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View Full Version : 4 Stages of Zombies in ZPS gamemode.


Qloos
04-19-2008, 08:55 PM
1st Stage: Humans don't have their heavy weapons, ambush them as they attempt to retrieve them and kill as many lightly armed targets at close range as possible to swell your numbers.

2nd Stage: Going in packs and removing the easier targets.

3rd Stage: Grouping for massive Ammo burning and Assault missions against the heavily defended humans.

4th Stage: Cleaning up the scattered.



1st Stage
The start of game is vital to zombie victory. The more zombies you have right off the bat: the more likely you are to win. The beginning is when the humans are weakest and vulnerable to attack. They'll usually go for the power weapons to defend themselves better. So pick a place along a path you're positive humans will take and attack from where:

The human won't see you coming.
There isn't much distance to cover to reach him after you've spotted him.
Bonus points if you'll have him cornered.
Bonus points if you have obstacles to hide behind if he turns to shoot.

In a nut shell, be devious and plot how you can surprise the humans. Attacking the whole team is also beneficial as a whole lot of people are going to burn ammo trying to kill you and if they don't you might do alot of damage. If you find yourself in a position where you won't be able to get close enough to do anymore damage, and you can't escape: Then dodge as much as you can to eat as much human ammo as possible.

If there are any weapons/ammo along the way, and it won't slow you down much: Hide them by hitting them once or twice. Even moving it into a brightly lit area might make a human miss it, as it won't be -exactly- where it spawned.

Infected humans are much more desirable at this stage of the game than at any other - and should be left alone to do their sacred duty.

Zombie lives are important at all stages of the game, even if you have 25 respawns. HOWEVER increasing the total number of actual player Zombies is much more important than retaining respawns. Atleast that is until:




2nd Stage
Welcome to the 2nd Stage, a majority of spawned weapons and ammo have been collected from the map. Groups of humans are beginning to play from how the planned from the start. They're holding their defended positions and prowling the map looking for a fight. Your job now as a Zombie, is to decide which group is the weakest, group up with all Zombies that agree with you and take them out as efficiently as possible with minimal Zombie Casualties.

Sounds easier than it actually is.

Humans arn't just going to stand around and take abuse. Not even the stupid groups. They'll spin around in 360s in the middle of bright rooms. They'll run away. They'll stick a big couch in a vent to prevent you even reaching them. They might even shoot you!

There's a mental process that you need to take in Stage 2 once you've found humans to attack:

Do they see me? If not, are they headed my way and can I ambush them?
How much firepower do they have? Depending on this, can I do damage to them even if I do attempt an ambush?
Even if *I* can't get close enough to do damage, will I be able to force them to reload - allowing the other Zombie(s) with me to cause a serious threat?
If the attack fails, can we retreat without pointlessly reducing Zombie lives.

So, if you can't attack a human group without doing bodily damage: Then the attack is pointless and you need to attack a weaker group of humans. If you don't know where a weaker group might be. Then your team mates need to help you out and actually give out some information.

Systematically wipe out the humans that can't handle a small squad of zombies. Until you reach a human group that an entire Zombie rush by the whole hoard can't destroy and enter:



3rd Stage
Stage 2 might of been passed entirely if the human group moved as one massive army. Preventing any real Zombie damage from your lowly numbers. In which point we move on to stage 3: Zombie Massing and Regeneration.

Stage 3 is when Zombies weigh the power of the whole team vs the munitions of the whole Human team and decide if what they have is enough to eradicate them. Naturally, you can never know how much ammo a human is - really - carrying. But careful observation of the remaining human group(s) should take note of this to decide if humans have the power to win with the bullets they have:

How much they shoot you.

Yup, thats right. Take a look at how much those dirty filthy apes are shooting you. To decide whether your Zombie hoard should rush is based on only that. If they're quick to shoot you, when they know they won't be able to kill you: It means they're confident with their ammo supplies, it is too early for your Zombie Attack, retreat to lick your wounds.

The hoard should begin to purposely burn human ammo. Have a zombie sit in plain sight of the humans, taunting them by moving about to avoid magnum head shots. The moment he is hit. He should Immediately back off out of view and let another zombie take his place while he regenerates.

When you've burned through their ammo enough that they stop taking popshots, then take popshots of your own: Against their barricade if they have one: Trying to do physics damage against the guy holding it.

Slowly increase the daring, testing the water to see how far you can step in before they unleash hell on your Zombie Body.

If at any point you feel they don't have enough ammo to hold you at bay. Then prepare for a full out assault. Make your Zombies gather within striking distance and out of view to prevent magnum sniping. Give them a time limit to unify the Zombies as to when you are attacking. When time is up, the hoard attacks regardless if All Zombies are there or not. Although the attack is all out, don't forget to dodge by moving from side to side and jumping sometimes. Most of all: Don't Retreat When There Are Zombies Behind You of course the Zombies in front are going to die. Thats the whole point of you all rushing at once: They guys in front are burning ammo to force them to reload and let the guys in the rear cause some real hell for the survivors.

A full out Zombie Assaulttm does not work until the barricade is out of the way.

If you're the last Zombie in a rush and it looks like you buddies don't need help cleaning out the ape hole. Then hold back at the exit and catch the trash that tries to make a break for the exit to safety or else you might be forced into:



4th Stage
Your victory is almost assured. Solidify it as fast as possible before the weapons respawn and the scattered remaining humans regroup with new found firepower and force you back into the 3rd stage.

It's like the first stage all over again, except this time the numbers are on your side and they're the ones that need to ambush you. Give chase and disperse to cut them off and keep harrying them to prevent them organizing their supplies with the treasures they find from your previous victories. Until you finally prove just how fleeting racing human heart is when you puncture their winded lungs with your crimson fingernails.



General tips:
At all times and stages, the most important information you can give is human positions and equipment.

If you can close the distance without lunging, then don't lunge. Save it for after you hit him the first time, then hit the lunge and side step around him to make hitting you extremely difficult. He will be terrified with a zombie at his toes, rushing at a speed that prevents him from running, aiming or even thinking coherently.

Call out grenades and ????ing scatter or even cancel an Assault all together. With Zombies grouped up for a rush, one grenade is a massive table turner. But if you can catch it with your face and make it drop in front of their barricade, it might be all worth it.

There's a reason why they say "dance partner" and shoot at the guys feet in western movies. You are a Zombie Ballerina, ????ing dance.

Stop arguing with the guy and try his plan. You both might learn why it sucks.