sense the same green healing concoction would affect their bodies as it does ours, but with some changed effects depending on the zed. Headless zeds should not be healable though.
Since newer players aren't always exactly a great shot when they start playing a game with no crosshairs for the first time it'd probably be good to make this only apply to Suicidal and Hell on Earth difficulties. Some idea for effects I have are: Clots: Restores health and causes them to let go of a player they've grappled onto. The release would only be very brief so a medic wouldn't be able to get someone out of a pile, but if there's only 1 zed remaining latched onto a teamate while you're over 100 meters from the trader this could be useful. Crawlers: Restores health, probably won't happen often since they have very little health to begin with. Gorefasts: Restores health, that's all. Sirens: Restores health, either cancels her ability to scream for a few seconds or causes her to scream instantly no matter how far away from a player she is. This can be decided later. Husks: Restores health, increases their rate of fire by 50% for a few seconds. Stalkers: Restores health, causes them to become permanently visible. Bloats: Restores health, that's all. Scrakes: Restores health, by restoring a scrake's health past the rage threshold a medic can calm a raging scrake. Fleshpounds: Restores health, triggers a lesser rage. Instead of raging until it hits a player or welded door, a fleshpound in a lesser state will rage for a distance of 30 meters, or until it hits a player / welded door, whichever comes first. Players hit by this will still take the amount of damage inflicted by a fleshpound raged normally. Idea for this one came from the background on KF wiki.
Spoiler!
I realized triggering FP rages with date has some potential to be abused, but anyone can already abuse how FPs rage to ruin games by shooting at them with anything. This feature would be a nice way to punish a trashy medic and add a little more skill requirement to the perk.
|
|
#2
|
|||
|
|||
|
This post is a win - I love it! Although, how it'd result on Patriarch? Make him visible, stop raging and heal him like 20% of his base health?
|
|
#3
|
|||
|
|||
|
Sounds pretty cool, though remember that zeds usually have health many times that of the player, so you'd have to make it more effective for zeds than players.
__________________
|
|
#4
|
||||
|
||||
|
I somehow forgot about Kevin, maybe 5 - 10% healed would be good. At 20% giving him back over 6000hp on 6 man HoE would be crazy lol.
|
|
#5
|
|||
|
|||
|
Quote:
|
|
#6
|
||||
|
||||
|
I think in general you wouldn't want to be healing the patriarch at all no matter what other effects it had.
|
|
#7
|
|||
|
|||
|
Quote:
|
|
#8
|
||||
|
||||
|
I just have this image in my head of rambo medic following a FP around and directing it to kill his team xD
I wouldn't really have a problem with this actually. The vast majority of times a zed gets hit by a dart, it wouldn't really affect it (bloat back on full HPs, so whut?). The only ones which'd be a pain I can see would be FP (which are very rare anyways, so you just be CAREFUL around them) and husk (they already fire, what, every 3 seconds or something crazy on HoE? Rapid firing husks would not be fun). Would be kinda interesting. Would probably make a better mutator than addon to the vanilla game though. |
|
#9
|
||||
|
||||
|
axe swing
-Dude, STOP HEALING THAT FP!!! axe swing -I'm serious!!! axe swing ...
__________________
|
|
#10
|
|||
|
|||
|
Quote:
HEY MEDIC I SAW THAT! One more time and you're out! Okay, so... NO MEDIC DON'T DO THAT! Okay, one more try... OH FOR **** SAKE MAN!!! *ragequit* *Your team got wiped except from medic who now runs with katana over all the place for 3 hours* |
![]() |
| Thread Tools | |
| Display Modes | |
|
|