*sam* Posted Oct 12, 2012, 12:51 pm |
Howdy, just to let you know I bought this fine-looking zombie swarm, so this Halloween we'll have much nicer looking zombies to run over in our cars:
http://www.3drt.com/3dm/characters/real-zombies/real-zombies-shots.htm |
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PvtParty Posted Oct 12, 2012, 1:08 pm |
Awesome!
Any chance we can mount spikes on our vehicles? Better yet, spears, pikes or lances... |
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Tez Posted Oct 12, 2012, 3:15 pm |
We already have spikes... | ||||||
PvtParty Posted Oct 12, 2012, 3:29 pm |
Do we?? I've never seen any (but then, I am fairly new here). I'm not talking about spike droppers. I mean big, pointy sticks - for making zombie kebabs... |
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*JeeTeeOh* Posted Oct 12, 2012, 4:01 pm |
Yes, big pointy sticks. They're called mounted spikes, and are most commonly seen on those Vampire cars we're always fighting in arena combats.
SAM: FRIGGIN' AWESOME, MAN! Can't wait to blast the new villains and finally get my zombie slayer badge!! |
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PvtParty Posted Oct 12, 2012, 4:20 pm |
Oh, heck, yeah I'd forgotten about them. Not quite as big and pointy as I was thinking, but guess they'd accumulate a nice collection of zombie bits! Still, I don't recall seeing them for sale anywhere.... |
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Juris Posted Oct 12, 2012, 5:08 pm |
Now if chopping off their limbs and head would actually display...
Thanks Sam |
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Racing Robbie Posted Oct 12, 2012, 5:14 pm |
Looking good
So what do you have to do then to get your Zombie Slayer badge? RR |
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*JeeTeeOh* Posted Oct 12, 2012, 5:19 pm |
I just checked the mechanic shops as far south as Sarsfield and you know what? They're not for sale in any of 'em. What gives?! Moving to suggestions forum! |
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BrassFactory Posted Oct 12, 2012, 5:46 pm |
Only one way to find out .... |
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*JeeTeeOh* Posted Oct 12, 2012, 5:57 pm |
Just a high-volume zombie count doesn't do it, I believe; it needs to include some epic bit of bravery or ridiculousness.
You'd think I'd have one by now.... |
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*JeeTeeOh* Posted Oct 12, 2012, 5:58 pm |
Can't help but wonder if there are character models out there just waiting to be added.... |
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*Rev. V* Posted Oct 12, 2012, 9:31 pm |
Or if the zombie models can be re-skinned..... | ||||||
*JeeTeeOh* Posted Oct 12, 2012, 10:32 pm |
Thinking outside the box? I don't see no box! Nice idea. |
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Groove Champion Posted Oct 13, 2012, 12:27 am |
Good one Sam! | ||||||
*Bastille* Posted Oct 13, 2012, 1:55 am |
...BLOOD!
This will be grand EDIT: the keyframes look great. These guys are gunna be scary what happened to the brain slug empire? |
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Lord Foul Posted Oct 13, 2012, 2:28 am |
Car mounted spikes used to spawn regularly at shops south of GW, but they were an uncommon spawn and maybe when Sam tuned the shops over the years they dropped off the radar. Car mounted Sipkes are very weak and are easily destroyed with just a few hits to a hard surface. A few years back I used them alot on Flails to run down escaping npc peds. Unfortunately I endeed up destroying the spikes quite often attempting to reach the peds due to the spikes sticking out and hitting the ground going over the small bumps I'd encounter. While it was fun when it worked, my supply of spikes started to run low and the shops stopped spawning them. There's other equipment besides spikes that simply don't spawn much if at all anymore. Maybe it's Sam's hint to have the camps supply the community with good instead of the shops. |
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*Rev. V* Posted Oct 13, 2012, 7:46 am |
RGMs are the best thing to use on escaping peds | ||||||
*goat starer* Posted Oct 13, 2012, 7:16 pm |
gee thanks sam.. after all the old ones were #### and we can chase the new much better zombies down with our cartoony balloon headed character models. |
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*sam* Posted Oct 13, 2012, 9:28 pm |
LOL |
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*goat starer* Posted Oct 13, 2012, 10:13 pm |
yeah.. I guess i should do some work on the balloon people so you finally get around to replacing them too! | ||||||
*Tinker* Posted Oct 14, 2012, 1:15 am |
hint hint | ||||||
*sam* Posted Oct 15, 2012, 3:29 pm |
|
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*JeeTeeOh* Posted Oct 15, 2012, 4:04 pm |
Oh yeah. THAT is some motivation to get all ridiculous and earn a Zombie Slayer badge.
