This means they must pay a little above 20% more than any other characters to buy all available survivor skills due to the abundance of military skills in the game.
The Survivor-Zombie Imbalance is obviously a greater concern, but scientists are only 1/6 of the survivor population. The skill cost is one factor, and the 24-hour cooldown on zombie scans obviously isn't helping. I haven't seen much talk about this; is it a non-issue? - Dashiva 18:28, 3 Dec 2005 (GMT)
The class sucks. All of my scientists are still around level 5, whereas military and civilians have maxed out. The last straw was that even if you dna-scan a zed, it still might be rotten. Nah, I'm gonna abandon NT and stick to good old guns --Cah51o 19:01, 2 Jan 2006 (GMT)
It's not that it's not an issue, it's just that rebalancing zombies with survivors is more important. Anyways, necronet should help (though it's supposed to be less efficient than actual searching). The problem with this issue is that making scientists more powerful just makes all survivors that much more powerful than zombies. --McArrowni 15:04, 1 Feb 2006 (GMT)
The problem with scientists is that combat is the best way to get XP in UrbanDead. On the brighter side, a smart scientist player can get all necessary skills for the class (the whole scientist skill tree [450XP] plus construction [100XP] plus free running [150XP]) for 700XP, whereas military characters will have to spend about 1000XP (military skill tree minus knife training [600XP] plus bodybuilding [100XP] plus construction [100XP] plus shopping+bargain hunting [otherwise searching for ammo will be a pain, 200XP]) to become decent fighters. Sure, scientists will take much longer to become maxed-out, but you can survive pretty well in UD without fighting. The thing is: people want to bash skulls and get XP, not heal people and scan and revive zombies. It's a matter or player taste, not really balance. Much like the same that happens with zombies. As much fun as they are to play (and they are, since Feeding Groan!), some people will just never play zombie characters. If you want XP and maxed-out characters, go with military or civilian. If you want just to play and develop a non-fighting character, go with Scientist or Consumer. --Omega2 15:14, 1 Feb 2006 (GMT)
It might help if doctors started with Diagnosis rather that First Aid. After all, doctors are more trained on diagnosis in real life than first aid. It wouldn't make them good PKers, as they have a massive disadvantge in the military skills. It would also help separate them from medics. Oh, and I agree on the personal choice issue. I don't like zombies in general, so I'd never play a zombie. --OmegaPaladin 09:15, 18 July 2006 (BST)
- Wrong, wrong, wrong..... Scientists are excellent. Docs have Diagnosis now, so they have a VERY easy way to get XP. And a way that actually helps the survivor cause. Lab Techs also have a good way to get XP, and though it's not as reliable as using FAKs, they can get Diagnosis for only 75 XP and then really XP farm. Having to pay 150xp for Free Running is a bit of pain, but it's a worthwhile trade off. When it comes down to it, combat skills are useful in only two situations: clearing rotters out of revive ques, and eliminating standing opponents inside (and ONLY inside) a building. Shooting at something that can't be killed is pointless, and helps no one except yourself. Healing, reviving, 'cading... even tagging and radio operations (i.e. communications)... these are skills that benefit the survivor cause. And don't forget, syringes can also be used a weapon, it's called a combat revive and though it possesses certain risks, it's a viable tactic in some situations. Sure, combat is one way to XP farm at low level, it's valid and effective. But so are healing and tagging. And the latter are actually BENEFICIAL to others. (countering the misinformation, --WanYao 13:42, 6 August 2007 (BST))
On Being Revived.
Actually, as a zombie having been revivified quite often before I gained the Brain Rot skill, I don't see how having Ankle Grab has anything to do with being revifified. Ankle Grab is better at discounting the AP it takes to stand up from the Zombie Hunter skill Headshot, from 16 to 6. The only trick to rejoining the undead is to find an unbarricaded building that is tall enough to jump from a window, or standing in a group of zombies and saying "eat me". ~[Carrion Fester] 13:05 (EST) 1/31/06
- I believe the reason would be that when revived, you only take 1 ap to stand up as a human, and if being used in combat, a pissed zombie that is revived could stand up and attack as human for only 1 AP.