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#1
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In other words, I thought about a way to make gameplay as a zerk a little more challenging without changing the stats - just by adjusting zed behavioural patterns.
Surely every zerk knows that irritating moments when zeds have some 'trouble' with the pathing in close quarters, and instead charging blindly toward you, they make circles around, ruining your master plan of killing them quickly. I say, they should do it more often. Right now the universal zed AI tells them to get as close as possible to the player, even when it doesn't make any sense. Why would ranged zeds like a siren or husk prefer using their melee rather than regular attack? So, a simple algorithm could make gameplay more demanding: if a player is close, has drawn a melee weapon and moves in their general direction, start backpedalling, or move to the side and attack. That would make siren-around-a-corner encounters much more deadly, probably giving them a time for an additional attack before they lose the head. Also, gorefasts could circle a bit before going for the kill when the player they locked on has a melee weapon. The less predictable, the better. Imagine a gorefast that keeps the distance above your melee range and circels you, and just when you kill the oncoming clots, he speeds from the side and attacks. Hell, even the biggies like FP and SC could have some chance to randomly backpedal/strafe when player has a melee weapon drawn, just to throw a zerk off balance. A Fleshpound that keeps distance from melee playes until he's raged would a be a real nemesis of zerks. We need some fresh breeze in gameplay, don't you think?
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#2
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Actually, one main enemy to be changed in regards to this "charging in" behaviour, is imo the Husk. All the others at least make SOME change, even the Siren (closer to her = more damage taken). But the Husk?
I'd make it so that a Husk who is in close range, instead of meleeing you, blasts you with a cone of flames (think: a thick but shortrange flamethrower). Same damage as the fireball and all, just that it is pretty much a guaranteed hit. Maybe that attack can have a higher rate of fire? This would certainly be dangerous, in particular for Berserkers who, unless using ranged sidearms, needs to get close. That would also be an interesting altfire for the Husk Cannon... just sayin'
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#3
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Yeah, I also had the idea of short-range flamethrower for husk, even posted it somewhere along with other suggestions for zed enhancements.
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#4
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What about if the husk stopped at medium range. If an enemy is in LoS + husk is between X and Y distance from him, he just stands still and shoots, rather than keep walking in to get closer.
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#5
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Or it should try moving from side to side and jumping like some sort of retarded FPS sniper
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#6
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Maybe even crouching, or crouchshooting.
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203.217.24.135 - [}{] Killing Floor Legion server |
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#7
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Try a Super Zombies mutator. Husk can shoot up to 5 rockets in a row with moving towards to player, Crawlers' bite slow you down and many other features making game harder for those, who think HoE is too easy for them.
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KF Servers: Official+Custom maps. Custom Monters/SuperZombies/Doom3. Powered by ScrnBalance mutator. scrn.no-ip.org:7707 - 6p HoE server 46.223.78.106:7713 - 20p Custom Sui/HoE Server |
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#8
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Quote:
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#9
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Not as unfair as the husks-only mutator.
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#10
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Or the FP only mutator?
How do you actually kill 32 fleshpounds at once anyways? Pistol wear them down and run around corners for about 5 hours? |
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#11
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Quote:
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#12
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idk i actually survived that xD idk how but i did.
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#13
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Just go firebug and sit back and pistol them all lol
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#14
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too bad the mutator in question allows firebugs to take damage from husk's fireballs
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#15
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Real pro's prone snipe from corners. Surely you know this!
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