Abominations and where to strike them.

nametagg0
nametagg0
Unicorn Overlord
Joined Jan 2016 Posts: 4,745
edited 19 Nov 2018, 1:41AM
written in association with @drag0nsun , @ErwinRommel2016 ,@HotSausage , @MX36 and @adel_50
themetic tunes
bitsymphony-FFIX - Final Battle (Necrons Theme)
cod zombies-"mob of the dead"
highschool of the dead op [1]
 NIVIRO - The Ghost -
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                                                                             Abbreviated history of the plague
Operation: Undead Harvest-
 DR.Zechariah Kane develops a serum that brings the dead back to life but is beaten back thanks to the use of early forms of the eastern horde`s fire tech.
Operation:death from below even vid: Kane`s forces grow stronger due to an update in their plague`s formula and now invade the sector
[chat log unavailable]
Operation unholy alliance event vid: Corpus and Kane have joined forces to invade the sector,Corpus goes on to betray Kane`s Forces resulting in the death of Dr. Zephaniah Kane
[chat log unavailable]

-in between these 2 were seemingly isolated Zombie raids upon Ryu-Kai bases, the factions join in these attacks to gain fire tech from the remains of the base-

Operation Resurrection event vid: Kane`s Forces begin to move in larger numbers and their attacks more frequent, the factions equip fire tech to find out who has been producing the latest waves of the undead

*introduction of the rocket zombie, single use zombies, and the factions develop toxic offenders, zombifiers and anti-zombie serum for their troops.
Resurrection: The Disappearance of squad 254


Operation Meltdown:
 [Video file corrupted]
Today in the WC universe; Operation Meltdown chasing after Hannible
Today in the WC universe Operation: Meltdown, Deena`s Saviors. [see 80]

It is revealed that during his years of captivity Mutoto had met with individuals who "know things" and eventually came to own a vial of the serum, however this vial is smashed during an encounter between Mutoto and Hannible leading to the return of kane

Operation:Burning Dead
Today in the WC Universe during Operation: Burning Dead The Infiltrator From Within
Today in the WC Universe during Operation: Burning Dead Corpus' Buried Secrets

After reviewing more footage in the prison mutoto was held in, it is shown that those that worked to get him the viral and likely to assist in his freedom wore corpus uniforms, leading to distrust between the factions. 
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                                                                                                             Faction Traits

IMPORTANT: kane is different in the sense that not all faction traits apply to every unit.

*sweeping blows- though their range is limited zombies are capable of whacking those that are clumped together to tight
*relentless approach- upon being damaged the zombie enters a provoked state, increasing its speed
*endless ranks of dead-zombies spread the plague status effect upon contact,producing "contaminated last stand defenders" [CLSDs} note drones are unaffected
*Burn Them All!!!- zombies take X6 damage from fire based attacks (see status effects for list)
*Vat of Redundancy-zombies are immune to the effects of plague and fire zombies replication.
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                                                                                              types of infected 
Troops:
Crawler

occasionally spawned from the corpses of other infected, zombie missiles,and units killed while the plague is affecting them
Is slow and has low health
due to a lack of...half its body there is only vary slight changes between provoked and unprovoked states
can spawn as a CLSD
range 40?

Facehugger

spawned from eggs
kills infantry in one hit
cannot target vehicles
speed ? (above 3?)
has no provoked state
*ignores absorption

Berserker 


most common form of infected, it has low health but appear in great hosts
speed 1.2
Range-40
can spawn as CLSD
- only seen in large groups 
spawned from boss zombie deaths

Can also be a"Unknown zombie" or "Strong zombie" which looks the same but has stats more similar but lower than a walker
while both have higher health than a standard Berserker strong zombies are typically higher level than unknown zombies.

Walker

A tougher variant of Brawler capable of dealing and receiving an increased amount of damage
Speed 1.2
range-40

*can be a "sleeper" or "sleepwalker" who appear as dead bodies. (use B to quickly scan for such traps)

while sleepers remain on the ground sleepwalkers start as sleepers and turn into walkers as a provoked state.

Boomer

speed 1.2
explodes upon contact (40 range)
^said explosion means that boomers are unable to bite and therefore cant spread the plague
spawned as a CLSD

Burner

vs air range is ~125
speed: 3
*attacks by throwing fire ball
*takes highly reduced damage from fire
*vulnerable to ion and bullets
*anti air attack dodged with speed 2.5+

Fast Attack:

Hellhound

the result of when a dog becomes infected these specimen serve as a scout role in kane`s ranks
identified by its red fur
range=20
speed 5.6

Runner

As the name suggests this variant sprints at speeds much faster than its kin,
 with its unprovoked dash reaching 3.5 and its provoked being ???
spawned from carriers
range=100
*can be put in bunkers

similar to the runner is the "Toxic Offender" which boast more health and damage


"little monster"


a faster, smaller version of a juggernaut, while still boasting similar durability, it is recommended to prioritize wiping out this variant before others


Ranged Support:


Carriers

*humans infected with the virus that haven't fully mutated, upon death turn into a zombie variant
*uses stats similar to the units they look like, with prisoners being operators.
*primarily use sustain with occasional burst.