Well played sir! |
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*Rev. V* Posted Oct 16, 2012, 3:18 am |
"Oh yeah. THAT is some motivation to get all ridiculous and earn a Zombie Slayer badge."
Already have one, got it first time. What's hotter than scantily clad nuns running around fighting zombies? Not much. This year I'm gonna go with a 3 gal fireteam, 2 with chainsaws, one with a rifle. The one with the rifle will be- Barbie 'Zombie Killer' Booze Character ID: 602382 Personal Details Gang Cestus Dei Age 25 Gender Female General Health Good Location Somerset Tag Custom Skin Inked Penguin Skills & Abilities Strength 11 Dexterity 68 Speed 59 Leadership 34 Courage 50 Hand Guns 86 (85) Weekly Wages $175 Training Specialisms Sniper Special Skill Public Biography Private History 10-10-28 Recruited by Cestus Dei 10-12-31 Received a nickname 11-02-25 Advanced to level 1 Sniper specialism Drugs Alcohol addict See that recruitment date? Recruited her JUST for the zombie attacks 2 years ago. (right after Latte's stupid "Let's go zombie hunting!!!" fiasco) She lived. And got me my badge with her antics. Now she needs to show the new gals in Cestus Dei how slaying the undead hordes is done. Or die trying. "yeah.. I guess i should do some work on the balloon people so you finally get around to replacing them too!" I vote for new female models that are a good bit more "endowed" than the current ones. And, can we get a fat chick, please? Please? I need a plump nun....or twelve.... |
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Djihani Posted Oct 18, 2012, 12:13 am |
I've got two of my original zombie fighters left too, we hafta assemble a dream team!
Too bad they're spread around Evan and I can't even pay rents and wages or feed my gang if I go out of vacation... drop me a PM if there's a taxi spot left in a car anyone or if you need a driver for a seller going to SS? Both are decent courage (duh-uh!) gangers fully capable to drive a fast car to Somerset. I've got a pair of quick and easy and nothing fancy shiny bluish black patch and win2 skins Ender never claimed back in that era I'll gladly donate to the game or any any rich git who pays me a couple of weeks of feeding me gang Really nothing fancy, just shiny recolors. Joseph 'Zombokiller' Meyer Character ID: 588684 Personal Details Gang Rollovers Age 27 Gender Male General Health Good Location Firelight Tag Custom Skin Classy pink suit Skills & Abilities Strength 57 Dexterity 30 Speed 60 Leadership 22 Courage 71 Driving 62 (61) Gunnery 52 Large Guns 51 Hand Guns 16 Weekly Wages $300 Specialisms Flamethrowers Special Skill Reload In Motion Special Skill Rapid Reloading Special Skill Public Biography Survived Zombie attack on 2010-10-28 Private History 10-10-11 Recruited by Rollovers 10-12-28 Received a nickname 11-01-21 Advanced to level 1 Flamethrowers specialism 2011-02-08 Injury: shrapnel in the shoulder 2011-02-08 Injury: fractured hip 2011-02-08 Injury: fractured pelvis 11-08-13 Advanced to level 1 Reload In Motion specialism 12-03-26 Advanced to level 1 Rapid Reloading specialism Carried Equipment Shotgun (Health 100%, Ammo 4) 4 x Shotgun Ammunition 'Zombie killin' Joyce Nava Character ID: 588685 Personal Details Gang Rollovers Age 30 Gender Female General Health Good Location Badlands Truckstop Tag Custom Skin Classy pink suit Skills & Abilities Strength 36 Dexterity 67 Speed 35 Leadership 27 Courage 73 Driving 108 Trucker 33 (30) Gunnery 50 Large Guns 54 Ballistics 17 Mechanic 18 Weekly Wages $375 Specialisms Reload In Motion Special Skill Level 2 Rapid Reloading Special Skill Sniper Special Skill Public Biography Private History 10-10-11 Recruited by Rollovers 10-11-19 Received a nickname 10-11-19 Advanced to level 1 Reload In Motion specialism 11-01-07 Advanced to level 2 Reload In Motion specialism 2011-01-07 Injury: damaged lung and chest 2011-01-07 Injury: minor arm muscle damage 11-08-01 Advanced to level 1 Rapid Reloading specialism 12-04-20 Advanced to level 1 Sniper specialism Carried Equipment Rifle (Health 100%, Ammo 12) 4 x Rifle Ammunition |
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*Rev. V* Posted Oct 18, 2012, 4:59 am |
"Survived Zombie attack on 2010-10-28 "
How did you get that in your bio?!?!?!??!!?!?!!! |
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Djihani Posted Oct 18, 2012, 12:34 pm |
Heh, he, it's in the "free info/comments/whatever" Writable box | ||||||
*JeeTeeOh* Posted Oct 19, 2012, 3:23 am |
These zombies have ISSUES! And not the kind that make them attracted to their zombie sister or something.
