Publish 418



  • Here’s a run down of all the updates that have happened since Publish 417.

    [header]Zombie Survival[/header]

    • New zombie class: Chem Burster. Unlocks at wave 5. This is a reworked chem zombie. Click to charge up. Your run speed increases over time. After 2 seconds or when you die, you will explode. The longer you charged, the higher the explosive damage. You still explode if not charging but at half radius and damage.
      • New zombie class: Shadow Lurker. Uses bone structure of torso zombie. Faster than most zombies, low health, hard to see in the dark, takes 1/2 damage from melee. Being hit applies a vision range debuff. Unlocks at wave 2.
      • Extra health on props per nail reduced from 100 to 75.
      • Bullet knockback is now 0 unless that specific weapon says it has knockback.
      • You no longer heal both missing health and ongoing poison damage when using a medical kit. It will now cure the poison and then restore missing health. It was previously letting you “heal double” if you were poisoned. Bleeding damage will also be able to be healed.
      • Bosses now have more health. Bosses with larger hitboxes have even more.
      • Feign Death now heals a % of your health per second rather than a specific amount. This is capped for bosses.
      • The Resupply Box now displays what ammo you would get if you were to use it.
      • You now receive 18 XP as a zombie for killing a human.
      • Flesh Creeper nests can now be placed closer to humans.
      • Zombie gas slow debuff increased 25% -> 40%.
      • Wisp death explosion damage and range increased from 15 / 200 to 26 / 300 (still less damage if not standing near it).
      • Zombie spawn protection buff increased from 2s to 2.5s, not counting the refresh if entering gas.
      • Headcrab health increased 40 -> 60.
      • Fast Headcrab health increased 30 -> 40.
      • Headcrab damage increased 6 -> 7.
      • Fast Headcrab damage increased 5 -> 6.
      • Bloated Zombie health increased 325 -> 360.
      • Bonemesh projectile damage increased 15 -> 16.
      • Tickle Monster damage increased 24 -> 26.
      • Fast Zombie health increased 130 -> 140.
      • Flesh Creeper health increased 100 -> 150.
      • Ghoul health increased 150 -> 175.
      • Gore Child health increased 15 -> 25.
      • Gore Child speed increased 120 -> 130.
      • Poison Headcrab health increased 70 -> 85.
      • Poison Headcrab lunge wind up time decreased 1.25s -> 0.9s.
      • Poison Headcrab spit wind up time decreased 1s -> 0.8s.
      • Poison Zombie health increased 400 -> 425.
      • Wraith health increased 100 -> 125.
      • Zombie health increased 200 -> 210.
      • Gore children can only be spawned after the prop has stopped moving and 1 second after it has been thrown.
      • Gore children now thrown a bit further.
      • Giga Gore Child, Wisp, and some other previously 3rd person locked classes can be used with 1st person.
      • Removal of shadows above 16 players should now ACTUALLY remove the shadows rather than making them invisible. ~5 FPS increase for me on crowded maps.
      • Nightmare damage changed from 5/5 to 10/10 (instant/bleed).
      • Kongol Axe added (craft an axe + a butcher knife together).
      • Bosses are now immune to knockback.
      • XP from winning is now based on the amount of players x 6. Clamped between 20 and 200. Zombie escape is 4x less. You can’t leave at the last moment because it uses the number of players at the peak population for the round.
      • Nightmare speed increased 150 -> 280. Nightmare health decreased 2000 -> 1250. Nightmare melee damage vs. humans decreased 8 -> 5. Bleed damage remains at 5 for a total of 5+5+debuffs. Nightmare melee now also applies dim vision debuff (similar to Shadow Lurker) in addition to ghoul touch, slow, and bleed.
      • Butcher speed increased 190 -> 215. Butcher health increased 800 -> 900. Damage remains at 24 every 0.45 seconds.
      • Fast Zombie health increased 125 -> 130. Fast Zombie speed increased 250 -> 255.
      • Humans now begin to slow down at 66% health rather than 50% health. This is actually a reversion. Humans used to slow at around 70% before this publish.
      • Zombies capable of ranged attacks now lose their spawn protection buff for 4 seconds when using said attacks.
      • Humans now get a 25% speed debuff if entering zombie gasses.
      • Flesh Creeper nest building time halved (was extremely long previously).
      • Dedicated players can now remort at level 50. A new skill ball will appear in the center of the skill web when you’re ready.
      • func_precipitation is removed automatically.
      • Fixed noodle arms.
      • Fixed surgeon I - III doing literally nothing.
      • Worth cost of most things increased by 5, some things by 10. Melee weapons had their costs normalized. A few things not normally purchased had cost reduced. This is to offset the fact that most traits are now “free” and were previously reducing the overall amount of worth you had to spend on tools, weapons, ammo, etc.
      • Resistance formula changed from 20% * fear% + 0.05% * number_destroyed_sigils to 25% * fear% + 0.05% * number_destroyed_sigils. Max resist changed from 35% -> 40% with all sigils corrupted and 20% -> 25% with none corrupted.
      • 1 nail per resupply box use instead of 2.
      • Fixed spawn protection causing view models and humans to flash white sometimes.
      • Sigils now have a small barrier around them that prevents props getting too close. Fixes problem where humans would clip in to props that are too close because the sigil bounding box is slightly smaller than a player bounding box.
      • Speed skills reduced from 4/4/4/4/8 to 3/3/3/3/6
      • Tanker and Ultra Nimble changed from 30/65 to 25/30
      • Battler skills slightly reduced.
      • Jouster changed to +5% because most weapons are unaffected by -100% knockback. This skill will be changed to something else later.
      • Axe knockback severely reduced (was erroneously very high).
      • Plank move speed reduced from +3 tier to +2 tier and its damage reduced 20->16. Was erroneously faster than the knife.
      • Zombies get slight speed bonus from gas buff.
      • Glass Weapons skill replaces Muscular. Muscular moved to a skill near Handy III.
      • XP bar displays while a zombie.
      • Fixed third person making you move slow if you strafed in the opposite direction your camera shoulder is on.
      • Fixed Phaser.
      • Fixed Egocentric working on fall damage.


