User talk:New Coldness
Re: Your Inquiry
Intriguing. I'll talk to the guys. Maybe one last hurrah before we kick the bucket too. –Xoid M•T•FU! 05:28, 12 December 2006 (UTC)
- In case you weren't aware, the ASSault wasn't actually at the siege. Couldn't garner any interest, but pretty much every player who's still a member of the ASSault had a character there, be they human or zombie. Good enough, I suppose. –Xoid M•T•FU! 23:35, 19 December 2006 (UTC)
Re: Inquiry
Our horde will be there. --ZuluDeacon 17:41, 12 December 2006 (UTC)
Howdy right back at cha!
Yes, I find 'parachuting' a fascinating tactic. How did you know I was linking to at different places, though? You following me around?! Or did you just see those links on Talk:Suggestions?--Lachryma☭ 23:03, 13 February 2007 (UTC)
- Actually, neither. I keep a close eye on the pages I write (Parachuting being one of them). That includes seeing what other pages link to them, so I know if any groups adopt my stuff as policy or anything. For that, I use the "What links here" button (it's over on the left, in the toolbox). And I noticed that most of the links to that page around the wiki were placed by you. :) So I assumed you like the tactic. Glad you do! --New Coldness 02:32, 14 February 2007 (UTC)
- I figured you used the 'What links here' thing (yes, I've heard of it) but I thought maybe you just saw me linking it a couple of times. So did that parachuting brigade actually do something? And did it scare the feth out of some people?--Lachryma☭ 02:38, 14 February 2007 (UTC)
- As it turned out, we didn't really need to form an organized "brigade" in order to parachute. Once a zombie got revived, parachuting was DIY all the way. We just incorporated individual parachuting into the rest of the siege. Basically, if you got revived, you would stand up and hop the cades as soon as you got 50 AP, which would probably be at a different time of day than the raid time, so survivors were getting hit (mostly by GKers) around the clock. We would also monitor the building, and if we noticed any lights on, we would call up anyone who got revived and was on the ground storing AP and have them go on a GK run to shut the genny down before the survivors saved too much searching AP from it. Simultaneous parachuting requires far more coordination than it's worth; in my experience, it's best to do it as off-time GK support for an attacking zombie horde. We didn't scare the survivors with it so much as make them very, very angry. --New Coldness 03:29, 14 February 2007 (UTC)
- Wow, that's almost pure evil...And it must have required massive amounts of coordination. Well, that's Shacknews I guess. Wow, so you guys spent all available AP on 'cade smashing, GKing, or eating people? You guys do everything all the way, huh? No fething around with barely smashing 'cades and whining about combat revives...that's crazy cool.--Lachryma☭ 03:40, 14 February 2007 (UTC)
- Mall Tour essentially adopted the exact same tactics, for what its worth. There is much less co-ordination involved than you would expect. You only need a few Parachuters each day to scout the malls weak quadrant, and we had people dropping in all the time; the "Chaos Wing" is / was essentially a group of dedicated Parachuters who not only cause havoc inside, but then intentionally munch up bullets and syringes getting killed and then revived by survivors, often several times a day.
- The hard part comes in co-ordinating the zombies to strike in groups of 20-30, preferably within 20 minutes of each other, so you can get 40 or more in the mall at one time, which is about what it seems to take. Weaker malls don't even really require that much, but the Lime Brigade (being well aware of all these tactics) gave Mall Tour a heck of a challenge, and forced them to shape up into the mass that is currently ripping through other malls like wet paper. S.Wiers X:00x-mas tree dead pool 02:41, 10 March 2007 (UTC)
- Wow, that's almost pure evil...And it must have required massive amounts of coordination. Well, that's Shacknews I guess. Wow, so you guys spent all available AP on 'cade smashing, GKing, or eating people? You guys do everything all the way, huh? No fething around with barely smashing 'cades and whining about combat revives...that's crazy cool.--Lachryma☭ 03:40, 14 February 2007 (UTC)
- As it turned out, we didn't really need to form an organized "brigade" in order to parachute. Once a zombie got revived, parachuting was DIY all the way. We just incorporated individual parachuting into the rest of the siege. Basically, if you got revived, you would stand up and hop the cades as soon as you got 50 AP, which would probably be at a different time of day than the raid time, so survivors were getting hit (mostly by GKers) around the clock. We would also monitor the building, and if we noticed any lights on, we would call up anyone who got revived and was on the ground storing AP and have them go on a GK run to shut the genny down before the survivors saved too much searching AP from it. Simultaneous parachuting requires far more coordination than it's worth; in my experience, it's best to do it as off-time GK support for an attacking zombie horde. We didn't scare the survivors with it so much as make them very, very angry. --New Coldness 03:29, 14 February 2007 (UTC)
- I figured you used the 'What links here' thing (yes, I've heard of it) but I thought maybe you just saw me linking it a couple of times. So did that parachuting brigade actually do something? And did it scare the feth out of some people?--Lachryma☭ 02:38, 14 February 2007 (UTC)
Hey there
I've read your Siege PKer Guide, the Mall Offense Manifesto (as well as the defensive counterpart), and your death cultist build order suggestions. I don't always agree with what you've written, but it's always thought-provoking and generally useful. There are some things I'd like to ask you.