Just finished a combat and noticed 1) the zombies go from real cool-looking to chrome T-1000 skin when I get zoomed in too close, and 2) my rocket launcher appeared to be doing no splash damage in any form. Obviously, point two is more worrisome. The rocket shots in question come near the end of the event. Event ID 209651 |
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Togakure Posted Oct 19, 2012, 7:25 am |
Is there going to be a chance to earn the badge and stuff after 31 OCT? I'd love to do some zombie killing, but 01 NOV is my resub date.
I've even been planning on a new vehicle specifically for such an occasion. Skin is WIP |
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Blackwill Posted Oct 19, 2012, 9:45 am |
Event 209702
Amateur Night Combat Zombies!!!! Absolutely the coolest thing in the game! However....I cant seem to figure out how to kill the little buggers. Running them over doesn't work.... Bouncing them off the front of the car (multiple times) doesn't work... Shooting them with rifles (and then a pistol) doesn't work.... Next up; melee Attack? Anyway, very, very fun event. Thanks, Sam. |
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*sam* Posted Oct 19, 2012, 11:16 am |
Headshots kill them - rifles are useful for that, but it might take several attempts. Swords, hammers and chainsaws are pretty effective. |
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*sam* Posted Oct 19, 2012, 11:17 am |
Looks nice! There will be a small number of 'zombies attack Somerset' ped events, which is where people actually earn the badges. These are open to non-subs. |
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Lord Foul Posted Oct 20, 2012, 7:34 am |
Watching that event made them appear more indestructible than the older zombies. Their activity was always 100% even if legs/feet/back were destroyed and one rifle hit to the head only brought one down to 75%. For those wondering, the zombies do 2 points of damage per hit to armor. A muscle car can be torn apart in about 10 turns if just of few of them are on you. If a half dozen are on a car, they could take down any chassis in short order. Also, as mentioned they turn all chrome looking if you get within 20m of them. So you are not really able to see them in detail, which makes them look worse than the old skins. Hopefully Sam will get it fixed. |
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*sam* Posted Oct 22, 2012, 5:46 pm |
OK, I have fixed the problem with the textures up close - must have been due to the way the models were exported to Torque (but they looked fine in my test client, strangely).
There shouldn't be any difference with regard to toughness, can anyone else remark on what they have noticed? |
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Vroomhoff Posted Oct 22, 2012, 5:53 pm |
I haven't tried to kill them with guns. I've participated in at least 3 arena events and watched them gnaw on dead cars and watched the AI go after them. In all of that, I've only seen one "shot to the head", which I assume killed it. I think they should die more easily, personally..