  • Here’s a run down of all the updates that have happened since Publish 417.

    [header]Zombie Survival[/header]

    • New zombie class: Chem Burster. Unlocks at wave 5. This is a reworked chem zombie. Click to charge up. Your run speed increases over time. After 2 seconds or when you die, you will explode. The longer you charged, the higher the explosive damage. You still explode if not charging but at half radius and damage.
      • New zombie class: Shadow Lurker. Uses bone structure of torso zombie. Faster than most zombies, low health, hard to see in the dark, takes 1/2 damage from melee. Being hit applies a vision range debuff. Unlocks at wave 2.
      • Extra health on props per nail reduced from 100 to 75.
      • Bullet knockback is now 0 unless that specific weapon says it has knockback.
      • You no longer heal both missing health and ongoing poison damage when using a medical kit. It will now cure the poison and then restore missing health. It was previously letting you “heal double” if you were poisoned. Bleeding damage will also be able to be healed.
      • Bosses now have more health. Bosses with larger hitboxes have even more.
      • Feign Death now heals a % of your health per second rather than a specific amount. This is capped for bosses.
      • The Resupply Box now displays what ammo you would get if you were to use it.
      • You now receive 18 XP as a zombie for killing a human.
      • Flesh Creeper nests can now be placed closer to humans.
      • Zombie gas slow debuff increased 25% -> 40%.
      • Wisp death explosion damage and range increased from 15 / 200 to 26 / 300 (still less damage if not standing near it).
      • Zombie spawn protection buff increased from 2s to 2.5s, not counting the refresh if entering gas.
      • Headcrab health increased 40 -> 60.
      • Fast Headcrab health increased 30 -> 40.
      • Headcrab damage increased 6 -> 7.
      • Fast Headcrab damage increased 5 -> 6.
      • Bloated Zombie health increased 325 -> 360.
      • Bonemesh projectile damage increased 15 -> 16.
      • Tickle Monster damage increased 24 -> 26.
      • Fast Zombie health increased 130 -> 140.
      • Flesh Creeper health increased 100 -> 150.
      • Ghoul health increased 150 -> 175.
      • Gore Child health increased 15 -> 25.
      • Gore Child speed increased 120 -> 130.
      • Poison Headcrab health increased 70 -> 85.
      • Poison Headcrab lunge wind up time decreased 1.25s -> 0.9s.
      • Poison Headcrab spit wind up time decreased 1s -> 0.8s.
      • Poison Zombie health increased 400 -> 425.
      • Wraith health increased 100 -> 125.
      • Zombie health increased 200 -> 210.
      • Gore children can only be spawned after the prop has stopped moving and 1 second after it has been thrown.
      • Gore children now thrown a bit further.
      • Giga Gore Child, Wisp, and some other previously 3rd person locked classes can be used with 1st person.
      • Removal of shadows above 16 players should now ACTUALLY remove the shadows rather than making them invisible. ~5 FPS increase for me on crowded maps.
      • Nightmare damage changed from 5/5 to 10/10 (instant/bleed).
      • Kongol Axe added (craft an axe + a butcher knife together).
      • Bosses are now immune to knockback.
      • XP from winning is now based on the amount of players x 6. Clamped between 20 and 200. Zombie escape is 4x less. You can’t leave at the last moment because it uses the number of players at the peak population for the round.
      • Nightmare speed increased 150 -> 280. Nightmare health decreased 2000 -> 1250. Nightmare melee damage vs. humans decreased 8 -> 5. Bleed damage remains at 5 for a total of 5+5+debuffs. Nightmare melee now also applies dim vision debuff (similar to Shadow Lurker) in addition to ghoul touch, slow, and bleed.
