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== '''Summary''' ==
 
== '''Summary''' ==
'''Immunity''' is a new feature within R2DA that allow an object to be resistant to certain aspects of the game.
+
'''Immunity''' is a new feature within R2DA that allow a player or zombie to be resistant to certain aspects of the game.
   
Currently, there are 8 common types of immunity that can be found in-game.
+
Currently, there are 10 common types of immunity that can be found in-game.
   
 
== '''Basic Immunities''' ==
 
== '''Basic Immunities''' ==
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* Swinging a melee weapon.
 
* Swinging a melee weapon.
 
* Blocking.
 
* Blocking.
  +
* Drinking [[Panama Punch]].
This grants immunity to most forms of damage except:
 
  +
This grants immunity to the basic claw attack from the [[Normal Zombie]], [[Ticker]], [[Edgar]] and [[Swarmer]] but not much else.
* Explosions.
 
  +
* Radiation.
 
 
All melees — except the [[Defibrillators|Defibrillator]] — supply damage immunity.
* Being caught by a [[Leaper]].
 
* Being caught by an [[Edgar]].
 
* A [[Brute|Brute's]] club.
 
* Touching environmental hazards.
 
* Falling out of the world.
 
All melees — except the [[Defibrillators|Defibrillator]] and including the [[Hammer]] — supply damage immunity.
 
   
 
During [[Rapid Infection]], melee weapons do not grant their usual immunities. However, [[Punch and Kick|Punching and Kicking]] still do.
 
During [[Rapid Infection]], melee weapons do not grant their usual immunities. However, [[Punch and Kick|Punching and Kicking]] still do.
  +
  +
[[AI Infected|AI Edgars]] bypass the '''Immunity''', meaning you will still get hurt in the process of using a melee.
 
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<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
 
This can be triggered though:
 
This can be triggered though:
* Being a survivor
+
* Being a survivor:
 
** At the beginning of every round.
 
** At the beginning of every round.
 
** After being revived by a [[Defibrillators|Defibrillator]].
 
** After being revived by a [[Defibrillators|Defibrillator]].
* Being a zombie
+
* Being a zombie:
 
** As a [[Brute (Standard)|Brute]] (or [[Brute (Charged)|Charged Brute]]) by holding Q at the expense of 20 energy per second.
 
** As a [[Brute (Standard)|Brute]] (or [[Brute (Charged)|Charged Brute]]) by holding Q at the expense of 20 energy per second.
** As a [[Stalker]] by holding E at the expense of 20 energy per second
+
** As a [[Stalker]] by holding E at the expense of 20 energy per second.
* As either
+
* As either:
 
** By ranking up at any point in the round.
 
** By ranking up at any point in the round.
 
This grants immunity to most attacks except:
 
This grants immunity to most attacks except:
* Being caught by an [[Edgar]] or [[Leaper]].
+
* Being caught by an [[Edgar]], [[Stalker]] or [[Leaper]].
  +
*Being stunned and knockback effects.
 
* Fire damage (if the effect is still there after the immunity wears off).
 
* Fire damage (if the effect is still there after the immunity wears off).
 
* Falling out of the world.
 
* Falling out of the world.
 
* Touching environmental hazards.
 
* Touching environmental hazards.
* Frozen by an [[Ice Gun]] or [[Ice Staff]].
+
* Frozen (for example by the [[Ice Gun]] or [[Ice Staff]]).
 
Prominent examples of environmental hazards include the surrounding terrain in [[Terminal Decay]] and scaling the cliffs in [[Mogadishu Transit]]. In v0.9.9, this immunity was extended to protect you from being knock-backed and from being tripped.
 
Prominent examples of environmental hazards include the surrounding terrain in [[Terminal Decay]] and scaling the cliffs in [[Mogadishu Transit]]. In v0.9.9, this immunity was extended to protect you from being knock-backed and from being tripped.
   
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* An [[Elemental|Elemental's]] touch.
 
* An [[Elemental|Elemental's]] touch.
 
* A [[Brute|Brute's]] club.
 
