Many people wanted harder difficulty setting than suicidal, but general consensus was that instead of making specimen faster and tougher, they should gain some unique abilities. In this thread we post propositions that are both reasonable and rather easy to implement.
Here's mine:
Clot
Never lets go. Only by killing a clot, player can escape from his grasp, no jumping trick.
Never bleeds out. Beheaded clots will roam the map and try to kill you indefinitely. All non-critical headshots will have to be doubled with some bullets in the chest.
Gorefast
Strafing. Sometimes you can see that charging gorefast "can't decide" which path to take to get you, which makes shooting him in the head very problematic. He could do it on purpose always when charging.
Optionally, he can't be bled-out as well.
Stalker
Remains invisible during attack. That would make them even more dangerous in terms of escape route blocking and grenade wasting.
Crawler
Instead of crawling, they could just leap around the map (with very little or no pauses between leaps). That would make them harder to hit and make them more unpredictable.
Bloat
Special ability: fart His normal throw-up attack is unchanged, but when a player is in his range from ANY direction, he releases a toxic green cloud obscuring vision and dealing minor damage.
Husk
Short-range, high-damage constant flamethrower burst when player is close. Right now he's too vulnerable in close quarters, as his fireballs are too easy to jump over and his melee attacks are a laugh. Also, he could at last learn to aim at players standing on cars and other elevations
Siren
Her scream penetrates welded doors and damages players on the other side. No doors can be held forever now. Also, she could scream even from point-blank range, instead of nibbling the players with her teeth.
Scrake
Raging if health is below 75% instead of 50%.
Locks target player and charges towards him when in right distance, similar to gorefast.
Fleshpound
Headshot resistant. Raw firepower is the only way of taking him down.
And in advance: no, the wtf mod is not doing it for me.
Here's mine:
Clot
Never lets go. Only by killing a clot, player can escape from his grasp, no jumping trick.
Never bleeds out. Beheaded clots will roam the map and try to kill you indefinitely. All non-critical headshots will have to be doubled with some bullets in the chest.
Gorefast
Strafing. Sometimes you can see that charging gorefast "can't decide" which path to take to get you, which makes shooting him in the head very problematic. He could do it on purpose always when charging.
Optionally, he can't be bled-out as well.
Stalker
Remains invisible during attack. That would make them even more dangerous in terms of escape route blocking and grenade wasting.
Crawler
Instead of crawling, they could just leap around the map (with very little or no pauses between leaps). That would make them harder to hit and make them more unpredictable.
Bloat
Special ability: fart His normal throw-up attack is unchanged, but when a player is in his range from ANY direction, he releases a toxic green cloud obscuring vision and dealing minor damage.
Husk
Short-range, high-damage constant flamethrower burst when player is close. Right now he's too vulnerable in close quarters, as his fireballs are too easy to jump over and his melee attacks are a laugh. Also, he could at last learn to aim at players standing on cars and other elevations
Siren
Her scream penetrates welded doors and damages players on the other side. No doors can be held forever now. Also, she could scream even from point-blank range, instead of nibbling the players with her teeth.
Scrake
Raging if health is below 75% instead of 50%.
Locks target player and charges towards him when in right distance, similar to gorefast.
Fleshpound
Headshot resistant. Raw firepower is the only way of taking him down.
And in advance: no, the wtf mod is not doing it for me.
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