• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Enhanced ZEDs

vealck

Grizzled Veteran
Aug 19, 2009
2,815
232
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 :D 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 :D

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.
 
Last edited:
  • Like
Reactions: Undedd Jester
how does that affect sharpshooter head count? Does decaping then shooting it in the chest count as a headshot death?

Only critical headshots (making enough damage to kill zed on spot) still count as headshot kills. But hey, this clearly is not a mode for someone who wants to level his perks :D

Re gorefast: how about letting it slash while running?

Good point.

Actually if the modified specimens of WTF-mut can be whitelisted then it would raise the difficulty of KF for sure.

Never gonna happen because of powerleveling heaven it would make.

My suggestions increase difficulty significantly without raising levelling potential at all.
 
Upvote 0
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.

Stalker
Remains invisible during attack. That would make them even more dangerous in terms of escape route blocking and grenade wasting.

Bloat
Special ability: fart :D 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.

Fleshpound
Headshot resistant. Raw firepower is the only way of taking him down.

Clot no bleed out suggestion is a good one. Fits the story too when you look at why the clots are the way they are.

Undedd Jester's Story Recap said:
It was shortly after his son
 
Upvote 0