* A [[Brute|Brute's]] club.
At one point, this immunity was bugged allowing normal zombies to simply claw to kill survivors. This was fixed.
+
At one point, this immunity was bugged allowing [[Normal Zombie]]s to simply claw to kill survivors. This was fixed.
   
With the new helicopter (including the [[Bus]] and [[Private Jet]], when it was added), you are teleported to a stage where no zombies can reach you, basically making you invincible. This is visible by [[spectating]] someone inside the new helicopter stage. Type ''spectate'' in order to do so.
+
With the new helicopter (and the [[Bus]], [[Stargate]] and [[Private Jet]], when they were added), you are teleported to a stage where no zombies can reach you, basically making you invincible.
   
Entering the [[Subway (Train)|Subway Train]], in [[Subway]], will allow one to become immune to explosions from outside the train.
+
Entering the [[Subway (Train)|Subway Train]], in [[Subway]], will allow one to become immune to explosions from outside the train. This is similar to when explosions do not go through walls in [[No Mercy Hospital]] and [[Farmhouse]].
 
</div>
 
</div>
 
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* [[Mr. Macaroni]] ([[Flamethrower]] only).
 
* [[Mr. Macaroni]] ([[Flamethrower]] only).
 
* [[Cake Turret]] ([[Flamethrower]] only, before v1.2.0).
 
* [[Cake Turret]] ([[Flamethrower]] only, before v1.2.0).
This immunity also applies to survivors with the [[Firevest]].
+
This immunity also applies to survivors with the [[Firevest]] and [[Pumpkin Vest]].
   
An Elemental is actually healed by fire, and the Ticker is resistant to [[Flamethrower]] damage, but not [[Molotov]] damage.
+
An Elemental is actually healed by most fires.[[Firevest]] and [[Pumpkin Vest]] users aren't immune to their own [[Molotov]]s or [[Jerry Can]]s.
 
This immunity can be disabled for the Ticker if they are knocked down specifically by a [[Fire Extinguisher]]. When done so, this renders them vulnerable to Flamethrower damage.
 
   
 
[[Ticker]]s used to be immune to the [[Flamethrower]] but are no longer immune after v1.3.4.
 
[[Ticker]]s used to be immune to the [[Flamethrower]] but are no longer immune after v1.3.4.
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----
 
----
   
=== ''Knock-back Immunity'' ===
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=== ''Knockback Immunity'' ===
   
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
This immunity applies specifically to a [[Brute]] against a [[Fire Extinguisher]]. If used in an attempt to push the Brute back, it won't work. A [[Brute]] will also not get knocked-back by melee attacks when he is shielded.
+
This immunity applies specifically to a [[Brute]] against a [[Fire Extinguisher]]. If used in an attempt to push the Brute back, it won't work. The '''Forcefield Immunity''' also protects from knockbacks.
   
This technically also applies to the [[Elemental]], but it usually kills it before any knock-back is applied.
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This technically also applies to the [[Elemental]], but it usually kills it before any knockback is applied.
  +
  +
This also applies to the [[Skull Champion]]. It also cannot be tripped or frozen.
 
</div>
 
</div>
 
----
 
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By sitting down, you become immune to a [[Brute|Brute's]] club. However, all other damage is still fair game.
 
By sitting down, you become immune to a [[Brute|Brute's]] club. However, all other damage is still fair game.
 
A slight bug with this is that you will not win the round if you are sitting down. This has since been fixed
 
 
</div>
 
</div>
   
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<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
This immunity mostly applies towards the [[Jetpack (Modern)|Jetpack]]. All Zombies are immune to fall damage.
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This immunity mostly applies towards the [[Jetpack (Modern)|Jetpack]]. All zombies are immune to fall damage.
   
 
This was first used when the [[Jetpack (Demo)|DEMO]] version of the [[Jetpack (Demo)|Jetpack]] was introduced. This version of the Jetpack mitigated slight fall damage. However, if your arms started flailing, you would still take some damage. This trait was later updated, meaning the Jetpack was no longer immune to fall damage.
 
