Suggestion talk:20080129 Headshot Change

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Headshot given from far away

Although yes this is possible, 100% of the time is a bit far fetched, and considering the zombie would be close enough to attack you (as it always seems to stand ingame) getting a headshot against a zombie trying to rip your head off would be even more far fetched. With the recent update concerning the zombies able to lurch to block the door, it is quite possible that they may make small, meaningless swipes at you as well, that although not damaging, could break your aim.--Zach016 17:49, 29 January 2008 (UTC)

Not quite. Usually the zeds attack those who have not been active during the break in. They don't attack the active ones unless they know they're active. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:51, 29 January 2008 (UTC)
Yes but if they don't know they're active, the survivors are'nt killing them are they?--Zach016 17:57, 29 January 2008 (UTC)
Actually even if they're attacking others, that just puts others in the line of fire, therefore making a headshot on such a small target one hellva risk of hitting someone else (logicaly speaking)--Zach016 17:59, 29 January 2008 (UTC)
Unless they have some good aim. And, who said they couldn't attack the zeds from behind? That only puts the zed in the line of fire. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 18:09, 29 January 2008 (UTC)

The zed's head is probably bobbing a bit, so you could still hit one of the 95 survivors around it, and having good aim doesn't mean you have it 100% of the time.--Zach016 22:51, 29 January 2008 (UTC)

Discussion (Another Headshot Change)

This would make it cost 1 more bullet and 1Ap more to do the headshot,this would also allow some to be missed because they were not paying attention and some to not happen due to poor ammo management or priority for ammo. it makes sense logic wise in that getting a headshot every kill you make while the zombies still moving just ain't going to happen. There seems to be a few suggestions here to change headshot so I figured I would add my own two cents and small nerf.--Zach016 23:23, 26 January 2008 (UTC)

Why would you need a loaded weapon to make a headshot? My character I'm playing with doesn't use guns at all. And I like crusching zombie heads with my fireaxe so it takes longer for them to stand up. --Johaen 23:28, 26 January 2008 (UTC)

And why does it have to be "the closest loaded weapon to the top of your inventory"? I most certainly wouldn't want to waste a shotgun shell just for a headshot. But I do support making Headshot a voluntary action. --Midianian|T|T:S|C:RCS| 23:32, 26 January 2008 (UTC)
the closest loaded weapon was for simplisity and to make ammo a priority (hense, do I want to use this shotgun shell or save it), it can of course be any weapon that you choose(I didn't realise melee weapons gave headshot, never purchased it)--Zach016 23:46, 26 January 2008 (UTC)

So a drop down menu connected to the headshot button with your weapons listed deal with those problems?--Zach016 23:52, 26 January 2008 (UTC)

Yep. To make it more interesting, perhaps the zombie should be told what weapon they were headshot with? Could give some use to all those otherwise useless weapons. Even though it'd still only be flavour, at least using those weapons in this situation wouldn't be any less effective than using the "better" weapons. So, instead of "You took a Headshot from <name of killer> the Zombie Hunter!" it could read "<name of killer> the Zombie Hunter gave you a Headshot with a <weapon>!" --Midianian|T|T:S|C:RCS| 00:25, 27 January 2008 (UTC)

Tis all fine. Any other problems?--Zach016 01:29, 27 January 2008 (UTC)

What happens if the zombie's body is gone before you get a chance to click that headshot button? This could happen if the body is dumped, or if the zombie stands up. I'm guessing you'd get a message saying the target moved away, as you do with others, at no AP cost? That's nice for the zombies, as is the extra AP cost to administer the headshot. Its not gonna cost any ammo though, because for a weapon, you can just use your fist; yes, you can currently headshot using your fist.
An alternative that would better keep the current balance is just to let people "turn off" the headshot skill via the settings page. SIM Core Map.png Swiers 04:30, 27 January 2008 (UTC)

What about just having the headshot effect have a % chance of occuring with a kill?--Pesatyel 06:20, 27 January 2008 (UTC)

This kills the advantage during sieges/combat with an active zombie. If you are fighting an active zombie, and are in a siege, you knock him down and he rises before you get to perform the headshot. I'm not saying it's an all negative thing, it means you might have to choose between dumping the body or headshotting it and hoping that you just took it to negative AP. - W 13:00, 27 January 2008 (UTC)

@swiers, yes you would just miss it as normal, and a turn off button would be nice although it still leaves a slight lapse in logic, and would still make it an effective 100% of the time in was in motion. This aims to make it so you can miss your chance in the urgency of the situation, or choose to just not do it,effectivly close to the turn it off button, but continues further for those who have it on in a situation they want it off. This way you don't have to bother changing it every couple of days.--Zach016 15:27, 27 January 2008 (UTC)
I don't understand, really, the point of having it on/off. What situations would you have to not use it?--Pesatyel 03:50, 28 January 2008 (UTC)
Um, maybe you decide its just an annoying thing to do to other players, but still want to kill zobmies? SIM Core Map.png Swiers 04:35, 28 January 2008 (UTC)
The only thing I don'tlike is there are situations you may deem it nessicary (20 zombies outside your door, 5 guys inside) and then you have to switch it on and off all the time.--Zach016 16:01, 28 January 2008 (UTC)

@pesatyel A percentage is possible but I believe I know someone else who is working on one like that only taking it a bit farther. My only problem with it is what's an acceptable percentage? Technicaly this way it can still happen 100% of the time, but requires more user input into the matter based on the situation.--Zach016 15:27, 27 January 2008 (UTC)

Well my thought here was something to make various weapons more "unique". For example, different weapons can have different percentages. A couple of ideas:
  • % chance to have a headshot equal to the % chance to hit. Thus a maxed out shotgun is 65% while a person with a crowbar and NO skills has a 5% chance.
  • All weapons simply have a 50% chance of a headshot. Bat would be 60%.
  • Each weapon has an individual % chance of headshot.
    • Shotgun 75%, Pistol 60%, Baseball Bat 50%, Pipe 40%, Fencing Foil 35%, Hocket Stick 35%, Crowbar 30%, Pool Cue 30%, Flare Gun 20%, Axe 20%, Knife 15%, Golf Club 15%, Tennis Racket 10%, Ski Pole 10%, Punch 10%

like I said, I already know someone looking into the matter, plus this way it isn't as much of a far cry from the way it already is but instead makes it not a free action and volentary so if you only want it in a seige, thats all you use it for, why headshot the lone zombie in a green burb?--Zach016 16:01, 28 January 2008 (UTC)

@whitehouse, this just brings in a sense of priority, yes it does take some off of the advantage of siege combat, but in a tight quatered space fighting a zombie trying to rip you to pieces killing it with a headshot would be a hard ordeal--Zach016 15:27, 27 January 2008 (UTC)

Something to bear in mind, seige combat isn't the only form of combat and really shouldn't be the deciding factor I don' think.--Pesatyel 03:50, 28 January 2008 (UTC)

i don't really like this much, but thats probably just because i play survivor. i can see how this is logical, but with the new update i think we should wait a little bit to implement any zombie buffs (to see if things balance out). this new update makes it really hard to effectively hold out against zombies in a seige.--Themonkeyman11 22:24, 28 January 2008 (UTC)

Implementing zombie buffs is up to kevin, putting a suggestion to possibly eventualy be implemented is up to the community. Putting this through voting woulden't have it implemented so there isn't much to worry.--Zach016 17:04, 29 January 2008 (UTC)