Filler
55 Votes in Poll
So when a survivor uses a pipe bomb, and a ticker gets to a close enough range to it where it will die, and when the pipe bomb explodes and the ticker "dies" and the tank explodes, the player playing as the ticker will see that the health is 0, yet they seem to still be still alive? (I know zombies are technically undead but you get the point). One playing as the ticker can still attack and walk but they cannot rush as their tank will be gone, despite the fact they have 0 health, they are basically unkillable at that point and this glitch is easily abusable. Though one weakness is that they can't jump, so when you trip them (such as a fire extinguisher) they will not be able to get up which is mainly the only way to counter them with ease.
Although tripping them will easily counter this, it is annoying and should be fixed.
do just like 1s/0,5 s rushing to explode because its literaly unsuable thanks
Over the past year or so with diggers, tickers, and stalkers being around, a lot of issues and complaints were found with them and I had a idea that could possibly change how they are played and used in a more balanced and fun way:
Digger:
-Nerf the general speed of the digger, but when you exit your dig it gives diggers melee immunity as they exit (0.5 seconds), and a speed boost for around 1-3 seconds that is higher than normal sprinting speed. This would give players a bigger reason to tunnel.
-Diggers can now tunnel quicker and appear out of tunnels quicker as well. This allows the Digger to exit a scene quicker or flank a survivor easier, but when tunneling or exiting a tunnel it makes an obvious noise to tell when a Digger is going to flank you.
-While inside a tunnel, allow diggers to heal 5-10HP per second as well, making them feel more as a flanker without a unfair trip advantage.
-Remove the abillity to trip and remove charge. Instead, replace Charge with Rip: When a digger comes in contact with a survivor, remove the survivor's ability to have melee immunity for 5-ish seconds and is indicated with a broken shield icon and noise on the survivor. Can not hit the same survivor with Rip in rapid succesion and has a 1.5 second cooldown. Consumes 40 energy (This way it could be possible to annoy the same survivor with two rips or to hit two other players at once.) Rip also ignores melee immunity and deals 10 damage.
Rip does not proc if the user is blocking, same with bone shields block.
-Nerf the digger's health to 200 to make it easier to kill to give more strategy to diggers, when is the best time to hit and run?
-Buff the digger's passive to deal 2.5x the damage to structures and also if broken, give diggers half of the ammount of cash from the structures cost. This gives diggers a bigger advantage against structures so survivors have a bigger reason to target them when it comes to defense or give a digger a bigger reason to go after them.
Ticker:
-Tickers now have 500 hp (350 for beginner servers.), but now have a rarer spawn chance (4.5%) and also move slower by default
(14 or 15 walkspeed.). This makes tickers feel more tanky so survivors should either blow up the tanks on tickers to kill them off quicker, or to just shred them instead.
-Survivors earn half of the reward for tickers (15) by blowing up their tanks and no longer causes other zombies to take damage.
This can possibly be changed in beginner servers to make it easier to earn money from hoards.
-Tickers can no longer enter first person while rushing. This is due to tricking survivors into blowing up their tanks.
-Tickers can no longer be targeted with pipebombs, clocks, and bells. This gives a Ticker an advantage when it comes to planning flanks or any ideas.
-Rush now has the ability to be haulted mid rush instantly (Also depletes ALL stamina.), but also causes the ticker to knock back and trip survivors in a very small radius around them (It takes 0.8-1 second to start the slam.).
-Rush can now only be used at 80 or above stamina, try not to jump unless you need to.
-Instead of blowing up instantly after a primmed rush, it now leave a fog of gas and breaks the Ticker's gas canisters, possibly also still tripping the ticker.
-Arming a rush now talkes 1 second.
-Hitting a wall with rush trips the player and also depletes around 20-50 stamina now. Be careful about hitting walls and carefuly time out rushes!
Stalker:
-Stalkers can no longer be targeted with pipebombs, clocks, or bells when in stealth and now fade away and despawn at the end of waves in arena, but is given a 100% chance to spawn as a Stalker next round if that happens.
-Stalkers now normally spawn at a 1.0% chance. This may be changed to only in specific modes.