This was first used when the [[Jetpack (Demo)|DEMO]] version of the [[Jetpack (Demo)|Jetpack]] was introduced. This version of the Jetpack mitigated slight fall damage. However, if your arms started flailing, you would still take some damage. This trait was later updated, meaning the Jetpack was no longer immune to fall damage.
   
The [[Cakepack]], [[Parasol]] and [[Duck (Mount)|Duck Mount]] prevent all fall damage, in a somewhat animated way, slowing your character down. The [[Jetpack (Modern)|Modern Jetpack]] prevents all fall damage, without the need of slowing you down. However, if you lose your Jetpack, at a distance away from the ground, you will still take damage
+
The [[Cakepack]], [[Parasol]] and [[Duck (Mount)|Duck Mount]] prevent all fall damage, in a somewhat animated way, slowing your character down. The [[Jetpack (Modern)|Modern Jetpack]] prevents all fall damage, without the need of slowing you down. However, if you lose your Jetpack, at a distance away from the ground, you will still take damage.
   
 
Using [[Boo Blast]] will give you fall damage reduction, which is almost an immunity.
.
 
  +
Using [[Boo Blast]] will give you fall damage reduction, which is almost a immunity.
 
  +
In [[Papa Squid's Treasure]], all survivors are immune to fall damage.
 
</div>
 
</div>
 
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This immunity was added in v1.2.4.
 
This immunity was added in v1.2.4.
   
Holding ''E'' will negate melee damage and most effects.
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Holding "''E''" will negate melee damage and most effects. It will also mitigate damage from the [[Snowball]].
   
  +
Does not include damage from the [[Chainsaw]] as it has the ''Break Block'' trait.
Does not include:
 
  +
[[Chainsaw]]
 
  +
Whenever the [[Skellie]] blocks, they also receive immunity to most things, except fire and thrown projectiles.
 
</div>
 
</div>
 
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== '''Other Immunities''' ==
 
== '''Other Immunities''' ==
   
=== ''Admin Forcefield Immunity / God Mode'' ===
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=== ''Admin Forcefield Immunity/God Mode'' ===
   
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
The only person who has access to this immunity is [[User:PlaceRebuilder|PlaceRebuilder]].
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The only person who has access to this immunity is [[User:PlaceRebuilder|PlaceRebuilder]] and admins.
   
This immunity is only accessed by a command which will then put a forcefield on you. All damage will not affect you.
+
This immunity is only accessed by a command which then put a forcefield on you. All damage will not affect you but you may be affected by some [[Status Effects]], similar to the '''Forcefield Immunity'''.
   
Heavy abuse of this in R2D 2014 led to the decline of the latter.
+
Heavy abuse of this in R2D 2014 by hackers led to the decline of the game.
   
 
Video evidence can be seen [https://www.youtube.com/watch?v=2fT7k5lE6SY here].
 
Video evidence can be seen [https://www.youtube.com/watch?v=2fT7k5lE6SY here].
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So far, this immunity applies to:
 
So far, this immunity applies to:
 
* [[Lord Pumpkin Jr.]] (2016)
 
* [[Lord Pumpkin Jr.]] (2016)
* [[Chronos XI]] (Partially. This specifically applies to the Grenade and Pipebomb, but overall, it's just a glitch. The RPG, M202, X-Mas Launcher, and Airstrike are confirmed to still be effective.)
 
 
As explosives do high damage, this was added in so that they couldn't be defeated so easily.
 
As explosives do high damage, this was added in so that they couldn't be defeated so easily.
   
With this immunity, you cannot damage these mobs with:
+
With this immunity, you cannot damage these mobs with any item or weapon that causes an explosion that causes explosive damage.
  +
* The [[M202]].
 
  +
The [[Flakvest]] grants 80% explosive resistance, but not total immunity.
* The [[X-Mas Launcher]].
 
* The [[RPG]].
 
* The [[Tri-Blaster]].
 
* A [[Grenade]].
 
* A [[Pipebomb]].
 
* An [[Airstrike]].
 
* A [[Propane|Propane Canister]].
 
* A [[Firebox]].
 
* A [[Clockbomb]].
 
