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So, has anyone used this yet. Threenines bought the Necronet skills but he's asleep and nowhere near a necrotech building. Anyone checked out this new mighty power yet?
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quote:Originally posted by jonesy999: So, has anyone used this yet. Threenines bought the Necronet skills but he's asleep and nowhere near a necrotech building. Anyone checked out this new mighty power yet?
No - but looking on a forum the building needs a generator running (something I threw away in favour of gunzz).
Seems you get a map showing local zeds that haven't been extracted and it costs 20AP to manufacture a syringe.
We should try in the building next to Sanson and the library - if someone's got a Genny.
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What a fuckstick, eh? I've just fueled up the generator and got it running. As I clicked FUEL CAN, I realised, Sanson isn't a necrotech building. Gr8.
I think by the time you factor in all the other crap the random number generator throws up - and the AP you waste - when all you want is a syringe 20 AP might be a better deal for a guaranteed result, marginally.
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Well, after all that aggro, there's already a generator up and running in the bloody Maine building. So, if you've got the necronet skills, Badger, pop next door and show us what it can do.
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quote:Originally posted by jonesy999: Well, after all that aggro, there's already a generator up and running in the bloody Maine building. So, if you've got the necronet skills, Badger, pop next door and show us what it can do.
What can I say? I went, spent 20AP in a nanosecond and now have a shiny new MKII syringe.
The necronet net thing to show you a Map of already scanned zeds seems spectacularly pointless at first glance.
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So apart from being able to make syringes for about the same amount of points it takes to find one, what does this machine do? Tell you how many zombies there in a suburb?
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The necronet syringes can also revivify zombise with brain rot which the syringes you find - rather than manufacture - can't.
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quote:Originally posted by Thorn Davis: The necronet syringes can also revivify zombise with brain rot which the syringes you find - rather than manufacture - can't.
Aaaaah! Well, that is useful, I suppose. If you're into combat-revives.
quote:Originally posted by Thorn Davis: The necronet syringes can also revivify zombise with brain rot which the syringes you find - rather than manufacture - can't.
That could come in pretty handy for barricade breaches. Stick them and then dump the bodies before they rise up.
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I guess they need to spend 10 standing up - and you can do them in a single strike when things get tough. Under the right circumstances, that could be useful...I think.
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It obviously isn't that good. 30 seconds later he added:
quote:Hugoku said "Crap, infected. Anyone?" (01-19 14:33 GMT)
And for me...
quote:
The zombie's bite was infected! (You'll now take 1HP damage for every action you take, except speaking. Infection can be cured with a First Aid Kit.) (01-19 14:34 GMT) A zombie attacked you for 4 damage. (01-19 14:34 GMT) You lost 1HP to your infection.
You fire at the zombie for 10 damage. Their flak jacket absorbs 2 points of that damage. They drop to 42 HP.
quote:Originally posted by jonesy999: I guess they need to spend 10 standing up - and you can do them in a single strike when things get tough. Under the right circumstances, that could be useful...I think.
Could it?
Dunno - I haven't done the numbers but many people on the siege seem to think it's AP inefficient.
A zed with ankle grab that isn't headshot only needs 1 AP to stand up. Headshot makes it 6 I think.
The real threat is that now any zombie that has been scanned is now trackable from powered NT buildings, making them not only valuable for revival but also intelligence gathering on zombie movements around Malton. This can pose a new set of challenges to groups as they plan and approach targets. Of course this implies that the Breathers will actually use these new tools efficiently, which as of late they have yet to do...
No, the real threat is this:
Quote from: grim s on Today at 08:06:37 AM
Now that this has happened, people are just going to make their revive point in debarricaded NT buildings, power them up when the group is ready for a mass revive, and there is no way we zombies can possibly stop you from reviving your dead, thus destroying a vital zombie strategy, the one that prevents the humans killed one day from appearing in the same building the next day as if nothing had happened.
.........................
On the basis that anything that pisses this famous Zombie whinge-bag/striker off must therefore be good for humankind - perhaps this new development is better than it first seemed.