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Aug 27th, 2016
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  1. --------------------------
  2. TIER 3 SUGGESTIONS
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  4. 200 points in the point shop. Longest range of all melee weapons and highest damage as well. Maybe some alternate function tacked on. Stock of 2 for all rounds unless otherwise stated. All cause chems to explode unless specifically stated.
  5.  
  6. Sledgehammer: 75 damage per hit (higher than most melee weapons!). Huge knockback, long swing delay, moderate attack delay. No chem explosions. Basically keep this the same.
  7.  
  8. Shovel: 60 damage per hit. Moderate knockback, moderate swing delay, moderate attack delay. No chem explosions.
  9.  
  10. Lamp: 45 damage per hit, Low knockback, almost no swing delay, moderate attack delay. Hitting a zombie marks them for death. Zombies that are marked for death have forced 0% damage resistance, move 15% slower, are highlighted, and can be seen through walls for a couple seconds or until they die. NPCs can be marked for death also. Doing so causes them to take 5% increased damage from all sources. Doesn't stack with other sources of being "marked for death" (NPCs only). To clarify, between multiple humans with lamps, only the slow would stack. No chem explosions.
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  12. Meathook: 60 damage on hit. Almost no knockback, but player zombie is slowed to a crawl and is unable to jump for a second when hit. Moderate swing delay and moderate attack speed. Tier 1 levels of movespeed. Remove the DoT hook gimmick.
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  14. Harpoon: 45 damage on hit. Almost no knockback. One of a few melee weapons that out-range ordinary zombie claws. Would have the melee range equivalent to T5 if that existed (ie. however much range T1s lack vs. player zombie range, this weapon has over player zombie range). Moderate swing delay, moderate attack delay.
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