* A [[Steil Grenade]].
 
* [[Explosion (Ammunition Type)|Explosive Ammo]].
 
 
</div>
 
</div>
 
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----
 
----
   
== '''Removed Immunities''' ==
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=== ''[[Pipebomb]] Immunity'' ===
 
=== [[Pipebomb|''Pipebomb'']]'' Immunity'' ===
 
   
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
  +
This allows you to resist a [[Pipebomb]] and the way it forced you to go in its direction. This also applies to other repulsion/attraction items like the [[Phial of Galadriel]] and [[Clockbomb]]. This only applies to the [[Skull Champion]].
This is a scrapped immunity that was implemented on the [[Leaper]] before v0.6.8.
 
   
  +
Prior to v0.6.8, this was a scrapped immunity that was implemented on the [[Leaper]]. Additionally, some AIs aren't attracted to the [[Pipebomb]], though they aren't said to have '''Pipebomb Immunity'''.
This allowed you to resist a [[Pipebomb]] and the way it forced you to go in its direction.
 
  +
</div>
   
  +
----
Although removed, the Digger can be said to have it while digging.
 
  +
 
=== ''Trip Immunity'' ===
  +
  +
<div class="mw-collapsible mw-collapsed">
  +
This allows you to resist the tripping and knockback effect from any type of source (though not any damage associated with it). Currently this only applies to the [[Brute]] and [[Skull Champion]].
 
</div>
 
</div>
   
 
----
 
----
  +
  +
== '''Removed Immunities''' ==
   
 
=== ''Idle Immunity'' ===
 
=== ''Idle Immunity'' ===
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This was an unintentional immunity that applied to [[Idle]] mobs that existed from v0.9.3 to v1.0.2.
 
This was an unintentional immunity that applied to [[Idle]] mobs that existed from v0.9.3 to v1.0.2.
   
A mob, while in Idle mode, could not be stunned in any way, shape, or form. Knockback, however, still applied.
+
A mob, while in Idle mode, could not be stunned in any way, shape or form. Knockback, however, still applied.
 
</div>
 
</div>
  +
 
__NOTOC__
 
__NOTOC__
   

Revision as of 20:29, 8 May 2020

Summary

Immunity is a new feature within R2DA that allow a player or zombie to be resistant to certain aspects of the game.

Currently, there are 10 common types of immunity that can be found in-game.

Basic Immunities

Damage Immunity

This immunity was added in v0.6.1.

This can be triggered by:

  • Punching.
  • Kicking.
  • Swinging a melee weapon.
  • Blocking.
  • Drinking Panama Punch.

This grants immunity to the basic claw attack from the Normal Zombie, Ticker, Edgar and Swarmer but not much else.

All melees — except the Defibrillator — supply damage immunity.

During Rapid Infection, melee weapons do not grant their usual immunities. However, Punching and Kicking still do.

AI Edgars bypass the Immunity, meaning you will still get hurt in the process of using a melee.


Forcefield Immunity

This can be triggered though:

  • Being a survivor:
    • At the beginning of every round.
    • After being revived by a Defibrillator.
  • Being a zombie:
    • As a Brute (or Charged Brute) by holding Q at the expense of 20 energy per second.
    • As a Stalker by holding E at the expense of 20 energy per second.
  • As either:
    • By ranking up at any point in the round.

This grants immunity to most attacks except:

  • Being caught by an Edgar, Stalker or Leaper.
  • Being stunned and knockback effects.
  • Fire damage (if the effect is still there after the immunity wears off).
  • Falling out of the world.
  • Touching environmental hazards.
  • Frozen (for example by the Ice Gun or Ice Staff).

Prominent examples of environmental hazards include the surrounding terrain in Terminal Decay and scaling the cliffs in Mogadishu Transit. In v0.9.9, this immunity was extended to protect you from being knock-backed and from being tripped.

Chronos XI receives one whenever he uses Laser Storm and when the round initially starts. This prevents him from being killed too easily since he isn't directly attacking anything.

Similar to Godmode Immunity.


Vehicle Immunity

This immunity was added in v0.6.8.