I've seen them hit by cars at 45+ MPH and they don't take any damage. They do get thrown, which is pretty cool, though. The first time I tried to run one over, he got stuck under the front end of the car. He kept gnawing at my bottom armor. Eventually he got dislodged. If you're dragging them, it would be nice if they continued to take damage. |
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*sam* Posted Oct 22, 2012, 6:06 pm |
Yeah, I love the way they converge on stalled vehicles in the arena and tear them apart. That wasn't something I originally did on purpose, it was just their 'natural' behaviour. ;-)
In terms of damage, they can get stunned by any injury, however unless it's a head or leg injury they take no damage. Leg injuries have reduced damage. |
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Juris Posted Oct 22, 2012, 7:01 pm |
That is pretty cool - really freaks you out if your engine gets destroyed Is it just me or do these zombies not have animations for running - the ones I encountered just kinda glided along Edit: Also, agree there should probably be a 'death from massive damage' kill option - at some point these things are just gonna be a quivering mass - but I also think they should be resistant to stun effects |
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Lord Foul Posted Oct 23, 2012, 5:18 am |
Agree with Juris about Zombies not being stunned, but they should be affected by massive damage to other parts of the body besides their head. Otherwise we are just fighting a floating head with the animation of a body hanging from it. Zombies should at least slow down from destroyed limbs like legs or a broken back. |
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*sam* Posted Oct 23, 2012, 11:01 am |
they already do get slowed down by leg criticals | ||||||
Djihani Posted Oct 23, 2012, 11:57 am |
Meh they seemed tougher last year than the ones I met in the arena yesterday | ||||||
*goat starer* Posted Oct 23, 2012, 12:05 pm |
You are just weaker than last year |
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Togakure Posted Oct 23, 2012, 7:30 pm |
During the "Zombiecide" event that Sam just posted for us (210259), I was ramming zombies left and right. Watch the replay, I'm in the buggy. Doing 35+, there were quite a few times where impacting a zombie results in zero damage to the zombie, yet there is enough force to bounce the zombie off my grill several times. In a few cases they are even launched over my vehicles, again resulting in no damage. There were still quite a few vehicular impacts which did result in zombie damage, but it sure felt like 50% or less of the time. I'd like to see at least some damage 100% of the time you strike a ped at over 25-30 MPH. If the force of the impact is enough to launch them into the air, it's enough to remove limbs or liquify organs. |
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Marrkos Posted Oct 23, 2012, 8:12 pm |
Zombies != Peds As already stated, there's code to slow them down when they lose a leg, and zombies are not deterred by liquified organs, or lost arms, or any of the other stuff that would stop a live ped. IOW, zombies are fine as they are, IMO. |
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Lord Foul Posted Oct 24, 2012, 6:49 am |
Guess we'll have to agree to disagree. You know I notice things and this is why I mentioned it the first time around. After you posted this I decided to watch event 209651 turn for turn for the full 72 turns and watch the zombies damage and movement speed. Example: I watched one specific zombie and compared its movement to 100% nearby zombies while it was being damaged Zombie 100% (below is for the same zombie) Zombie shot first time- loses a leg - activity 63% No visual loss of movement speed compared to 100% zombies Zombie shot second time- loses a leg - activity 39% No visual loss of movement speed compared to 100% zombies Zombie shot 2 more times, loses both arms. Zombie shot fifth time, loses a leg - activity 25% No visual loss of movement speed compared to 100% zombies Zombie shot sixth time, loses a leg - activity 16% No visual loss of movement speed compared to 100% zombies Observation- I do not visually see a reduction in movement speed no matter what activity the zombie is at. And as you can see, one zombie can lose his legs 4 times, so there must be some 4 legged zombie out there. Maybe he had 6 legs and this is why there was no visual loss of movement speed.lol I like the zombies as they are, but I had to dispute your code due to visual observations. |
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*Bastille* Posted Oct 24, 2012, 9:10 am |
they're movements speed seems quite slow and looking at a 39% zombie, compared to a 100% zombie, they do seem to be moving slower. The 63% zombies moving a tad faster than the 39%. The 100% zombies definitely seem faster. Their steps taking them about 2 body lengths and the lesser percentage travelling about 1 to ½ a body length.
I can't tell which zombie you are looking at though Maybe the zombie speed could be ramped up a bit, but then Im guessing it would look like they are gliding or skating along the ground. |
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lordhuey Posted Oct 24, 2012, 2:17 pm |
The zombies are awesome. Thank you Sam.
So what? The post-apocalypse walking undead won't easily die (again.) Oh poor us! Here's a link to some games that might be better suited to some of ya: http://www.girlsgogames.com/games/strawberry_shortcake/strawberry_shortcake.html I highly recommend "Mind Your Manners Tea Party." |
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Vroomhoff Posted Oct 31, 2012, 11:29 am |
Alright, after having participated in this, I have to voice my dis-satisfaction.
