Hit and run: Difference between revisions
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{{Trans-Mortal Tactics}} | {{Trans-Mortal Tactics}} | ||
The concept of '''Hit and | The concept of '''Hit and Run''' relates to zombie players in sparsely populated areas using their last few AP to move away from targets they may be unable to kill. Similar in nature to [[Poke Tactics]], '''Hit and Run''' is aimed toward zombies in zones with few players, and toward continued mobility rather than bothering large numbers. | ||
==Why Bother?== | ==Why Bother?== | ||
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Also, high-level zombies don't have to worry about XP as well as losing all their HP. | Also, high-level zombies don't have to worry about XP as well as losing all their HP. | ||
==See also== | |||
* [[Poke Tactics]] |
Latest revision as of 13:37, 26 May 2013
Zombie Tactics |
The information on this page or section discusses a zombie strategy. |
Trans-Mortal Tactics |
The information on this page or section discusses tactics that can be applied if you find yourself on the wrong side after getting killed or being revivified. |
The concept of Hit and Run relates to zombie players in sparsely populated areas using their last few AP to move away from targets they may be unable to kill. Similar in nature to Poke Tactics, Hit and Run is aimed toward zombies in zones with few players, and toward continued mobility rather than bothering large numbers.
Why Bother?
Most obviously, you'd be "playing it safe": instead of potentially landing the killing blow and getting that bonus 10 XP, or missing, leaving you open to attack if you don't refresh every half-hour, you'll have a measure of safety from reprisals. That survivor will have to head in the same direction you went to find you, or more likely, will run away for a FAKing. If other zeds are nearby, that reduces the chance that you'll be the one to take the shotgun blast or axe strikes. If your target doesn't move in time, one of your zed buddies can move in for the killing blow later, and be grateful for it.
This tactic brings the most benefits to low-level players of both zombie and survivor alike: either one will be relieved to log in the next day without finding themselves 10 AP down, for starters, while new survivors won't find themselves suddenly dead. Zombie players will be able to spend 2-4 AP continuing their search for more XP (read: bra!nz)instead of 10, granting them a more consistent XP gain than risking their last AP on a survivor who may or may not call their group to come charging in for a rescue.
The Downsides
This tactic only applies when zombies find survivors who are in streets or buildings with neither barricades nor doors. If you have Ankle Grab or enough skills to reliably hit your target, then you have less of a reason to worry about getting killed. As well, if a suburb has large numbers of zombies, the ones with low XP need all the kills they can get; inversely, if the suburb has a large number of survivors, you'll soon have to stand up anyway.
Also, high-level zombies don't have to worry about XP as well as losing all their HP.