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Post by setite on Jun 29, 2007 2:01:19 GMT
i was thinking that for a rotter to squat at a revive point would cause almost more of a problem in certain situations then just the NT building. im saying if you go over to the revive point to do some reviving then the chances of you not having too much ammo is higher. even if you do have the bullets or simply use an axe then it's still a waist of a revivers AP. (reviving people is expensive, boring and more important for there cause then simply shooting zombies). and on top of that they cant really call on the trenchcoaters to revive because they spend all there ap trying to clean buildings. they might not even make a stop at the revive point to take a look anyways. in the event that a reviver dosent have an axe or ammo then they need to go ask the people there camping with for support, which they may or may not get. in any case that halts the revives. it dosent matter if they can get there syringes 3 burbs away if they cant use them on the rotters. stoping revives is what were all about isnt it? i need imput
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armareum
Junior Member
NTJ Commander
Just your lurch-of-the-mill zombie
Posts: 56
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Post by armareum on Jun 29, 2007 18:30:01 GMT
No we shouldn't bother with squatting revive queues.
This used to be thought the most effective rotter tactic, but it has been realised that squatting NTs is much more effective.
It's easy for survivors to get around rotters in revive queues - since most of the survivors trying to retake suburbs will know each other, they will ahve each other on their contacts list. That means they can recognise their friends in the revive queue, and just revive them straight away without having to DNA scan or wait for them to get to the top of the pile.
To reiterate - rotters squatting revive queues won't stop revives of the effective groups fighting us.
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swiers
New Kid
Extinction Officer
Posts: 15
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Post by swiers on Jun 30, 2007 22:34:45 GMT
On the other hand, I've seen some people jam up the que rather nicely with a low level alt (usually one with more survivor than zombie skills) who actually IS being revived, but then just goes and commits suicide, and returns to the revive line. People just can't resist helping the "poor newbie".
This works better than using a brain rotter, because very few people waste 10 AP and a needle on a rotter, but LOTS of people will waste 10 AP and a needle on a guy who isn't going to live any longer than it takes to cliff-dive off the nearest tower or NT building or get devoured by zombes without ever leaving the RP.
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armareum
Junior Member
NTJ Commander
Just your lurch-of-the-mill zombie
Posts: 56
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Post by armareum on Jun 30, 2007 23:41:04 GMT
Co-incidentally, I came to the same conclusion today. They could even go and damage generators and radios, reduce barricades to loosely and stand outside the target building (to attract ferals that might act as meatshields to Extinction Troopers.
I guess their only way to get XP would be to DNA scan zombies. GKing to get XP means you get found out as a zombie sympathiser/death cultist. Attacking our enemies when they are zombies will mean they don't want to revive you - you'll keep them from reviving their other allies.
They might be able to occasionally attack an Extinction Trooper - the zombie wouldn't suffer a headshot if they were killed, and they'd need less AP to stand up. They'd need to make sure they actually killed the zombie though.
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Post by setite on Jul 3, 2007 6:05:38 GMT
do you think thats worth commiting the ip hits, and having to avoid a particular burb with your 3 main guys. after all your not going be doing this in a burb were not invading. on the other hand it would be a great way to drain needles in a place where they are scarce already due to lack of NT buildings. on the same note if the shit hits the fan for a group of survivors, especially if there orginized (which they will be if they stand long against us) then they'll have there buddies in a contacts list and only revive there homies (you avoid rotters and scaning that way anyways).
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Post by generatorkiller on Jul 3, 2007 6:28:46 GMT
Yeah, setite's right - it's an unfortunate result of the contact list thing, and the main reason why I'm not getting brain rot for my zeds. It can work the other way though. If you manage to fill your own contact list with members of the local defenders, you can jump into the revive queue and start infecting them all. They'll be still infected after they get revived
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armareum
Junior Member
NTJ Commander
Just your lurch-of-the-mill zombie
Posts: 56
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Post by armareum on Jul 3, 2007 16:13:08 GMT
I've got 4 characters in UD, and 3 of them are paid up. So IP hits isn't a problem for me.
I think it's only work doing with an unknown NTJ character when we are spying in a suburb that we are due to attack, but not quite ready too (the initial spying will identify safehouse, populations and barricade levels - and the point to griefing, dying and getting revived again is to give XP to local ferals and take AP from survivors before Extinction hits the 'burb).
At any other time, getting a revive is not particularly likely.
Interesting that we can infect them when they are dead. If they've got a FAK then it won't make a difference, but it'll definately affect them as we take the hopsitals and they find it harder to find FAKs. Of course, they can just FAK their friend before they revive them.
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