It's a neat idea, but the execution is not good. I had 3 guys, all in the 20-30 range for handgun skill. Two were outfitted with SMG's, one with a rifle, one with a chainsaw. The rifle guy couldn't hit the broad side of a barn, for some reason. Even just outside of melee range, he wasn't hitting. I saw more shoulder and elbow hits (when I hit) than anything. I think after two hours of attempting to kill zombies, I had maybe 4 headshots and most of them were no further than 15-20 yards away. The chainsaw was a huge disappointment. Even after knocking down a zombie and running in for a chainsaw kill, my ped couldn't hit with it. He was 0 for 3 in attempting to melee with the chainsaw and he paid the price each and every time. Other players in my defense group had grenades. Grenades did little to nothing to zombies. This should be changed for sure. Concussion damage should hurt them. Fire should hurt them as well, if it doesn't. |
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Blackwill Posted Oct 31, 2012, 1:47 pm |
The melee weapons are a definite last-ditch, suicide mission. In the second event, I was able to lop off two heads with a chainsaw scavenged from Cheese Onions, but, as Vroom has indicated, that ganger paid the ultimate price for his bravery. Once you get close enough to attack, you are close enough to BE attacked, and that never ends well.
In the 20:00 event last night (210392), I opted for rifles only, and fared much, much better. 10 kills for one of my guys, for a total kill count of 11....after ripping through 15 clips of ammo. X-Man brought in Grenades, which looked cool as heck, but did little to no damage. He did manage to take out 1 of the rotters with one, though. Vroomhoff opted to branch out on his own, while the rest of us gathered together for mutual defense near the Church and outbuildings for most of the event. That actually made the battle a little easier, as the zeds were pretty evenly split up on the map until the first re-spawn. We did have to head back to the town center for ammo scavenging in the final rounds, though. Concentrating fire, which was our original plan, didn't help much, since the zombies took little to no damage from the vast majority of hits. Axis of Weevils forgot to bring re-loads (!!!), but did an admirable job of conserving ammo until it mattered, and took on a Zombie hiding behind a stack of boxes, allowing the rest of us to slip past to relative safety. Kudos to Checkers for actually making it to the end turn! All in all, after participating in 3 of these events, I have to suggest that the damage done to the zombies be re-coded....and more of them added. A single head shot should be an instant kill, and damage to legs should slow them down more. I'd be willing to fight more of them if they were a lot easier to kill And, hiding behind the same fence I hid behind in the second event didn't work quite as well this time...the fence got in the way of our shots this time, and had to be "removed". |
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*StCrispin* ce.services.mh@gmail.com Posted Oct 31, 2012, 7:49 pm |
I have noticed that "Neck Blown Apart" now does NO damage. How can a Zombie continue to attack me if his head is no longer attached to his body? In Amatuer night arenas that injury did 66% damage or there-abouts
Molotovs do NO damage. Even direct hits. Plus zombies just walk through the fire unharmed. This is the opposite of the majority of Lore where they are attracted to the light but burn and "die" if engulfed. Melee attacks do NO damage. I tried attacking with a chainsaw and got NO wounds on the zombie even with 3 attacks (then I fell down at 0% because the Zombie's Melee attacks do damage). I also tried 2 other Melee attacks on one guy that got cornered. Result: I do NO damage and the Zom rips me apart |
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*StCrispin* ce.services.mh@gmail.com Posted Oct 31, 2012, 7:56 pm |
You must have a bad link. Thats not a Zombie game
We are simply wanting the zombies to adhere to the overall Zombie lore. Or at least when you shoot them "between the eyes" or Blow their heads clean off... that they dont say "Oh its just a flesh wound" and keep going. A missing head tends to result in an inactive body, by lore. Even if you use the "return of the living dead" version of how indestructable they are (headshots dont kill them in that version of the lore) Speaking of which. "return" is the one where Zom's first wanted Brains instead of just flesh. Also in that verion of the lore, chopping them to bits with a melee weapon was the most effective method of eradicating one. And our Zom's seem unaffected by such attacks
|
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*goat starer* Posted Oct 31, 2012, 8:16 pm |
neck blown apart does not mean the head is detached.. just hanging off.. heads hanging off has never stopped a zombie as anyone who knows anything about zombies knows.