      • Butcher speed increased 190 -> 215. Butcher health increased 800 -> 900. Damage remains at 24 every 0.45 seconds.
      • Fast Zombie health increased 125 -> 130. Fast Zombie speed increased 250 -> 255.
      • Humans now begin to slow down at 66% health rather than 50% health. This is actually a reversion. Humans used to slow at around 70% before this publish.
      • Zombies capable of ranged attacks now lose their spawn protection buff for 4 seconds when using said attacks.
      • Humans now get a 25% speed debuff if entering zombie gasses.
      • Flesh Creeper nest building time halved (was extremely long previously).
      • Dedicated players can now remort at level 50. A new skill ball will appear in the center of the skill web when you’re ready.
      • func_precipitation is removed automatically.
      • Fixed noodle arms.
      • Fixed surgeon I - III doing literally nothing.
      • Worth cost of most things increased by 5, some things by 10. Melee weapons had their costs normalized. A few things not normally purchased had cost reduced. This is to offset the fact that most traits are now “free” and were previously reducing the overall amount of worth you had to spend on tools, weapons, ammo, etc.
      • Resistance formula changed from 20% * fear% + 0.05% * number_destroyed_sigils to 25% * fear% + 0.05% * number_destroyed_sigils. Max resist changed from 35% -> 40% with all sigils corrupted and 20% -> 25% with none corrupted.
      • 1 nail per resupply box use instead of 2.
      • Fixed spawn protection causing view models and humans to flash white sometimes.
      • Sigils now have a small barrier around them that prevents props getting too close. Fixes problem where humans would clip in to props that are too close because the sigil bounding box is slightly smaller than a player bounding box.
      • Speed skills reduced from 4/4/4/4/8 to 3/3/3/3/6
      • Tanker and Ultra Nimble changed from 30/65 to 25/30
      • Battler skills slightly reduced.
      • Jouster changed to +5% because most weapons are unaffected by -100% knockback. This skill will be changed to something else later.
      • Axe knockback severely reduced (was erroneously very high).
      • Plank move speed reduced from +3 tier to +2 tier and its damage reduced 20->16. Was erroneously faster than the knife.
      • Zombies get slight speed bonus from gas buff.
      • Glass Weapons skill replaces Muscular. Muscular moved to a skill near Handy III.
      • XP bar displays while a zombie.
      • Fixed third person making you move slow if you strafed in the opposite direction your camera shoulder is on.
      • Fixed Phaser.
      • Fixed Egocentric working on fall damage.


  • Chem bursters appear to maintain their speed boost after dying if left click is held down. This, combined with the short nest distance, is making incredibly quick work of barricades.

    Edit: I seem unable to replicate this again. Regardless, they’re destroying powerful barricades quickly.



  • Here’s some balance updates:

    • Repairing needed for one point decreased 50 -> 35. Means you need to repair less to get a point.
    • Nails can be closer together (16 units -> 9 units).
    • Bosses no longer regenerate health from feign death.
    • Gore Child health decreased 25 -> 20.
    • Chem Burster radius / damage reduced from 128 / 55 to 90 / 44 at maximum charge. Minimum charge reduced from 33% to 20%.
    • Added skill Unlock: Crafting Pack. Alternate Junk Pack which costs more worth but all props are useful in crafting recipes.
    • Reduced Wrench worth requirement 25 -> 20.