- You don't seem to have addressed overcading in the guides. What's your opinion on the value of a death cultist sealing up entry points near revive points, malls, and resource buildings, in siege situations and otherwise?
- Is there any circumstance you're aware of in which loading an empty shotgun is more useful than dumping it and searching for pistols/clips, or does "empty shotguns are quite worthless" hold true in all situations?
- For a character currently set up like this, which zombie skill do you think will do the most overall harm to the harmanz when added? I'm a bit torn between Tangling Grasp, Feeding Groan, and Ransack (though I plan to pick up HtH Combat and Knife Prof. first now that I've got a knife).
Thanks for the work you've done writing things out so far. You're probably responsible for about 1/3-1/2 of the useful things I've learned since coming back to give UD another try in this year. --Mold 04:03, 4 March 2007 (UTC)
- Thanks for the props! To answer your questions:
- I am personally not a big fan of overcading. In every single siege that I've ever been in, there were ferals attacking the entry points, looking for an easy meal. I'm certainly not willing to get in their way, misguided as they may be, especially if it costs my hitters AP that could go towards GKing and PKing. Also, I've seen batshit insane trenchcoaters sink AP into RETAKING sacked entry points, and I'm not willing to take that AP black hole away from them. Third, yeah, the survivors can't get back in... but neither can the death cultists. There may be some circumstances where overcading makes sense, say if syringes are extremely scarce or the enemy has good revive discipline, but that doesn't happen much.
- If you don't have anything better to do with your AP, then yeah, load your shotties. If you've got some downtime between sieges, go for it. But if you're searching and reloading on the fly, don't bother with reloading; you're better off just searching and hoping for a pistol clip, which will give you three times the damage of a shotgun shell.
- First of all... forget the knife. I just recently found out that you can shoot generators to destroy them. As such, GK with your pistols. You'll have a 32.5% chance with each shot instead of a 25% chance. I'm going to update the Siege PK Guide to reflect this soon. So ignore the stabby skills. Alright, as for your next zombie skill: I see you're Gore Corps. This means that you've probably got lots of zambah brethren around you who have Ransack and Feeding Groan, and picking those up yourself won't do much to help the Horde, and virtually nothing to help you individually. Go with Tangling Grasp; it'll make you more lethal on parachute runs. I'd go ahead and pick up Ransack after that.
- Tell Goolina I said hi. ;) --New Coldness 23:27, 4 March 2007 (UTC)
Something Random!
Hey, I saw you saying something about Shacknews coming back...What game will you be hunting for this time? Spore?--Lachryma☭ 00:11, 10 March 2007 (UTC)
Siege PKer Guide
Face it: you're pro-zombie.
Thank you for saying that, I'm sick of certain members of the community (You know who you are) spewing some BS about how PKers are really pro-survivor.--Labine50 MH|ME|'07 03:26, 26 March 2007 (BST)
- Aye. While PKers can serve a pro-survivor function (specifically meatshield against ransack, if they happen to be present and inactive during an attack), the activities are definitely pro-zombie in results. Now if people would just quit calling me "zombie spy" just because I like to keep up the chatter when I'm killing as a breather. I prefer "death cultist" or the less elegant "heavily armed cade hopping zambah". Oh, when can we expect the guide modifications to reflect GKing with guns and the new multi-level generators? --Mold 08:46, 26 March 2007 (BST)
- Whenever I get back into the game. I've had tons of RL stuff to deal with lately. Feel free to edit it yourself, tho. --New Coldness 05:00, 31 March 2007 (BST)
Gore Corps + IAmRisen = BFF
I miss you, man. How's that for an emo moment? --Goolina Gore Corps 23:19, 19 April 2007 (BST)