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scaryghost edited this page Dec 8, 2014
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This is the wiki for the Super Zombies Mutator. The wiki contains up-to-date news about the mutator's progress and specific information not in the README.
The current release is v2.3.2
- He will always move when puking.
- The puking animation will spawn 2 sets of 3 bile pellets.
- Absorbs shotgun bullets.
- 2 or more clots can grab a berserker.
- Takes 50% less damage from body shots.
- Negates all speed bonuses when hitting the target. The lost speed is regained over 10 seconds
- A poison icon will appear on the HUD until the speed is regained.
- Randomized PounceSpeed and MeleeRange to be between the base crawler and shade
- Increased GroundSpeed and WaterSpeed to be halfway between the base crawler and shade
- Has the charging melee ability of the gorefast
- The cool down timer has been removed so she will use her quick strikes in rapid succession.
- On hit, causes bleed effect which deals [2-3] damage every 1.5 seconds, lasting 9.5 seconds.
- A blood drop will appear on the HUD until the bleed effect is over.
- Bleed damage ignores armor
- Will always do the charging melee attack.
- Minimum range to trigger his charge has been doubled to 1400 Unreal units.
- Her scream will hit through all objects.
- The damage dealt through welded doors is only 60% of the base damage.
- The pull in effect is increased 33%.
- He will randomly fire between two and five consecutive shots before the cool down timer kicks in.
- Made him more reliable at hitting jumping targets at close range.
- Projectile can land direct hits on targets
- He can only be stunned (actual stun, not flinch) once.
- The stun timer can be reset if another stunning blow is landed before the stun ends.
- Stun is immediately canceled if he is hit with a weak attack or a body shot from an attack that can head shot.
- LAW will not break stun on body shots because it does not trigger head shot checks.
- Buzzsaw bow and M99 will break stun on body shots
- Only berserkers can interrupt scrake attacks with melee weapons.
- Breaking LOS or avoiding a frag will only pause the rage timer.
- If the target dodges any "hits" from a fleshpound attack, the rage timer is not reset.
- When enraged, if the fleshpound does not deal out a certain amount of damage (i.e. zerker or armored medic), he will rage again.
- Added second damage accumulator that does not reset until it exceeds 1440 damage. When it does, the fleshpound rages
- The Patriarch will automatically destroy any welded door in his path if he is escaping to heal
- If he takes over 1000 damage in under 10 seconds, the patriarch will charge whoever is within 700 uu of him
- Deals with pipe bombs more intelligently.
- Much more aggressive, charging players more often and having reduced cool down between attacks.