A flying ZED. Like a severed head with batwings or something.
Or Like the Skull Bat from Overkill's albums
Upvote
0
A flying ZED. Like a severed head with batwings or something.
But should be still reachable for the meele perks.
Shiver would be great to see. (or not see )
I'm most interested in seeing middle-tier enemies that are specifically designed to be countered by one or two perks. Every perk would still be able to kill these enemies, but in a less efficient manner. Some possible examples:
- Support - an enemy with high health but a weak head... protected by a helmet. Other perks have to destroy the helmet to damage the head but the Support's shotgun penetration allows him to damage the head through the helmet (presumably because the many pellets ensure some get through the gaps in the helmet)
- Commando - fairly weak flying enemies that are best dealt with by long range, high capacity, fast firing weapons
- Berserker - the Brute or something similar to it that has a charge that can be stopped by parrying. This enemy should be damage resistant until it exits its charge, one way or another.
- Medic - an enemy covered in toxic needles that it can launch from range. These needles deal very little initial damage but apply a poison that deals a fair amount of damage over time. Heals (including contact with a medic grenade) immediately cancel the poison.
- Demo/Firebug - a relentless enemy with detachable limbs that will not die until it has been reduced to a torso. Loss of the head will reduce its awareness, loss of leg(s) will reduce mobility to hopping/crawling, and loss of arms will force it to resort to kicking/biting. Explosions can detach all limbs and the head simultaneously while fire will fully incinerate the enemy after sufficient damage
These specific examples of enemies may or may not be optimal, but I think the overall idea is sound. This should make the middle rounds more threatening than they are now and encourage a diversity of perks. But at the same time no perk would really be required to kill these. A Berserker might be the ideal class to parry with but everyone can do it, and while a Medic can keep an entire team free of poison players can still use syringes or an off-perk medic pistol.
I like the idea of damage type resistances and weaknesses being brought more into focus, perhaps making some of the clot variants have resistances and weaknesses as well. Give them some more color or a 'tell' that reflects their defence type, so maybe gorefasts are weak to bullets/resistant to sharp, and a clot variant with gorefast-like muscling/noskin would be the same
I feel like I already doing that because of crawlersI don't know if I'd enjoy constantly spinning in circles in search what backstabbed me this time like a dog hunting his own tail.