-Stalkers can now stealth quicker (1.5 seconds.), but now takes energy (half of their energy.).
-When exiting stealth, they are now given a slight speed boost for a small ammount of time for quicker flanks.
-Stalkers can now grab survivors quicker, but drains more energy to make the Stalker feel like a grab and run zombie.
-While in stealth, stalkers heal at a very rapid rate (20HP per second.)
-If a stalker is shot during stealth, the first shot will deal 80% less damage and instantly reveals the stalker, they do not get a speed boost or allowed to shield for 1 second.
COUGH
ʷʰʸ ⁿᵒᵗ ᵘᵖᵈᵃᵗᵉ ᵗʰᵉ ᵉˣᵖˡᵒˢᶦᵒⁿ ˢᵒᵘⁿᵈˀ ᵀʰᵉ ˢᵒᵘⁿᵈ ᶠᵉᵉˡˢ ᵛᵉʳʸ ᵒᶠᶠ ᶦᵐᵒ
What do you think? Is this a good change or a very stupid idea I had? Please feel free to comment and point out some flaws about these ideas.
What if the Ticker's acted like a charger, but without the pinning? The Ticker's rush should be changed to grab the first survivor in its charge, then damage(25),push, and stun any survivor it makes contact with and then deal up to 50-75 damage if the person gets in contact with a wall and stuns (Possibly also damaging its tank on its back a bit?) Rush should also consume more energy per second to shorten how far you can charge, and should also have faster walkspeed while charging, and a slight charge up time(1) and cooldown(1) to prevent spam.
Since the Ticker has two tanks on its back, it would still be risky to help a survivor being pinned by a Ticker's charge in tight spaces, giving players more reasons to use melees instead of being afraid to melee stun Tickers anymore.
Most deaths I see in R2D:A Is mostly caused by unfair Ticker wall camping strats or instantly spawning in as a ticker and touching a wall or rushing an objective over and over again, but with this change, you'd still be able to push survivors off maps or take one with you to your grave in a pretty funny way.
Thoughts on this idea?
Theres a thing for the ticker called, ' SACRIFICE '.
What this would do is the ticker would find a horde of ai bots / a edgar / or a leaper.
Once they are close to a wall, They can rush into it. And the Edgar / Leaper / Horde of Ai Bots.
Are immediatly killed. This is very useful if you are on the survivor's side.
I am the first person ( PROBABLY ) to know this type of thing.
Happy Teaming Tickers and Stalkers!
"It's been a year since the first infection, and we are starting to see infected in hazmat suits. We've begun experimenting with these infected. We made a room that is blast-proof, just in case if the infected tried to charge into something and explode. We've also created an airlock that leads to the blast-proof room. Currently, we're seeing how the infected behaves on a daily basis. Also, we call these hazmat-infected 'Tickers'. This is Dr. Farr, signing off for now."
"This is day two of making more logs on the Ticker. We've sent scouts to try and find the facility housing these Tickers. So far, they've found a ruined building that still looks recognizable. There's a sign that says, 'SANI Virus Control Center'. As of now they're trying to find a way in. The Ticker in containment is still behaving normally. It just stands in one place, doing nothing until it trips and falls. I don't know how long I can keep making video logs on this, so I have to stop for now. This is Dr. Farr, signing off for now."
Don't worry I'm not suggesting a nerf, however, I'm sure you've been blown to smithereens by the ticker rush while being distracted. Perhaps a noise should be added that's loud enough for a survivor to hear to know when a ticker has started the rush attack as a little heads up. Also the explosion shouldn't be able to go through walls if there's a way to change that
Why not nerf ticker rush? For example, deal 100-200dmg instead of instakill, or make an explosion delay? Or, in my opinion, it would be even better, instead of rush ability, change it to self-detonating ability, which turns ticker to the detonate mode, which makes it explode after a few seconds indicated by some kind of sound (the self-detonating ability could make ticker walk slower or stand still, while preparing to detonate).
Before any complain. Who would buy a ticker for 150$ when edgar is cheaper? Ticker's are pretty useless and yet they're more expensive than a edgar. I want to nerf the Ticker's cost
(Probably some other zombies in there)