  • Do you have any plans for the butcher now that nightmare is viable again? In most of the situations where the butcher was the best choice, nightmare is now a better alternative.



  • Butcher still does way more raw DPS.



  • updated suggestions

    --- Turret and drone skills
    
    Dual Trigger - Fires two bullets in manual turret control mode. Consumes more ammo. (previously the turret fired two bullets per 1 bullet used; currently fires 1 bullet at a time; this skill is comparable to bulletstorm)
    Control Cam - Unlocks switching to camera mode while manually controlling a turret.
    Unlock: Pulse Turret - Unlocks purchasing the Pulse Turret. Fires pulse ammo instead of SMG ammo. Does not use infrared and instead automatically targets zombies within a short range. Does not detect wraiths. Cannot be manually controlled. Somewhat inaccurate compared to infrared turret.
    
    Unlock: Support Drone -  Similar controls to the deployable manhack but slower, larger, and slightly more health. Uses the city scanner model. Use left click to emit a bright flash that temporarily disorients zombies. Use right click to use the hook which allows it to tow small props, dropped weapons, and other items. The hook can also be used on ammo which will store it in the drone. Retreiving the drone will give all the ammo to the owner (can only hold up to 4 types of ammo). Comes equipped with a small search light. The search light is not useful against Shade, but the flash can be used to hurt Shade.
    Unlock: "Mini Gunship" Assault Drone - Similar controls to the deployable manhack but slower, larger, and slightly more health. Use left click to fire the mounted gun. The drone uses smg ammo to fire its gun and is displayed on top of it along with its health. The Drone can shoot in any direction as long as its below it (the gun itself is fairly inaccurate).
    Unlock: "Takbir" Demolition Drone - Unlocks purchasing the Demolition Drone. Prerequisite: Loaded Hull. Can be crafted using manhack + grenade. Does very little damage. Left-click self-destructs with damage done equal to a grenade.
    Shrapnel - +20% demolition drone explosion radius
    
    --- Speed skills
    
    Lightweight - +10 movement speed when melee weapon is equipped, -50% melee damage
    Unlock: Sprint Module - +50 movement speed when SHIFT is pressed. -25 movement speed. Recharge time 1 minute. Uses HL2 aux power sounds. Prerequisite: Ultra Nimble
    
    --- Food and health skills
    
    Nutrition - +25% recovery from eating food
    Hearty - +50% recovery from fruits (e.g. watermelon, banana) and vegetables (e.g. pumpkin, radish)
    Renewal - +5% speed after eating a food item, lasts 5 seconds
    Sugar Rush - +5% speed after drinking a soda, lasts 5 seconds | Prerequisite: Renewal (stacks)
    Nourishing - +350% recovery from drinking hot milk, puts you to sleep for a period of time
    Forager/Provisions - 1 in 4 chance to collect a bonus random food item from the resupply box. +33.3% resupply collect time
    
    Titan - Slow debuffs and knockbacks effects by zombies are reduced by 50%. Speed slowdowns start at 50% health rather than 66%. -25 movespeed
    Serenity - 1 health is regenerated every 6 seconds when standing close to a sigil. Prerequisite: Regenerator
    
    Chinese takeout - yum! heals 25 hp but blocks your view while you eat
    
    --- Weapon skills
    
    [Sharpshooter and Specialist can be consolidated into one spec skill]
    
    Sharpshooter I - +1% damage when aiming down sights, -10% move speed when aiming, +10% aiming switch speed
    Sharpshooter II - +2% damage when aiming down sights, -20% move speed when aiming, +20% aiming switch speed
    Sharpshooter III - +3% damage when aiming down sights, -30% move speed when aiming, +30% aiming switch speed
    Sharpshooter IV - +4% damage when aiming down sights, -40% move speed when aiming, +40% aiming switch speed
    Eagle Eye - +10% damage on headshot, -25% damage on body shot
    Commando - +5% damage when assault rifle is equipped, -20% damage for other weapons
    Marauder - +5% movespeed when smg is equipped
    Ranger - +7% movespeed when rifle is equipped, +15% weapon reload rate while using rifle
    Burst Fire - Aiming with an assault rifle or smg results in burst fire. +10% damage
    
