Talk:?rise

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A new section?

Any thoughts or additions on this section below being added to the main article? -- boxy talki 01:16 8 January 2008 (BST)

I've listed the page as {{UnderConstruction}} until the new edits are done and agreed upon. I'll proofread some of the stuff tomorrow/later today and add my input as well but for now I'm off to get some sleep.--Karekmaps?! 10:53, 8 January 2008 (UTC)


Ok, here I am again, long sleep. "One of the advantages zombies have in long sieges is that they don't have to resupply their weapons. The more bullets each zombie can force survivors to use to eject them after a break in the more time survivors have to use searching for supplies and not barricading and attacking." not actually true, the absence of reloading weapons is a siege loser because Stored AP means that in prolonged sieges you can actually have time to restock, claws are damage for damage and have pretty much no chance to do better than their average while frequently doing worse. Claws and the inability to reload doesn't help zombies at all. "especially if the likelyhood of a headshot is high." Likelihood of a headshot is always high, there are almost more Zombie Hunters than Zombies. That's all I can think of for now.--Karekmaps?! 07:44, 19 January 2008 (UTC)

Is it viable for you?

To be a viable tactic at sapping survivor AP a few things have to be taken into consideration. Probably the most important is how much it is going to take to stand back up. The pay off for zombies without ankle grab is negligible, at best, especially if the likelyhood of a headshot is high. A much better tactic for low level zombies is to stay down, and use your AP to gain experience either through barricade bashing, or combat.

Another consideration is the ratio of survivors to zombies in the area. If you are in an area where the survivor population is high enough that any zombie standing outside is killed every day, overuse of ?rise is of no advantage. All it does is give survivors an easy source of experience with which to level up.

?rise tactics are useful in large sieges, where numerous zombies break into buildings being actively defended. One of the advantages zombies have in long sieges is that they don't have to resupply their weapons. The more bullets each zombie can force survivors to use to eject them after a break in the more time survivors have to use searching for supplies and not barricading and attacking. The actual breaking down of the barricades is probably the largest AP cost to zombies sieging a building, once inside, the use of ?rise tactics effectively doubles the AP spent by survivors to clear the building of your presence, without the cost of breaking in again.

It is also a viable tactic for ferals in low survivor population areas. Having to barricade and kill a zombie 2 or 3 times to get them out of the safehouse with only a couple of inhabitant, can easily mean that all available ammunition or AP is used up, meaning that the survivors must retreat or hope for outside help.


?rise and Scent Trail bug

I found this in a sandbox entry. Looks like it was picked up from a radio broadcast, or maybe copied from an old Malton Herald & Sun article.

PSA: Scent Trail (7)

------------------------------------------------------------
A tip for zombies: If you log in by typing in the URL:
http://www.urbandead.com/contacts.cgi?username=X&password=X
where the Xs are replaced with your login info, then use
http://www.urbandead.com/map.cgi?rise
to view the map, you'll be standing when the game tells you
what happened since your last login. Which means you can
pick up scent trails, even if you were killed.
------------------------------------------------------------

If true, then it is definitely a bug. Can someone verify if this is still working? Can someone try to duplicate it? I don't play as a zombie so I have no idea if it works. I don't want to file this a a bug unless I know more about it. -- Kittithaj 12:51, 9 September 2011 (BST)

EDIT: Look like it is confirmed in this page, added by none other than TripleU himself.

TripleU said:
This is big. How did it take me this long to hear about it? Since it can only help zombies, I aught to make this as widely known as possible. Survivors will never be safe in depopulated zones again!

That makes the question why the bug has not been fixed even more glaring. -- Kittithaj 13:04, 9 September 2011 (BST)

Changing Stack Positions

An interesting thing I noticed while spamming ?rise at the same time with Kirsty Cotton. If multiple players alternate ?rise at the same time, you change your position in the zombie stack. There was one survivor shooting at the both of us at the same time. He knocked Kirsty down to 6HP, and i stopped refreshing. Since I stopped refreshing, but Kirsty was still refreshing, I moved to the top of the stack and this survivor stopped attacking Kirsty and began attacking me. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 01:51, 17 February 2012 (UTC)

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