Previously, by sitting down in the Helicopter, you became completely immune to damage. However, you were still vulnerable to:

At one point, this immunity was bugged allowing Normal Zombies to simply claw to kill survivors. This was fixed.

With the new helicopter (and the Bus, Stargate and Private Jet, when they were added), you are teleported to a stage where no zombies can reach you, basically making you invincible.

Entering the Subway Train, in Subway, will allow one to become immune to explosions from outside the train. This is similar to when explosions do not go through walls in No Mercy Hospital and Farmhouse.


Incendiary Immunity

This immunity allows these mobs to be resistant to incendiary damage and applies to:

This immunity also applies to survivors with the Firevest and Pumpkin Vest.

An Elemental is actually healed by most fires.Firevest and Pumpkin Vest users aren't immune to their own Molotovs or Jerry Cans.

Tickers used to be immune to the Flamethrower but are no longer immune after v1.3.4.


Knockback Immunity

This immunity applies specifically to a Brute against a Fire Extinguisher. If used in an attempt to push the Brute back, it won't work. The Forcefield Immunity also protects from knockbacks.

This technically also applies to the Elemental, but it usually kills it before any knockback is applied.

This also applies to the Skull Champion. It also cannot be tripped or frozen.


Trolley Immunity

This immunity was added in v0.6.4.

By sitting down, you become immune to a Brute's club. However, all other damage is still fair game.


Fall Damage Immunity

This immunity mostly applies towards the Jetpack. All zombies are immune to fall damage.

This was first used when the DEMO version of the Jetpack was introduced. This version of the Jetpack mitigated slight fall damage. However, if your arms started flailing, you would still take some damage. This trait was later updated, meaning the Jetpack was no longer immune to fall damage.

The Cakepack, Parasol and Duck Mount prevent all fall damage, in a somewhat animated way, slowing your character down. The Modern Jetpack prevents all fall damage, without the need of slowing you down. However, if you lose your Jetpack, at a distance away from the ground, you will still take damage.

Using Boo Blast will give you fall damage reduction, which is almost an immunity.

In Papa Squid's Treasure, all survivors are immune to fall damage.


Bone Sword Immunity

This immunity was added in v1.2.4.

Holding "E" will negate melee damage and most effects. It will also mitigate damage from the Snowball.

Does not include damage from the Chainsaw as it has the Break Block trait.

Whenever the Skellie blocks, they also receive immunity to most things, except fire and thrown projectiles.



Other Immunities

Admin Forcefield Immunity/God Mode

The only person who has access to this immunity is PlaceRebuilder and admins.

This immunity is only accessed by a command which then put a forcefield on you. All damage will not affect you but you may be affected by some Status Effects, similar to the Forcefield Immunity.

Heavy abuse of this in R2D 2014 by hackers led to the decline of the game.

Video evidence can be seen here.


Explosive Immunity

So far, this immunity applies to:

As explosives do high damage, this was added in so that they couldn't be defeated so easily.

With this immunity, you cannot damage these mobs with any item or weapon that causes an explosion that causes explosive damage.

The Flakvest grants 80% explosive resistance, but not total immunity.


Melee Immunity

So far, this immunity applies to:

Melee weapons do not affect these bosses. You can still kick and punch, though.


Pipebomb Immunity

This allows you to resist a Pipebomb and the way it forced you to go in its direction. This also applies to other repulsion/attraction items like the Phial of Galadriel and Clockbomb. This only applies to the Skull Champion.

Prior to v0.6.8, this was a scrapped immunity that was implemented on the Leaper. Additionally, some AIs aren't attracted to the Pipebomb, though they aren't said to have Pipebomb Immunity.


Trip Immunity

This allows you to resist the tripping and knockback effect from any type of source (though not any damage associated with it). Currently this only applies to the Brute and Skull Champion.


Removed Immunities

Idle Immunity

This was an unintentional immunity that applied to Idle mobs that existed from v0.9.3 to v1.0.2.

A mob, while in Idle mode, could not be stunned in any way, shape or form. Knockback, however, still applied.