    Specialist I - +2% damage when shotgun is equipped, -4% damage for other weapons
    Specialist II - +3% damage when shotgun is equipped, -6% damage for other weapons
    Specialist III - +4% damage when shotgun is equipped, -8% damage for other weapons
    Combat Specialist - Unlocks purchasing a tier 4/5 automatic shotgun from the point shop (n/a), +5% damage when shotgun is equipped, -10% damage for other weapons
    Shotgunner - +5% movespeed when shotgun is equipped
    
    Demolitions Expert I - Radius of explosions are increased by 9%. -7.5% base damage.
    Demolitions Expert II - Radius of explosions are increased by 9%. -7.5% base damage.
    Demolitions Expert III - Radius of explosions are increased by 12%. -10% base damage.
    Munitions Failsafe - Mines destroyed by a zombie will deal 75 base damage in an explosion
    Napalm - Lights zombies caught in a grenade explosion on fire for up to 10 seconds
    Grenadier - Increases grenade damage by 25%
    Impact Fuse - Grenades explode on contact with a surface rather than a beeping timer. -33% explosion radius.
    Bombardier - Increases detonation pack damage by 25%
    Unlock: S.L.A.M. (40 points) Significantly less range and damage than a detonation pack. Can be thrown
    Unlock: Pulse grenade. Emits a powerful shockwave that knocks away nearby zombies and objects. | see AS:S code
    
    Gunslinger - +40% weapon draw speed when switching to a pistol. +4% damage with pistols. -50% draw speed for non-pistols.
    
    --- Melee skills
    
    Limit (1) of the following skills. Stacks with Battler.
    Culinary Artist - +10% damage when using kitchen melee weapons (pot, frying pan, meat hook, butcher knife), -30% damage for other melee weapons.
    Berserker - +10% damage when using an axe (or kongol axe/sawhack), -30% damage for other melee weapons.
    Assassin - +10% damage when using a knife. -30% damage for other melee weapons.
    Splicer - +10% damage when using lead pipe. -30% swing speed wait. -5% damage when using ranged weapons.
    
    Facepunch - +100% damage when punching a zombie in the face
    Uppercut - Chance to hit zombies with critical +400% damage when punching a zombie in the face
    Lanky - +20% melee range, -25% melee damage
    
    --- Medic skills
    
    Triage I - +33% medical kit effectiveness when healing a player under 20% health [save 5 medical kit charge, 4 pts received] | Prerequisite: Surgeon III
    Triage II +33% medical kit effectiveness when healing a player under 40% health
    Field medic - (implementation n/a) heal bonus when healing players outside of barricade
    Epinephrine - The speed boost from a medicgun syringe increased by 15%, -15% medicgun healing effectiveness
    Smart Targeting - Aiming directly at a healing target while firing will automatically lead medicgun shots, ammo capacity 5 -> 3 (-40% AMMO CAPACITY) | see AS:S skill code
    Sleep Dart - Medicgun syringes slow zombies by 30% for 6 seconds.
    Welfare - Self-heal amount increased by 50%. +50% medical kit cooldown (all heals).
    
    --- Barricade skills
    
    Defender I - +2.5% damage when near a sigil, -2.5% damage when not near a sigil
    Defender II - +2.5% damage when near a sigil, -5% damage when not near a sigil
    Defender III - +5% damage when near a sigil, -10% damage when not near a sigil
    Salvager - 1 in 4 chance to collect one bonus board ammo from the resupply box. +33.3% resupply collect time
    Engineer - +100% sigil corruption repair rate when using a hammer or mechanic's wrench
    Mechanic - Repair up to 150% of deployable health, -33% repair rate
    
    --- Miscellaneous
    
    Awareness - Increases wraith visibility by a small percentage when in range of your flashlight
    Unlock - Goggles: Unlocks purchasing Goggles from the worth shop (30 worth). Reduces visual debuffs by 50%. Does not appear in inventory but can be dropped via ammo menu, or upon death.
    
    

    Is Overcharged Flashlight still in queue?



  • @ritzbits:

    updated suggestions

    Is Overcharged Flashlight still in queue?

    A lot of those skill suggestions have issues, mostly the ones which concern weapons and weapon classes. These aren’t really downsides because it’s fairly easy to not use those weapons that have downsides and just stick to the ones with the buffs. For instance if I felt like using shotguns next round I’d enable everything that was relevant to shotguns being stronger and ignore the reduced stats on other weapons, and only use shotguns that round. Downsides need to be always relevant to the upsides.



