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Black-Wonder Zombie Survival Part 1: The Guide For Medics / Zombies

Mr. Walker

Gore-Spattered
Joined
Nov 8, 2019
Messages
259
Hello it is I, Mr. Walker, former no. 1 player of Black-Wonder Zombie Survival U.S, here on today to help you learn the basics of how medics work and what you really want to learn, in-short you'll learn almost everything for medic / zombie so you know before or afterwards so you don't get confused much as to what to do.


To start off, I'm going to look at medics first since its shorter I think... so here we go!


What is your main objective of being in Blu team / zombie medics?

Well the objective of being in Blu team is to kill everybody on Red team, a.k.a the human team, every engineer that has been killed off dies then becomes part of the zombie team and once every engineer has been killed off, you win the round!


Whats a Juggernaut?

A Juggernaut is a green-colored medic, they have special features such as Damage Resistance, Seeker, Warden and Leaps / 2nd Leaps.


Whats a Warden?

A Warden is a yellow-piss-colored medic, their main ability is warden, they have seeker, and leaps / 2nd leaps.


Juggernaut: How does damage resistance work?

Damage Resistance is a feature exclusive to ONLY Juggernaut medics, the way a Juggernaut medic gets damage resistance is simple, when a Juggernaut / green-medic is close to a nearby medic of any sort, he gets +10% damage resistance for every 1 medic that gets close to him, the max resistance you can get as Juggernaut is 65%, meaning to get the max high-damage resistance, you'd need to get 5-6 medics nearby you, another important thing to know is that if a medic leaves you or is away from you, you lose -10% of that resistance, so every 1 medic that leaves you if you had resistance, it'll go downwards by -10% all the way to 0% which is no resistance.


Seeker: What is it?

A Seeker is a feature exclusive to only Juggernauts and Warden medics, plain normal medics don't have the Warden ability, Seeker and Damage Resistance but they still have normal Leaps / 2nd Leaps, Seeker is simple-to-understand and use as it's basically like a tracking device.

Seeker: It's purpose?

Its a Cold-to-Hot meter that tells you if you're near or close to a engineer, the meter begins at Cold which means no engineers are present nearby, Cool is when you're mildly far away from a nearby engineer, Warm is when you're almost near a engineer, and Hot obviously means a engineer is right by you or around you in your present location or around, it helps you find or track down a engineer.


Warden: What is it?

A Warden medic has a special ability, the Warden (yeah it's basically a medic teleport), it allows a medic to teleport up to 4 medics at his current physical location from anywhere on the map as long as he's on piece of ground and near a engineer, to use the Warden ability, first you need to be close to a engineer, your seeker can tell you if its cool which means you're sort of close to a engineer, when the Seeker meter reaches Cool you can teleport medics, and make sure to avoid being hit by anything because your cool-down (even if it's ready-to-use) can be pulled back by 2 seconds for each time you get hurt by a engineer.

Warden: It's purpose?

You can teleport medics by calling medic via pressing the "E" key or Z+1, it helps you get medics to a spot of any sort you need help to defeat a engineer inside or outside of something, helps with team-coordinated pushes, or you could be a dick and use it on 1 engineer.


Leaps: What is it?

The Leap is the server's most defining ability, a Leap is a feature that allows the user to be launched in the air for extra mobility and allow them to get into brand new areas accessible, it allows for greater mobility, a nifty escape-tool in any given situation, so how to use the Leaps you ask, well first you have to jump, then M-2 / right-click on your mouse to be launched by the Leap. You have to jump to use Leap, or be in midair to activate it, Leaps do not go in 1 direction and neither does it in midair movements, it functions as a instant thermal thruster-like boost, meaning you can aim yourself in the direction to be launched by your Leap, you can strafe with the leap, move alongside with the leap, crouch while leaping, go crazy and go stupid with leaps.

Leaps: It's purpose?

They can be used defensibly to run away easily from being killed, or offensively by hitting a engineer while in a leap much like the market garden, although beware that the cool-down for a regular single leap is 8 seconds, so don't always be wasteful of it. Leaps have a special damage ramp-up for how long you are in the air, lets say if you leap into a engineer in a short amount of time like below 2 seconds, you would only do a mini-crit with is slightly more damaging than a normal 1-swing melee hit, leaping into a engineer for 2.8+ seconds will usually make them lose around half their health and it greatly increases your chances of defeating them, leaping into a engineer for 4 seconds (which by the way is rare) will result in a instant kill crit.

Leaps have a special randomized chance of slowing down your target's running speed so you can chase them down way more easily and finish him off. Leaps have ANOTHER thing, knock-back, when leaping in midair longer than 2.8+ seconds then hitting a engineer, they get huge knock-back, pushing extremely far off in any direction or angle, this can be used to get rid of a engineer off a spot easily, or you can just comically send them flying off into a environmental hazard, this applies for 2nd Leaps too in which we'll get too... now.


2nd Leaps: What is it?

A 2nd Leap is a bit tricky to explain, you see, when you use a regular-singular leap, you get a cool-down of 8 seconds, now the way you can use your 2nd leaps goes like this, do NOT use your singular leap at all, doing so will reset your 2nd leap cool-down as well which is 36 seconds long, the cool-down for 2nd Leap is below the singular-Leap cool-down, wait 36 seconds to use a 2nd Leap, what its supposed to be is a leap after a leap, you can use a leap in midair then use ANOTHER same-distance leap again, this is used to help medics defeat a engineer that is in a spot that is normally unreachable or harder with 1 leap.

2nd Leaps: It's purpose?

In-short again it is a tool to assist a medic to defeat engineers in a Jetpack-like god-spot, but since it is a double-length leap you can use it to go to places even faster, or use it offensively in moments, 2nd Leap has a special, situational and very useful quirk when using it upon engineers that can close-to-each-other, call it the "Nuke", a Leap Nuke can happen regardless of which leap you decide to use both singular and 2nd Leaps, a Nuke's purpose is to damage and send the same leap damage sent to 1 engineer to a large cluster of engineers if they're close to-one-another in any circumstance, this can be extremely useful if many engineers are using a god-spot or in a colony out in the open.


Black-Wonder Zombie Survival Server I.P's:

85.117.240.8:27160 (U.S server)

78.159.100.199:27010 (B.W server)

206.221.183.218:27160 (N.Y server)


Thank you so much for reading this guide for medic, see you in:

Black-Wonder Zombie Survival Part 2: The Guide For Engineers / Humans
 
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