Talk:Zombie tag teams

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Well DUH

Yes, obviously dragging survivors out of the dark to kill them makes sense. You don't even need to "tag team" to do this. Just claw them down to 12 HP (which gains you maximum benefits from Tangling Grasp, which bumps your hits up to 35% in the dark when active) and then drag them outside to finish them off.
The truth is, between tangling grasp and feeding drag, zombies loose less combat ability in the dark than survivors do. Survivors fight at half normal ability in the dark; zombies get better than half. That's not to say dark buildings are to their advantage (the other factors you mention still apply, and even at half effect in combat survivors have an advantage) but its worth keeping in mind. SIM Core Map.png Swiers 20:54, 9 July 2008 (BST)

I'm disinclined to agree. I'm aware that you don't need a zombie tag partner to beat a human down, but it still helps, and certainly when it come to clearing buildings. Some of us have zedlings to feed you know! Hit rates aside, I still think that zombies have a worse time of it, for all the reasons I mentioned. -- Necrodeus 21:21, 9 July 2008 (BST)
Sure- like I said, I'm all for the dragging, and if it lets you feed some zedlings, all the better. I just figure its a no brainer, so to speak. As for dark buildings being a nerf to zombies- eh, maybe they are a bit harder to take than the average non-resource building. So what? The "barricade blocking" ability works VERY well in the dark, as survivors have to work doubly hard to kill you and can not dump you at all. If dark buildings were really all that, we wouldn;t be seeing so many of them ruined, or sitting empty and repaired. The fact that they need to be powered to dump bodies out of (let alone repair) is a huge detriment- not only because generators are all that hard to find (its a notable cost that forces teamwork; few survivors carry a generator and fuel AND have the firepower to clear a building) but because then the gewnerator needs to be "killed" to shut it off and gain the "advantages" of the building being dark.
If anything, I;d say clearing a dark building is one of the few cases were zombies do NOT need teamwork. Once inside, the zombie can't be gotten rid of (barring a generator being set up) so can clear the place solo over the course of a few days. I've done it. Try it- you need patience, but its fun, and is a lot more like what the game played as when if first appeared (no cades, lower hit rates). SIM Core Map.png Swiers 22:25, 9 July 2008 (BST)
Fair enough. You know, swiers, I almost asked you whether I should bother putting this up or not, but then I thought, 'Why not see what responses I get just from putting it up'. I get your point about it affecting survivors in different ways, and truth be told I hadn't considered the fact that survivors don't carry generators, fuel etc. I still don't consider it a balanced change, and I fail to see your point about having the game going back to how it as - if it was so perfect back then, why have there been so many changes? I also appreciate I may be arguing out of my depth here... Necrodeus 07:32, 10 July 2008 (BST)
I think my observation about the slower pace in dark buildings being more similar to the games original play is more a relection on nostolgia than any really useful addition to the game. Its fun for those of us who remember the early days, is all. BTW, it seems there was perhaps a recent "stealth update", as the Dark page no says you can't revive zombies in the dark. SIM Core Map.png Swiers 21:18, 10 July 2008 (BST)

Update

Seems that the page should be updated as per Talk:Dark#Tangling_Grasp_in_the_Dark:_Changes_from_August_16_2010_Update, zombies now have a combat advantage in dark rooms.