soloing huge mobs

  • 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/

BoB Dolen

FNG / Fresh Meat
May 16, 2009
18
0
0
Crawlers are faster than players due to their leaping. At close range, Gorefasts are faster than a player without a knife out. Skrakes at low health are faster than a player. Raged Fleshpounds faster than a player. And I'll be darned if a Siren isn't a ranged attacker...

Raged fleshpounders are faster then everything but medic and zerk.

But the speed of all of them is based on some "trigger"

crawler being semi-close.
gorefast being semi-close.
Skrake being almost dead.
Fleshpounder while normally pretty fast raged has to be triggered with damage.

[/quote]Adding a ranged specimen would break a pretty good balance that the game has right now. It wouldn't make it much harder for skilled players to survive but would kill newbies so fast that they'd get frustrated and quit. The Siren is more than enough right now...seeing as it can "shoot" right through it's allies to hit you.[/quote]

I agree, but then again maybe a short-mid range attack from some of the mobs or a new mob might not be a bad idea if it had a cool down or something perhaps.
 

LemoN

FNG / Fresh Meat
Feb 26, 2006
6,293
2,346
0
33
Prussotroll's Bridge
the problem is see is that skrakes, gorefasts, ect all stop before hitting you
i have yet so see someone actually get damaged by a skrake or anything else whilst running away from them with a knife out
 

Sgt Jigglebelly

FNG / Fresh Meat
May 15, 2009
203
3
0
the solution to this is simple - adjust player movement speed; tweak it to just the right setting in relation to the movement speeds of the specimens

and maybe give some specimens a slight speed boost

and create a new specimen whose purpose is to intercept fleeing players who have taken out their knives to run lol