Long post ahead, turn away those who don't like reading
@ Zerethon: Here you're basically talking about a mini-boss, or new boss altogether. Whether this is done as a top-tier specimen or new boss I don't care, I just want it
Thats the idea, a wave 8-10 (or 4/6-7) specimen that requires teamwork to bring down (because it only spawns 1 at a time against teams of 2-3 and up to 2 at a time against teams of 4-6 similar to husks)
It cant be killed by taking the heads off - they are armored and they regenerate, taking a head off locks it's chaingun fire on you killing you in short order, you have to kill the healing tank on the back of it (which is like a fleshpound, Nearly impervious to small arms) if you want to kill it, and even then it takes an abnormal long time to bleed to death because the tank has to drain AND it has to bleed to death for it to "die"
Power wise, it would be Above a fleshpound in survival by a longshot without hitting the tank, but about half as damaging (1dmg per bullet or so, fairly fast and accurate RoF with a long cooldown forcing it to move) and for a melee, it tries to backhand with the minigun (Stopping it from using it)
Speed wise, about as fast as a husk is perfect
I hate to be a negative Nancy, because it's a very fertile concept to run with, but a "multiple head + boatload of hitpoints" design might take the game in the wrong direction, at least as far as people who don't like 5 SS + 1 XX squads go. On a personal level, I love it, but careful thought should go into the design before we end up with a specimen whose Latin name means, "One more reason to play sharpshooter." Not that I think Twi is going to rip the idea from thread to code, I'm just saying we can't have our cake and eat it too.
thats the thing - It's nearly immune to sharps, it focus-fires them when they take a head off, it breaks ironsights, and the only way to kill it is heavy weaponry to the back timed with taking a head off, it'll rage like an FP but bleed to death since it cant regen, albeit slowly
see below
Hmm, good point. It shouldn't be so tough that you need to shoot the heads to kill the zed, since that would encourage the use of even more M14's, when the original purpose of multiple heads is to prevent one-shotting, thus giving the SS a disadvantage. The zed should rather be EASIER to kill with body shots than shooting all the heads off, which would encourage non-SS weapons. The body toughness should still be enough to make it difficult to kill with M14 body shots from mid-range, probably between the toughness of a husk and scrake.
for my idea, it's only easily killable with heavy weapons (Point-blank AA12 or Hunting shotty or melee) to the back of it while it's focused on someone and cant shoot you/hit you to break the healing tank, this encourages the 1-2 sharps and some heavy close weapons people because the tank is designed and coded to be weak to close weapons (Especially fire and melee) while all but impervious (Like the armored heads) to "sharpshooter" tagged weapons (Xbow, M14, Etc.)
This is single-handedly the best specimen idea I've seen since (not to be self-promoting or anything) my 'Digger' idea which has a specimen that moves underground and grabs your feet, holding you in place (requiring a berserker or melee weapon to kill by arms) or something to that extent. I don't really remember.
Either way, this is PERFECT for the continuation of the story! I mean, the specimen should just start getting odder and more challenging, look at the husk! It's not the hardes thing in the world to kill, but it DOES have a high kill priority and it's pretty painful when they hit you dead on. This thing would just be a beast that could kind of loom over the specimen screaming and shooting bile and **** everywhere. I'd be like "ZOMGLOOKOUT!" and start running at it with my chainsaw.
Really, I love you man.
Glad to hear it, and that was my idea, when i picture it, i picture something like a slightly taller fleshpound with 2 twisted heads with husk-like mouthpieces on the helmets, covered in mis-matched metal plates with spikes and metal hoses everywhere, with almost Medieval helmets on and a Big nasty minigun (Like the patriarchs but less square) with a "Sight" on it like the M14's (so it can mark people) with a pair of Long rounded somewhat see-through tanks on it's back filled with a red, glowing substance (think like a giant version of the little tanks on the healing syringe)
*takes a breath*
Yeah, big, hulking, armored monster that looks like something out of a nightmare, walking with a gait styled like the patriarchs, so it LOOKS imposing as all hell, and can back it up with a day-ruining spray of hot lead
about the size... it should be something big, but we still want it to fit in every corridor so it can't be too massive... something about the size of the patriarch and thick as the bloat.
depending on how dangerous it actually is, its spawn rate should be something from 3 to 1 in every game or something like that... could be seen as a mid-wave mini-boss and give high level fancy-weapon parties the same trouble that a Fleshpound did to newbie parties when the game was released =)
See above for both, it's basically like a Much, Much, more twisted and evil idea of the FP Chaingunner designed to be able to take the withering fire of a high-wave team and deal it right back, while taking good teamwork to kill
Along the same lines, it's voice cues could be it's heads "Arguing" in 2 distinct new voices with a similar, if less severe, version of the husks distortion
-Z