Suggestions for The Emo.

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Rico[CotC]
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Suggestions for The Emo.

Post by Rico[CotC] » Sun Jan 16, 2011 2:50 pm

Last night was amusing in that I finally got what people were saying about The Emo. I think The Emo is a great zombie, and I only have one tweak I'd make. The power on the explosion should be inverse to how long The Emo has just been invisible.

So, if The Emo has just been invisible, and reappears to detonate, the damage done should be small - like a single shot from one of your own team mates. But if the the time has been greater than 5 seconds, he gets full power. This way, The Emo cannot become a walking Claymore. Already, a single human-controlled Emo can pretty much control a map to stalemate. If the zombies have a human-controlled Grey Dude, Emo, Anarchist and Witch, they can win over and over.
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Re: Suggestions for The Emo.

Post by Dog » Sun Jan 16, 2011 2:54 pm

The Emo's power decreases as you shoot him. Even one shot will reduce the power considerably.
After they spawn (stop being invisible) there is a two second gap before they can use it.

I'll look at the code and see if it can be worked in.
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