|
| 08 Dec 2012 04:39 PM |
RULES: Each zombie has 100 life and goes about at an average speed (I think a medic is the average.). They come in large groups and their numbers increase as time goes by. The map is 2Fort and the entire RED team is stuck in their base and cannot leave. The zombies will continue to come in increasing numbers untill every class dies. They only have melee, do 25 damage per hit and hit about as fast as the spy.
All classes have default loadouts and a limited amount of ammo. They cannot go into the resupply rooms. They cannot grab health packs, and only the medic can heal them. They cannot get extra ammo except from dropped ally weapons. They cannot hurt.
In what order would the classes die, in your opinion? |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 04:40 PM |
Medic.
*amputator taunt*
Bye. |
|
|
| Report Abuse |
|
|
| |
|
jonny1367
|
  |
| Joined: 04 Jul 2010 |
| Total Posts: 33252 |
|
| |
|
|
| 08 Dec 2012 04:41 PM |
Demoman
~"In some states, jacking off is illegal"-Billy Mays |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 04:42 PM |
Engineer.
What are zombies gonna do to a Sentry?
Scratch its paint? |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 04:42 PM |
My thought was that pyro would last longest too.
Plus, I said standard loadout, so the amputator wouldn't be allowed. |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 04:43 PM |
Toasted
Remember you can't get extra ammo except for from enemy weapons. Unless he is able to grab a bunch early, he would get overpowered. |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 04:45 PM |
its a matter of the player.
i think the scout would,because if they all moved at average he could just run away the second one i would say engie
I BEG YOUR MERCY TIME BABY |
|
|
| Report Abuse |
|
|
jonny1367
|
  |
| Joined: 04 Jul 2010 |
| Total Posts: 33252 |
|
|
| 08 Dec 2012 04:45 PM |
| Again guys, the Pyro can hit large groups of zombies at once. |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 04:48 PM |
Scout would last a while untill the numbers got too big and then he would get cornered. Then its game over.
Engineer could last indefinetly if he made a sentry (I think I forgot to say dispensers gave half of their original output) and sat in one of the choke points. But if he didn't get that quickly he would be one of the first to go.
|
|
|
| Report Abuse |
|
|
taj2cool
|
  |
| Joined: 26 Jul 2007 |
| Total Posts: 14674 |
|
|
| 08 Dec 2012 04:53 PM |
1. Scout (Runs fast, but could get easily killed by outnumbering zombies) 2. Engineer (Would be too slow to make a sentry if he gets outnumbered) 3. Heavy (His big-of-a-fire-rate minigun makes him lose ammo faster) 4. Medic (He can heal himself, but that takes too long and his guns do little damage) 5. Sniper (His sniper rifle might be tough, but zombie could kill him from the behind) 6. Soldier (He's a slow walker and only have 4 clips of rockets in his RPG, wouldn't make him survive unless he's good at aiming with shotgun) 7. Demoman (His grenade launcher has a good fire rate with good clip size, but lacks accuracy when running and could use sticky bombs as defense, which would last him longer.) 8. Pyro (Well, he can put zombies to flame, and it's true that zombies can die easily just by being burnt, but he would need more gasoline, which would mess him up) 9. Spy (All he needs is cloak and dagger he's good for the rest of the zombie apocalypse)
|
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 04:55 PM |
@Taj
Standard loadouts, so no cloak and dagger. |
|
|
| Report Abuse |
|
|
taj2cool
|
  |
| Joined: 26 Jul 2007 |
| Total Posts: 14674 |
|
|
| 08 Dec 2012 04:57 PM |
@ phil
I didn't read that, I guess Demoman replaces spy. |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 05:03 PM |
They attacked in sort of waves, so it would be like, 1 zombie first round, then take that times two for each round.
If they were smart and used melee only for the first few rounds, they would be Ok for a while. |
|
|
| Report Abuse |
|
|
sdfgw
|
  |
 |
| Joined: 08 Jan 2009 |
| Total Posts: 41681 |
|
|
| 08 Dec 2012 05:04 PM |
| pyro wins with the controversial S+M1 |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 05:06 PM |
@SDFG
But when M1 runs out of ammo? |
|
|
| Report Abuse |
|
|
sdfgw
|
  |
 |
| Joined: 08 Jan 2009 |
| Total Posts: 41681 |
|
|
| 08 Dec 2012 05:07 PM |
hmm
wait
nevermind it's obvious
half-zatoichi
two hits to kill, full heal on a kill
zombies got nothing |
|
|
| Report Abuse |
|
|
dribson
|
  |
| Joined: 30 Jan 2010 |
| Total Posts: 13635 |
|
|
| 08 Dec 2012 05:09 PM |
| Scout just battin' a thousand (slightly deteriorated skulls in). |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 05:10 PM |
Standard loadouts, people.
No half zotachis, no infinite-ammo weapons, Nothing but standard loadout. |
|
|
| Report Abuse |
|
|
sdfgw
|
  |
 |
| Joined: 08 Jan 2009 |
| Total Posts: 41681 |
|
|
| 08 Dec 2012 05:12 PM |
@phillips:
i can't read
fine then
engineer
a level 2 sentry (level 3 is just 2 + rockets) can take out 100 hp in less than a second |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 05:15 PM |
Yea, I think most of us agree on engineer.
If A few of them died and the remaing, say, four went down to the intel room with the engineer they could last untill everyone's ammo ran out. |
|
|
| Report Abuse |
|
|
sdfgw
|
  |
 |
| Joined: 08 Jan 2009 |
| Total Posts: 41681 |
|
|
| 08 Dec 2012 05:16 PM |
1) build dispenser 2) wait a few seconds for 30 more metal for sentry 3) build 4) ??? 5) profit |
|
|
| Report Abuse |
|
|
|
| 08 Dec 2012 05:18 PM |
@Sdfg
Its half of the output for dispensers, but still, thats a basic strategy. |
|
|
| Report Abuse |
|
|
sdfgw
|
  |
 |
| Joined: 08 Jan 2009 |
| Total Posts: 41681 |
|
|
| 08 Dec 2012 05:18 PM |
"Its half of the output for dispensers"
i'm sorry what |
|
|
| Report Abuse |
|
|