  • There are 64 suggestions and 14 of them belong to the rifle/shotgun/class skills. I’ll see about rebalancing the ideas if there aren’t any suggestions on any downsides for them.

    Sharpshooter I - +1% damage when aiming down sights, -10% move speed when aiming, +10% aiming switch speed
    Sharpshooter II - +2% damage when aiming down sights, -20% move speed when aiming, +20% aiming switch speed
    Sharpshooter III - +3% damage when aiming down sights, -30% move speed when aiming, +30% aiming switch speed
    Sharpshooter IV - +4% damage when aiming down sights, -40% move speed when aiming, +40% aiming switch speed
    Commando - +5% damage when assault rifle is equipped, -20% damage for other weapons
    Ranger - +7% movespeed when rifle is equipped, +15% weapon reload rate while using rifle
    
    Specialist I - +2% damage when shotgun is equipped, -4% damage for other weapons
    Specialist II - +3% damage when shotgun is equipped, -6% damage for other weapons
    Specialist III - +4% damage when shotgun is equipped, -8% damage for other weapons
    Combat Specialist - Unlocks purchasing a tier 4/5 automatic shotgun from the point shop (n/a), +5% damage when shotgun is equipped, -10% damage for other weapons
    
    Culinary Artist - +10% damage when using kitchen melee weapons (pot, frying pan, meat hook, butcher knife), -30% damage for other melee weapons.
    Berserker - +10% damage when using an axe (or kongol axe/sawhack), -30% damage for other melee weapons.
    Assassin - +10% damage when using a knife. -30% damage for other melee weapons.
    Splicer - +10% damage when using lead pipe. -30% swing speed wait. -5% damage with ranged weapons.
    
    


  • Eager to test these zombie buffs on my free time. Thanks!



  • Got a weird issue of everyone getting stuck in phase mode during wave intermission, as well as getting stuck with a slanted view.

    http://puu.sh/lfl7k.webm
    http://puu.sh/lflpl.jpg

    Also burster zombies is crazily strong, it can tear down most form of barricades within a wave, the only probable way to prevent burster zombie from instant wrecking barricades is a long hallway now


  • Banned

    Chem got nerfed. Besides chems have always been barricade destroyers



  • Bad 418, Zombie more OP…  Ok jetboom enjoy.



  • I think the damage itself is fine on bursters, it’s just the fact they can be spawned so close to the barricades with the flesh creeper nests allowing for rapid spam and the fact they’re available on wave 5 and not wave 6.



  • @Nastyhouse:

    Chem got nerfed. Besides chems have always been barricade destroyers

    Well considering burster deals X damage to all surrounding props, barricades with several props / layers is rendered useless since it is now similar to having a single prop around the barricade, combining that with the close nest spawn you got yourself a constant barrage of cade damage doing way more that a bonemesh can do.


  • Banned

    @Raox:

    I think the damage itself is fine on bursters, it’s just the fact they can be spawned so close to the barricades with the flesh creeper nests allowing for rapid spam and the fact they’re available on wave 5 and not wave 6.

    This. Kinda hard to kill 3 or 4 nests crammed into a room with zombies surrounding them at wave emd


  • Banned

    @GTube:

    Bad 418, Zombie more OP…  Ok jetboom enjoy.

    Polak mad cuz bad better git gud



  • @Misaka:

    Well considering burster deals X damage to all surrounding props, barricades with several props / layers is rendered useless since it is now similar to having a single prop around the barricade, combining that with the close nest spawn you got yourself a constant barrage of cade damage doing way more that a bonemesh can do.

    Nests are so close that the time between dying and reaching the barricade to blow up again is actually pretty close to bonemesh’s delay between attacks.


  • Banned

    Chems do not need any more nerfing. Thank you for making ZS fun and balanced again  :walk:


  • Banned

    @Misaka:

    Well considering burster deals X damage to all surrounding props, barricades with several props / layers is rendered useless since it is now similar to having a single prop around the barricade, combining that with the close nest spawn you got yourself a constant barrage of cade damage doing way more that a bonemesh can do.

    Really could be said about any zombie. 40 poisons bloats and normals humping a cade are far worse than 40 chems with the nest placement


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