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A way to make zerk's life more interesting...

vealck

Grizzled Veteran
Aug 19, 2009
2,815
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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?
 
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' :rolleyes:
 
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