User talk:DevOhm/Feral Movement

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Revision as of 19:58, 29 December 2009 by Spiderzed (talk | contribs) (→‎Last minor pointers before submission)
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Nice work!
I'm not too convinced of the creation of a Feral Movement tag, though. (I think the distinction between untagged, groupless Ferals and the existence of a formal Feral Undead tag (that is solely used by less casual players) creates already more confusion and needless separation than it does provide help, apart from making unlife difficult for feral parachuters, spies and death-cultists, as they can hardly perform their shtick when every dude with 100XP to spare and a DNA scanner can tell that they're die-hard pro-zeds by the group tag alone.)
The part on Feral communication is spot on, however, and appreciated by this very MCM guest lecturer on the topic of Feral play :-) Try to make a guide out of this, and it should rock. --Spiderzed 12:41, 24 December 2009 (UTC)


Just a heads up

The hordes are pretty solidly organized, which is why they are more effective then survivors, the game is still over power for survivors, don't believe me, level up a zombie by yourself. It takes a lot of time, versus a nearly overnight you can get 2 skills in the RRF or MoB. The humans are as effective at communicating which is their problem, the few who do communicate well, are noted as such, 404 is a prime example, they held FU off for quite a while at Fort Perryn. -- 

Emot-argh.gif 01:31, 29 December 2009 (UTC)

Last minor pointers before submission

Looks good so far, and could be submitted as it is. I have only minor points about it. As it's aimed to enlighten more casual players, maybe it would be helpful to cross-reference to some other basic tactics helps, as suburb danger maps or zombie guides. What should maybe be more elaborated in the communication section is X:00-tactics, as it is a very useful tactic to non-metagaming Ferals, but your brief reference is easily missed, and links to a lengthy article that not every casual Feral is going to read. A brief summary of that together with a more explicitely pointed out link would certainly help. --Spiderzed 14:43, 29 December 2009 (UTC)

In the end, this strategy is your baby through and through, and you know better than me what has worked for _you_ and what has given _you_ the most mileage.
Personally, I had some success with the occassional X:00 command, but that was always a question of enough critical mass - enough Ferals already committed to a particular siege to get at least several to commit to this tactic. (What is already a big improvement over the ineffective trickling of an uncoordinated siege - having 4 or 5 zeds inside at once is way better in regards of the Zed:Survivor-AP-ratio than having four times 1-2 zeds in a barn. And I haven't even spoken about the psychological advantage, as many survivors will flee whenever there are more zombies in a safehouse than they can take out quickly themselves with the aid of the 2-3 other currently active survivors, regardless of the actual numerical advantage.)
Speaking of critical mass, I guess it's the same phenomenon with Feral Movement in actual play. If there aren't at least a dozen or so zethren, there's probably not enough reaction to make the full catalogue of gesturing, rattling and groaning worthwile AP-wise.
OTOH, with a sufficient number of Feral zethren at one spot, as on mall and fort sieges, and a sufficiently drawn-out siege, the results - and the viral spread of the tactic - should be mind-boggling. --Spiderzed 19:58, 29 December 2009 (UTC)