Board Thread:Suggestions/@comment-31524869-20170119044502

Hello everyone, so this is basically a rewrite on the original thread of the Zombie Types. So to those that are just seeing this for the first time, when I mean 'Rare', I do mean that they are Reset-To-Get-It proof and can chose a zombified player at random (when they respawn in the game without buying to be a specific zombie), These mobs will be Un-Buyable, but yet also giving survivors a more challenging experience on new game mechanics and improve on their survival.

So, to start things off:

Leecher - (Leaper Variant)

The Leecher is an enchanced version of the Leaper basically, unlike the Leaper, this will have a new mechanic into the system, it has the ability to change it's stance ([Q] Key, requires no energy) to Crouch-Crawl or Prone-Crawl. The Crouch-Crawl make the Leecher crouch likehow a survivor does (Mostly), with the movement speed just like a survivor's crouch speed, this mode is specifically to get to higher places (remember the Hunter Jump in R2D?), the Prone-Crawl is basically the same stance and behavior of a normal Leaper.

What makes this mob unique, is it's stealthiness, meaning it makes little or no noise at all, and can not trigger an 'Alert!' to get the survivors attention, making this mob a true assasination. around 160 HP and half a bar more of Energy more than the original Leaper, this makes it a High threat to lone survivors, and is recommended to be near a group.

NAPELM - (Elemental Variation)

Unlike the original Elemental, the NAPELM is basically an Elemental with the flames of Napalm. The Napalm has much more intense heat than original fire, and can IGNORE Fire Vest resistance, even if worn. The downside is, the flames from Molotov's or self healing isn't enough 'Heat' to heal the NAPELM. For a Special ability, a NAPELM can spend 1/4 of it's energy to create 'Fire Traps' alike to the Original R2D Fire placement, which can affect any survivor in the radius as if walking into a fire.

With around 440 HP (Doubled than Elemental) but with the same energy, it can still throw out fire by [LMB] just like the original Elemental. It is extremely vulnerable to any water source, or the fire extinguisher, so it is wise to equip one or go along with friends or other survivors.

Tainter - (Ticker Variant)

From the looks, it basically looks like a retextured Ticker, but with different Gas Tanks and uniform, but this fools many other survivors, for it doesn't carry any original Radiation: Yeah, it carries Plutonium, which is much more deadlier that it will put the ticker to shame. Being near one, it's appearance looks abit the same, except with a Bullet Proof Vest (It isn't Bullet proof.. :P), which increases it's HP making it harder to kill, But never go to close, as when your close to the Tainter, the Plutonium does x2 more damage than original Radiation, and a cloud hangs around it, which if your 2 and a half studs close to it, it will make the survivor 'cough' and lose 1 HP every 0.5 seconds, making an attempt to melee this thing much more difficult without risking to lose a lot of health.

With around 640 HP (Vest increases the HP to this amount) and normal energy, the Tainter is a real sponge absorber, but unlike the Ticker, the Canisters on it's back is not triggerable to Bullets (as it is leaking already), but any sort of open flame will make the gas vapour explode, and it may affect the Survivors close to it (roughly around 8-10 stud range?). while -2 speed slower than the original ticker, the Tainter has it's use to clear out Campers at a much more faster rate.

"True" Edgar - (Edgar Variant)

The rumours about the 'Real Edgar' may seem to have been true after all these years, this mob is very cunning at it's job - to tongue reel survivors in. Unlike the other Edgars, the "True" Edgar can move while pulling a victim (At a slow speed like the Leapers crawl speed), while also, if they manage to catch a survivor, to reel a survivor in much faster than the others and a pinch more damage with tongue reel, not to mention a +8 walkspeed, which makes aiming for him rather difficult, this is how we knew this is the "True" Edgar.

Around 150 HP (Double than other Edgars) and equal amounts of energy, expert marksmen are highly recommended to get them out, to make things feel better, an 'Alert!' sound will still sound if one is caught by one (Besides Leecher), But you must make haste as the "True" Edgar has a faster reel in than the others. Keep your eyes peeled and make sure you dodge much more often.

Buster - (Brute Variant)

In all short words, This is the Father of Doomsday. Literally. Unlike the Brutes, this one has the skin tone of the old nemesis, the Tank, has a Rebar as it's club (God know where it found it), and.. It's freaking HUGE, to even make the Brute feel shorter. The mechanics are different, however. Using [LMB] will be your Basic Swing attack - it can hit multiple targets if you use the class correctly and at the right time, to give off 45 HP damage, while also 'Stunning' them as they slide a few studs away from the Buster. It's abilitys will be according, [F] Key to Slam the ground (costs half it's energy), Can throw the Rebar club like a brute (Requires half it's energy) and can even form a forcefield to defend itself from High-Threat targets (Consumes just like Brute's Forcefield).

Around 20,500 HP in total, this is a very stubborn creature to go down without a fight, And what makes it worse? It's walkspeed is roughly 17 walkspeed (+1 to a Walking Survivor), and can catch up to a walking survivor in no time. My advise? Run forrest, Run! It is extremely recommended to be near a well-armed group, or near a lot of survivors to which will help you pick off the Buster. If all fails? Well, just lock yourself in a room and sing Kumbaya. But on a plus note, it's huge size is limited, and can hardly fit in most places, and it also cannot Jump.

'''NOTE: These Mobs will be Un-Buyable, and will not be Reset-To-Get-It-Able, as a Script will be set in place, to activate rarely from a time (Or manually activated by PlaceRebuilder or other Mods) on harder servers. Their appearances may be only a round, or not at all, so chances of encountering most of them is around a 0.75% Chance.'''

That is all about the 'Rare' Zombie Types, hope you all enjoyed the suggestion, and Changes will be settled appropriately!

Take very good care now Survivors!

Qwerty-To-Twelve 