Board Thread:Suggestions/@comment-30650451-20180621112250/@comment-26252711-20180621130547

Instead of dealing no damage to the helmet and armor, the damage should be reduced by -15 damage. It might not seem so much but remember, this Zombie has 600 hp, also make it immune to headshots.

Does the Charge deal half of the current hp or the max hp? example: You got 60/100, you get hit by Charge, you'll either lose: 30 (60 divided by 2) or 50 (100 Divided by 2). Also dealing half of it's HP isn't a good balance, maybe 30-50 damage for Survivors. Letting the Tackler being tripped by it's attack isn't that well either as it would be an easy target after an attack. It should trip and push a survivor but it should take 1-2 seconds of regaining sense of what's happening after hitting someone or something. And what it's speed?

A Punch dealing 20 damage is alright, it should have a slow fire rate and a slow hit attack since it's a powerful punch, and you didn't determine the fire rate and speed of the attack, but I suggested them anyways.

Charged Tackler

Well you didn't really do anything about it's Punch and 1 (2 if you include the Elemental itself) Charged Zombie is enough for the game for now.

You didn't really clarify how Charge works, you said if it hits a Structure (then doesn't continue it) and then proceed to the Survivor, you didn't say if it affected both Survivors and Structures or only the Survivor side. And again, you didn't say anything about it's speed changing and other stuff.

Overall, the concept you had is really unique and a good alternative to the L4D2 Charger, but the execution of this said idea isn't well thought out. You were missing some pieces, and some of it wasn't really good to be put in the game.