Fire burns old zombies effectively.. these are new zombies.. they are damp |
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*StCrispin* ce.services.mh@gmail.com Posted Oct 31, 2012, 10:54 pm |
Point taken, I simply assumed it meant Bown Apart as in... BLOWN apart... I didnt know it was simply a rewording of "Tears head half off". I figured Half off was a hanging/dangling head and blown apart meant "worse than hanging off"
either way In arena combats when you hit a stray Zom and blow his neck apart with a SMG, it reduces a 100% to 45% (I guess thats 55% damage instead of the 66% I mentioned before) where in Zom Assault it does a grand total of 0% damage. The differnet damage model was disheartening. The fight didnt go too badly, Boon had one guy KIA and one guy lost a leg. while I just got chewed on. Also hard to tell who is 0% when 1/2 the Zoms dont have a flag over them and cant be targeted or hovered over to see %. this seems to be a random "untargetable" glitch of some sort because on turn you cant even hover over it and view status, then the next turn, no problem at all. Seems to happen if the Zom stops moving for more than 2 turns. once he starts moving again it reads his info. I RPed this as "idk if it's really dead or not... double tap it" |
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musashi_san Posted Nov 1, 2012, 1:08 am |
did my first ever zombie event this morning, and yes, rifles were totally ineffective. so was the chainsaw. what was *not* ineffective was the sword. took two of my guys dying to figure it out, but sword seemed like almost insta kill every time, something like "with a mighty swing the head is cut clean off"... also, if you look, the zombies move at different rates, i think they might have stats like npc gangers also do (like speed), so my sword guy did die in the end from melee with a fast zombie who struck first. i could tell that he was faster because he was able to gain ground on me while running, instead of the other ones that i was able to pull away from. this might also explain some of lord foul's observations insofar as not all zombies being the same, so comparing the foot speed of a damaged one vs a 100% one is not necessarily valid... | ||||||
*Rev. V* Posted Nov 1, 2012, 8:18 am |
"zombies just walk through the fire unharmed."
Please, lets not bitch too much about this..... It's not just a zombie thing, it's universal DW ped code thing. In normal scouts, enemy peds aren't afraid of fire either. Seriously, lay a bunch of napalm down after computer controlled opponents in a normal scout bail out of their cars and try to scamper about on foot. SAME THING. I hate bringing this up just because of all of the laughs I've had after the napalm guns got implemented. Watching enemy peds run through fire? That never gets old, because that sh!t is HILARIOUS. If DW was a P&P RPG, the stat the AI would have to roll against would be "Pyrotechnic Pathfinding", and their save would have a penalty of -500. On a d20. The zombies are just tougher. They don't take damage because Sam has jacked their resistance to damage up so high. See, we THINK he does the zombie attacks to make things fun for us, that is not the case. He is REALLY a sadistic bastard who wants to see our gangers DIE!!!! And he definitely stacks the odds!!! Is it a mere coincidence that the ammo count in weapons was dropped a while ago? Oh, no....he was actually rubbing his hands together and laughing like an evil THRUSH honcho while looking ahead to October..... Any ped combat ladder/league winner is welcome to show me any replay of any normal ped combat event where 90% of the hits their gangers inflict are.... on FEET!!!!!!!!! Yeah..... But for one week a year, Sam makes us hunger for the chance of getting @ssraped more than the usual DW experience. And we fall for it every time!!!!! And we LOVE it! Good on him! I look forward to getting @ssraped next year! Because I love it too! He's still an evil, evil, man......and oh yes... I am on to his sadistic ways..... |
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*Bastille* Posted Nov 1, 2012, 10:10 am |
yup, thats pretty much the sum of it laughed so hard I fell off my chair |
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Blackwill Posted Nov 1, 2012, 3:00 pm |
The zombie events are a run-n-gun orgy of death and gunfire. My kind of event. I had a great time, and look forward to next year! | ||||||
musashi_san Posted Nov 1, 2012, 5:17 pm |
ditto. 2 dead, one in hospital for quite a while at least, and yes i can't wait till next year. gotta buy some more swords... | ||||||
