Difference between revisions of "Zombie Fortress"
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*'''Spy''': The Spy still remains a large threat in the mod due to his abilities. The Spy is still able to [[Cloak]] (the maximum Cloak he can have is 80%) and [[backstab]], but is unable to [[disguise]] without the help of [[Your Eternal Reward]]. | *'''Spy''': The Spy still remains a large threat in the mod due to his abilities. The Spy is still able to [[Cloak]] (the maximum Cloak he can have is 80%) and [[backstab]], but is unable to [[disguise]] without the help of [[Your Eternal Reward]]. | ||
− | '''Perks *new*''' | + | |
+ | == '''Perks *new*''' == | ||
+ | |||
In most new Zombie Fortress servers, there are abilities called Perks that both Survivors and Zombies can use. They change your health, defense, attack, speed, and can give you advantages that put you far ahead of the rest. | In most new Zombie Fortress servers, there are abilities called Perks that both Survivors and Zombies can use. They change your health, defense, attack, speed, and can give you advantages that put you far ahead of the rest. | ||
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Some perks, like "swarm" grant you instant respawn and +50 to base speed, however you lose 25% attack. This is a great advantage for Spies, as they can quickly respawn and move faster to harrass the opponents. Other perks, like "Toxic" allow you to hit the enemy and apply a poison that damages them for 4-5 points of health per second, lasting longer if you get more hits on the enemy. However, you get -100% attack, and as a result do no damage except for the toxic. This perk also allows you to damage the survivors when you are near them and immobile, making this a great perk for Scouts, as they can hit fast and keep up with the survivors. | Some perks, like "swarm" grant you instant respawn and +50 to base speed, however you lose 25% attack. This is a great advantage for Spies, as they can quickly respawn and move faster to harrass the opponents. Other perks, like "Toxic" allow you to hit the enemy and apply a poison that damages them for 4-5 points of health per second, lasting longer if you get more hits on the enemy. However, you get -100% attack, and as a result do no damage except for the toxic. This perk also allows you to damage the survivors when you are near them and immobile, making this a great perk for Scouts, as they can hit fast and keep up with the survivors. | ||
− | The survivors can have perks that give them ammo per kill, with no debuff, or health per kill, or place a stash that when picked up at a later date grants you +250 health or +230 overhealing. One often banned perk is "heroic," which allows your entire team +25 base attack when outnumbered, and +100% Crit chance when you are the last alive. Or, a famous perk is "angelic," where you have lower gravity at lower amounts of health, making this a great side with the sticky or Rocket Jumper. | + | The survivors can have perks that give them ammo per kill, with no debuff, or health per kill, or place a stash that when picked up at a later date grants you +250 health or +230 overhealing. One often banned perk is "heroic," which allows your entire team +25 base attack when outnumbered, and +100% Crit chance when you are the last alive. Or, a famous perk is "angelic," where you have lower gravity at lower amounts of health, making this a great side with the sticky or Rocket Jumper. |
==Perk list== | ==Perk list== |
Revision as of 20:33, 9 November 2010
“ | "Ooohhhh, run, run, I'm coming for you!".
Click to listen
— The Heavy on being a zombie.
|
” |
Zombie Fortress is a SourceMod plugin and unofficial game mode for Team Fortress 2. There are two opposing teams: the Survivors (RED), and the Zombies (BLU) who wish to eat the Survivors. The Survivors need to complete their objective, which can vary depending on the game mode. When a Survivor is killed, they are converted into a Zombie. When no Survivors remain, the Zombies win.
Survivors and Zombies can only select certain classes. The Survivors can choose the Soldier, Pyro, Demoman, Engineer, Medic and Sniper classes. They are armed with regular weapons and several perk choices for improved effectiveness against the Zombies. The Zombies can only choose the Scout, Heavy and Spy classes (which are only equipped with their melee weapons), some special items (such as Bonk and Sandvich), a choice of perks, and the ability to use taunt kills.
Objective
On most maps the goal is to survive until the timer runs out. On certain maps however, specific objectives also need to be achieved in order for the Survivors to win. Some of these possible objectives are:
- Defense: Where the Survivors have to stop the Zombies from capturing two control points while staying alive.
- Capture: Where the Survivors have to capture all points while staying alive.
- Survival: Where Survivors must hold out for a certain amount of time.
- Capture the Flag: Where the Survivors must travel around the level and grab intelligence briefcases from various places in the level and return each case to the center point.
Strategy
Survivor Strategy
- All: Survivors should stick together to increase the survivability factor, or to increase the speed at which points cap during maps with capture points. In addition, if one Survivor is using a certain perk the others will receive a boost in attack, defense and Crit-chance.
- Soldier: In the Mod the Soldier is the best ally for a Medic in attacking situations, due to the Heavy being a Zombie-only class. He is also the best class against hordes due to his rockets' explosion radius (especially when he fires a crocket), and his ability to use either the Buff Banner or Battalions Backup to provide either Mini-Crits or a Crit-negating defense boost. In addition, like the Demoman he can increase capture speed using the Pain Train.
