Post by Sexy Rexy Grossman on Jan 30, 2008 17:21:48 GMT -5
So the Bash horde adapted. The got an additional 100-150 zombies in the area, which pushed the survivor to zombie ratio closer to 2:1. They also used some new techniques to help expend survivor AP:
* multiple ?rises and re-entries to help maintain inside lurching dominance & to waste survivor's AP on kill/dump
* strike teams that enter through one corner of a mall, head to another corner and attack the barricades from the inside. This allows a new avenue of attack with survivors having lurching cade blocking on a second quad.
I'm not for sure how we can counter this, whether in a big Bash-level siege or in medium 40+ zed level sieges. Would love to hear your thoughts on the matter. Honestly, I don't want the revival of River Tactics. Currently, here's my thoughts, which all involve "Survivors Getting More Organized" -- something I'm unsure is possible:
* Eat From My Flesh and Be Satisfied - Only way we can get zeds to AP out is to waste their AP on meat cades. A 20% chance for a successful barricade when 10+ zombies are inside is a massive waste of survivor AP. Killed and dumped zeds just ?rise and re-enter the building. If a building is worth protecting, it needs lots of meat.
* Active Heal, plz -- 1 AP of healed survivor negates ~3 AP successful claw attacks, ~2 AP successful bite attacks, and any other unsuccessful attacks. Plus it keeps whoever is getting attacked alive for him/her to use his AP. This is MORE IMPORTANT than active cading.
* Counter-Strike -- Kill/Dump duties should be at the very least X:00 tactics, at the best strictly organized into 2 alternating-day/time strike teams. Objective is to kill/dump as many zeds as possible to get the number inside < X. (I'm assuming < 10 means cade blocking attempts get better -- that's unconfirmed currently. So X would be the appropriate number of zeds inside that wouldn't explicitly hinder barricading. My guess is 5.)
* Cade Fury! -- Once the zeds are reduced to X, EVERYBODY CADE UP! (This will be the ultimate responsibility of the strike force.) Now the cades are back up and the remaining zeds are kill/dumped by whoever.
If we wanted to apply this theory in a "Siege Mantra" type of statement for the "I login once a day and spend my AP in 10 minutes" player, it would be Heal, Kill/Dump, Cade. Although I wonder if it should be "Heal, Cade for 10AP, Kill/Dump, Cade Rest of Way". 10AP of cading throws roughly 2 barricade levels on the pile, which will force the quickly dumped ?risers to throw an AP or 2 tearing down the cades.
Your thoughts?
* multiple ?rises and re-entries to help maintain inside lurching dominance & to waste survivor's AP on kill/dump
* strike teams that enter through one corner of a mall, head to another corner and attack the barricades from the inside. This allows a new avenue of attack with survivors having lurching cade blocking on a second quad.
I'm not for sure how we can counter this, whether in a big Bash-level siege or in medium 40+ zed level sieges. Would love to hear your thoughts on the matter. Honestly, I don't want the revival of River Tactics. Currently, here's my thoughts, which all involve "Survivors Getting More Organized" -- something I'm unsure is possible:
* Eat From My Flesh and Be Satisfied - Only way we can get zeds to AP out is to waste their AP on meat cades. A 20% chance for a successful barricade when 10+ zombies are inside is a massive waste of survivor AP. Killed and dumped zeds just ?rise and re-enter the building. If a building is worth protecting, it needs lots of meat.
* Active Heal, plz -- 1 AP of healed survivor negates ~3 AP successful claw attacks, ~2 AP successful bite attacks, and any other unsuccessful attacks. Plus it keeps whoever is getting attacked alive for him/her to use his AP. This is MORE IMPORTANT than active cading.
* Counter-Strike -- Kill/Dump duties should be at the very least X:00 tactics, at the best strictly organized into 2 alternating-day/time strike teams. Objective is to kill/dump as many zeds as possible to get the number inside < X. (I'm assuming < 10 means cade blocking attempts get better -- that's unconfirmed currently. So X would be the appropriate number of zeds inside that wouldn't explicitly hinder barricading. My guess is 5.)
* Cade Fury! -- Once the zeds are reduced to X, EVERYBODY CADE UP! (This will be the ultimate responsibility of the strike force.) Now the cades are back up and the remaining zeds are kill/dumped by whoever.
If we wanted to apply this theory in a "Siege Mantra" type of statement for the "I login once a day and spend my AP in 10 minutes" player, it would be Heal, Kill/Dump, Cade. Although I wonder if it should be "Heal, Cade for 10AP, Kill/Dump, Cade Rest of Way". 10AP of cading throws roughly 2 barricade levels on the pile, which will force the quickly dumped ?risers to throw an AP or 2 tearing down the cades.
Your thoughts?
