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Zombie Survival

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    Zombie Survival

    Build your fortifications and survive the zombie apocolypse.



    Gamemode Summary

    Red team is engineers, and they have to survive against the blu team, compromised of medics. If a red is killed, they're infected and will be moved to the blu team.

    Survivors are able to pick from a list of perks that will give them certain upsides, which come with downsides. The last surivor on the red team will gain passive ammo, metal and health regeneration, and a 15% speed boost.

    Zombies are restricted to melee only, but will have access to a 'leap' ability, letting them pounce on their enemies.

    Survivors win if they survive until the round timer runs out, and Zombies win if they kill every last surivor.



    Special Rounds

    Every third round, a special round will be triggered, indicated by a guitar riff. A randomly selected modifer from one of the below will be made as that special round.


    Randomized Perks

    Survivors will be given a randomized perk from the perk list that cannot be changed.


    RTD

    RTD (Roll the Dice) is enabled for the round.


    Low Gravity

    Low gravity is enabled for the round, allowing one to fly with the Jetpack perk, or with the zombie's leap ability.


    Crit-Only

    Everyone is permanently crit-buffed for the whole round.


    No Cooldown

    All perk ability cooldowns are removed for the round, including but not limited to Jetpack, and the zombie's summon and leap abilities.


    Classic

    Survivors are forced to use Default as their perk while zombies have their leap ability disabled.


    Blood Brothers

    Players are linked to a player on the opposite team and given the prevent death condition allowing them to survive on 1 hp, however if the linked player is killed the buff is removed prematurely.


    Vampire

    All damage dealt is returned as hp for the whole round..


    King

    One survivor is given the King Perk and must be protected, if the King dies, Zombies win..


    Cloaked

    Survivors are stripped of their weapons and made permanently invisible throughout the entire round, yet still have access to perks..


    Frenzy

    On Kill: Players receives a +50% movement speed boost for 10 seconds.


    Texas Holdem

    Survivors are forced to use Texas Style as their perk.


    Jetpack Joyride

    Survivors are forced to use Jetpack as their perk.


    Social Distancing

    Survivors are forced to use Lone Wolf as their perk.


    Ice Age

    Survivors are forced to use Freezer as their perk.


    Blast Off

    Survivors are forced to use Pusher as their perk.



    Special Zombies


    Juggernaut

    At the beginning or during a round, a random zombie will be selected to become a Juggernaut, with a maximum of 6 at the same time. Once a zombie becomes a juggernaut, their player model will turn green. Juggernauts gain three special abilities over regular zombies.


    Juggernaut Resistance

    Damage resistance that increases by +16% for each zombie nearby, up to a maximum of 70%.


    Rage

    Extra damage vs engineer buildings and engineers.


    Seeker Temperature

    Once half the round timer has elapsed, special zombie will get an indication of whether survivors are nearby with a temperature indication on their hud. 'Cold' means no survivors are nearby, and the listed temperature will get warmer as a survivor gets closer.


    Warden

    At the beginning or during a round, a random zombie will be selected to become a Warden, with a maximum of 3 at the same time. Once a zombie becomes a warden, their player model will turn orange. Wardens gain two special abilities over regular zombies.


    Summon

    Calling for medic will give other zombies a menu, where they can accept or decline a request to teleport to the warden's location. Taking damage will reset the warden's summon ability cooldown.


    Seeker Temperature

    Once half the round timer has elapsed, special zombies will get an indication of whether survivors are nearby with a temperature indication on their hud. 'Cold' means no survivors are nearby, and the listed temperature will get warmer as a survivor gets closer.



    Survivor Perks

    Before the round starts, survivors get a menu with a list of perks they can choose from. Currently, there are 11 perks in the game.


    Default: No upsides, but no downsides as well. Just the run-of-the-mill engineer trying to survive the zombie apocalypse.


    Attack Perks

    Lone Wolf: A passive buff that provides engineers with a +35% damage bonus, but disables building, and reduces damage dealt by nearby engineers.


    Texas Style: A passive buff that grants increased damage and speed, but restricts the engineer to melee only.


    Defense Perks

    Berserk: A passive buff that causes the engineer to ignore 30% of juggernaut's damage resistance, at the cost of doing less damage against normal zombies.


    Empowered: A passive buff that increases damage dealt against regular zombies, at the cost of dealing less damage against juggernauts.


    Movement Perks

    Jetpack: Grants an active ability to the engineer that allows him to leap like zombies, but disables building entirely.


    Battery Jetpack: Grants the same ability as Jetpack, but can store up to two charges, in exchange for slower recharge and no buildings.


    Sneaky Pardner: Grants an active ability to the engineer that allows him to go invisible, and deal double or triple damage to zombies from behind, but disables building entirely.


    Support Perks

    Freezer: A passive buff that gives damage dealt against zombies an additional debuff effect, causing zombies hit to take 25% additional damage and lose their ability to leap, at the cost of reduced damage against regular zombies.


    Pusher: An active buff that, once charged, gives damage dealt against zombies knockback, at the cost of less damage against juggernauts.


    Amplifier: An ability that recharges nearby teammates cooldowns by a couple of seconds, but cooldown of the user resets when hit by a zombie.



    Weapon Rebalances


    Engineer Primaries

    Shotgun: Unchanged.

    Frontier Justice: Crits awarded vary on building level when destroyed by zombies.

    Pomson 6000: On hit: Increases zombie leap cooldown by 3 seconds, double for second leap.

    Panic Attack: +50% increased clip size.

    Widowmaker: -15% slower firing speed.

    Rescue Ranger: On hit: 2 seconds of bleed.


    Engineer Secondaries

    Pistol: Unchanged.

    Wrangler: When active: +40% damage resistance.

    Short Circuit: Unchanged.


    Engineer Melees

    Wrench: Unchanged.

    Gunslinger: Every 2 kills grants a crit, which can be stored.

    Southern Hospitality: -10% slower firing speed.

    Eureka Effect: On teleport: Consumes 65 metal.

    Jag: +10% movement speed.



    Zombie Weapon Rebalances

    Bonesaw: Unchanged.

    Ubersaw: On hit: Reduces leap cooldown by 4 seconds, double for second leap.

    Vita-Saw: On hit: Gain organs. Each organ reduces leap cooldown by 20%.

    Amputator: Unchanged.

    Solemn Vow: +20% damage bonus against engineer buildings.

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