- Pyro: The Pyro is highly limited in this mod due to the fact that Flamethrower ammunition is restricted to 125 rather than the usual 200. The Pyro is useful against large hordes due to his airblast and afterburn, however the Pyro uses up 1/5th of his ammo every time he airblasts, so the Pyro has to be selective about how often the ability is used.
- Demoman: The Demoman is the best ally for a Medic in defensive situations due to his ability to lay sticky traps over entrances. A Demoman is also deadly in melee fights, especially if he gets a few heads with his Eyelander. In addition, on cp maps he can help increase the cap speed by using the Pain Train.
- Engineer: The Engineer is the most defensive class of the Mod but can be useful when attacking by using the Gunslinger. The Engineer's buildings are also changed in the name of balance. The Sentry Gun starts with half ammo and cannot be repaired, the Dispenser is unable to heal or dispense health or ammo but is used as a blockade, while the Teleporter works the same way. The Engineer also cannot upgrade his buildings.
- Medic: The Medic is an extremely useful asset in the Mod. His overheal does not decay, his Syringe Gun does not need to be reloaded and his health regenerates. However the Medic should constantly watch his primary ammo so he does not run out and leave himself vulnerable.
- Sniper: On open maps the Sniper is extremely useful due to his long range of fire and his ability to headshot attacking zombies. Against hordes he is useful when combined with his ability to give teammates Mini-Crits on soaked enemies using his Jarate. The Sniper's SMG also does not need to be reloaded.
Zombie Strategy
- Scout: In the Md the Scout maintains his speed and double jump. The Scout excels at distracting Sentry Guns and ambushing lone Survivors due to the ability to use The Sandman, Bonk! Atomic Punch, and Crit-a-Cola.
- Heavy: The Heavy in the mod functions much the same as he does in regular gameplay. The Heavy excels at picking off stragglers in a Survivor group and then attacking the bulk of the Survivors using his Showdown taunt kill and the Crits from the K.G.B..
- Spy: The Spy still remains a large threat in the mod due to his abilities. The Spy is still able to Cloak (the maximum Cloak he can have is 80%) and backstab, but is unable to disguise without the help of Your Eternal Reward.
Perks *new*
In most new Zombie Fortress servers, there are abilities called Perks that both Survivors and Zombies can use. They change your health, defense, attack, speed, and can give you advantages that put you far ahead of the rest.
Some perks, like "swarm" grant you instant respawn and +50 to base speed, however you lose 25% attack. This is a great advantage for Spies, as they can quickly respawn and move faster to harrass the opponents. Other perks, like "Toxic" allow you to hit the enemy and apply a poison that damages them for 4-5 points of health per second, lasting longer if you get more hits on the enemy. However, you get -100% attack, and as a result do no damage except for the toxic. This perk also allows you to damage the survivors when you are near them and immobile, making this a great perk for Scouts, as they can hit fast and keep up with the survivors.
The survivors can have perks that give them ammo per kill, with no debuff, or health per kill, or place a stash that when picked up at a later date grants you +250 health or +230 overhealing. One often banned perk is "heroic," which allows your entire team +25 base attack when outnumbered, and +100% Crit chance when you are the last alive. Or, a famous perk is "angelic," where you have lower gravity at lower amounts of health, making this a great side with the sticky or Rocket Jumper.
Perk list
***Survivor Perks***
Angelic - Lower gravity at lower health points
Athletic - Faster speed at all times
Brothers - +Att +Def and +Ammo/10s from nearby survivors of the same class
Charismatic - +Att +Def to nearby survivors, permanent +Crit to you
Cowardly - -Att, when hit you gain a large amount of speed temporarily. Possible glitch prevents backstabs while perk is off cooldown
Heroic - +Att +Def when outnumbered, +100% Crit when last survivor alive
Inspirational - Place radio by calling for Medic. Radio adds +Att +Crit -Def for nearby survivors.
Juggernaut - No self or fall damage, -Speed +Att + Def
Medieval - Melee only. +Att +Def
Relentless - +HP upon killing a zombie
Resourceful - +Ammo and metal upon killing a zombie
Sadistic - +Att +Def +Crit +Health (large overheal) when a survivor dies. Bonuses semi-permanent, go down roughly 1 per minute.
Selfless - Massive damage to nearby zombies upon death
Stash - Only placeable when no nearby survivors, place by calling for Medic. After waiting 30s you can pick it up. +Att +Large HP Overheal and full ammo and metal upon pickup.
Stir-crazy - Gives +Att +Def when moving. Greater distance = better bonuses. When you stop moving, bonuses go down.
Survivalist - More HP and +Def when picking up health packs, +Att and more ammo when picking up ammo boxes. Call for medic to place proximity mine.
Tantrum - When you call for medic you get 30s of 100% crit. When it is on cooldown you have -Speed.
Traitor - You have -100% crit. Zombies nearby get added crit. You poison the last survivor, but if lucky he can live through it.
Turtle - +Def -Speed -Att, prevent 4 backstabs.
Wise - Bonuses are permanent. +Att on kill +Def when getting hit.
Zenlike - +5hp/s when crouched and not moving.
External links
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