*StCrispin* ce.services.mh@gmail.com Posted Nov 1, 2012, 8:54 pm |
I left my swords in the lockup... Sigh But now I want to see pissed off mutants in body armor swarming arena events with ped weapons. I loved seeing Zoms in arena combat. Regular peds die too easy but something in between would be awsome. |
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*The X Man* Posted Nov 18, 2012, 7:57 am |
I am just curious, it's been a few weeks since the zombie events and I have yet to see or hear about anyone getting a zombie slayer badge! Is this still gonna happen??? I thought I may have one coming | ||||||
*goat starer* Posted Nov 18, 2012, 11:38 am |
you only get one for doing something exceptional
no idea why Juan has one.. I didn't go to all the trouble of creating the classiest badge in the game for it to be handed out to just anyone. |
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*Bastille* Posted Nov 18, 2012, 11:54 am |
To memory he tossed about a bunch of molotovs and grenades, and then got shot by lots of people while tango and I went on a rampage lopping off heads. Our combined count was around 30+. | ||||||
*goat starer* Posted Nov 18, 2012, 12:09 pm |
so nothing then.. you clearly deserve yours |
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Blackwill Posted Nov 18, 2012, 3:51 pm |
Who decides who gets a badge? In the events I was in, there were no Marshalls to oversee the slaughter | ||||||
Alec Burke Posted Nov 18, 2012, 4:37 pm |
As I recall from past years, if you think you deserve a badge, you need to PM *sam* with the event ID and ask him to take a look at it. | ||||||
Togakure Posted Nov 18, 2012, 6:19 pm |
I'm currently unable to pull up the replays, but one of those that I was part of a couple of us actually survived the event and killed all of the zombie attackers. I'm not certain if any of the other events managed to do the same, as I didn't participate in or spectate all of them. But from those that I did join or watch, no others actually managed to survive and finish the whole thing.
I just thought there would be more input on the events, and some sort of public announcement for those getting the badge. I was sure that when we survived the attack we would get one, but I guess I was wrong. I'm just a little curious as to who actually earned a badge this time around, and how they came to earn it. |
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*The X Man* Posted Nov 18, 2012, 10:08 pm |
I did one event (210392) where I took a zombie out with a grenade and at the end of the event, I charged after a zombie, and on turn 240 (the last turn) took him out with a rifle. Blackwill also was in that event and took out 10+ zombies! We both survived event and being noobs, feel somewhat deserving of a badge. I can send a PM to Sam but I don't want to add to his "to do" list. Is there a marshall that could review it and let Sam know |
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*Tinker* Posted Nov 18, 2012, 10:34 pm |
Sam is really busy, so you should PM him so he can get you sorted when he has the time, he will always get back to you, just a mater of time, but don't be afraid to PM him a reminder or two just in case |
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*JeeTeeOh* Posted Nov 18, 2012, 11:27 pm |
What's the event ID where everyone turns their guns on Juan? | ||||||
*goat starer* Posted Nov 18, 2012, 11:43 pm |
i have Pmd sam demanding he removes Juans badge | ||||||
*Bastille* Posted Nov 19, 2012, 1:39 am |
This was last year, and I think it was just those that got caught in his grenade blasts. (so fair enough really) He also cut off a few heads, and I remember something about fire and chainsaws in the same sentence. I believe I actually stated myself, to sam, that his crazy antics were most entertaining and deserved a badge on that alone. (It was a rather fun event, if I remember correctly. And can be seen in the scenes of evan from time to time) I shall have a look as this recording X-man, and see if your daring efforts warrant the rewards Anyone else believe they were nuts daring enough to warrant a badge? |
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Togakure Posted Nov 19, 2012, 1:53 am |
Any way we can get those zombie assault events from this year tossed back up on the recordings list for another week or so, to allow us to view them in order to figure out which was which? | ||||||
*Bastille* Posted Nov 19, 2012, 2:45 am |
oh right, yeah, can't watch em | ||||||
*Splurs* Posted Feb 25, 2013, 8:23 pm |
When are zombie events? I imagine they would be awesome fun | ||||||
Djihani Posted Feb 25, 2013, 10:01 pm |
Halloween. |