Spitter
Spitter Zombie-Animated
*spits acid that counts as multiple projectiles (ignores corpus buff) over a wide area
*targets both ground and air and missiles.
*Range=450-500
*speed 
*spitter goop can be dodged with units of speed 4.6+
*area damage

Rocket

*A zombie outfitted with a cannon, serving as a dedicated AA platform for kane`s forces
*the cannon it wields is extremely powerful as only 6 rocket zombies can flounder even the sturdiest of heralds
*fires tracking rockets with a minor bit of splash
*speed 1.2
*Range=450
*can be in bunkers
*burst damage

Catapult

*launches 6 walkers at once
*extremely slow reload (30s)
*range= 350-700

Hunter (jumping zombie)
Image result for hunter gif l4d
*speed 3 before jump
*is a zombie that leaps large distances to quickly close the gap between it and its prey.
*once it has jumped rail-guns in our base are unable to target it.
*jump not affected by ds?
*can be in bunkers
*despawn after jumping, re-spawns as walker


Tanks (role, not vehicle)
:

Juggernaut (aka Boss zombie or Kane Tank)

Zombie-Jug
*a vary tough variant comparable to a tank,
*its decreased turning speed but strong punch means its better to go around than through 
*speed 1.2-???
range-80
spawn from carriers.

Thorium juggernaut

The result of thorium experimentation by kane thorium Juggernaut are naturally tougher than the standard Juggernaut but far more rare.
range-80?
*resistant to flame attacks
speed-?-?


Korpscrawler (plague class widow-maker)
spawns spitters
*area damage
---------------------------------------------------------------------------------
                                                                                                       Kane Facilities 

Gass building


a defensive style building comparable to that of the orbital hammer that releases gas onto the battlefield, infecting anything it touches with the zombie plague
pool is ~100 range across in size

*plague grate*

*can spawn flaming zombies independently.
*3 seconds off, 6 seconds on.

egg

upon destruction these eggs produce a fast zombie for the forces of kane that does Massive damage to infantry, those zombies are however unable to target vehicles it is best to use vehicles to engage these.
https://www.youtube.com/watch?v=_QPhQSmKZAg

kane research building

this is a building like the egg, spawns zombies when destroyed however the zombies dont always fight for kane and usually end up working with us

Corpse factory/corpse pile/grave-site

*runners and flamers

*base and boss zombies

 these "buildings" often are spawning pits for the infection allowing more zombies to be made as time progresses, making another wave of zombies every 10 seconds an allied unit is on the field

Image result for free to play vs pay to win gif

"the optimist looks up and loses his footing.
  the pessimist looks down and loses the path
  the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,745
    edited 2 Nov 2018, 11:39PM
    ------------------------------------------------------------------------------------------
                                                                                                 viable countermeasures 
    CHALLENGE MODE. 


    Though they're not the newest or most durable fire weapons on the field the ryu kai have the most resiliant fire weapons ever released as even after all this time they are still usable against zombies (best when partnered with other factions.)

    torch/scorcher-glass cannons- while their damage against kane`s forces is still usable their health isnt as much so, best to keep them firing from a distance
    Ronin-command- provides a buff to other ryu kai units while also dealing significant damage on its own.
    ONI MK. II-kamikaze-fixed wing aircraft that almost always hits its target due to its speed  but almost always dies doing so due to its health.
    Zombies track


    Zombie
    The most common zombie to obtain, and gathered in large numbers to be spammed at enemies, is the best to use when cannon fodder is required.
    -100 cap

    Walker
    a more elite version of a walker capable of dealing more damage then the standard zombie
    -100 cap

    Flame zombie
    a multi use zombie that can target both air and ground
    can tank in fire heavy armies
    -100

    Runner
    the fastest variant, it is best to use this when you have a short opening of time to complete an objective or need a sacrifice worth more than a zombie
    -100 cap

    Leaping zombie {hunter}
    Tired of your boring old runners not being faster then bullets? try the new hunter capable of leaping into swinging distance faster then the other team can shout "what in the F^@%"
    *is untargetable by railguns after jumping*
    -100 cap

    Boss zombie
    the toughest zombie at your disposal its best to use this as a tank when other zombies wont survive to get where they need to.
    -100 cap

    a zombie comparable to the nemesis in durability that is given free at the start of zombie tracks


    Rocket zombie
    this is the dedicated aa zombie used primarily against herald but if you keep it protected
    -100 cap

    *spitters
    long range rapid fire zombie that is extremely slow but vary powerful (spawned from ally buildings)


    Catapult
    In times where you just cant seem to make it to the front no matter how fast you run, just try to be thrown over it.
    -500 cap

    Zombie Missile:
    The zombie missile is an untargetable missile that does poor damage but spawns out several zombies and crawlers upon reaching its destination similar to a merc drop pod, making it useful for reinforcing the front line or attacking from multiple directions. 
    100 missile capacity
    Name-Combat role- Gist on use
    Spoilers=reasons for removal.
    -fire tech can be applied to unit.


    *buff advantage; due to the number of zombies present survivors are able to fill their bloodlust quickly making them highly effective at combating the undead.

    Liberators+Weaver-buffer/sheildline- due to the large number of them that can be deployed, along with their reletive effectiveness when supporting other survivors units and ability to get anti-virals the liberators are adequate at taking down smaller kane bases

    Sharpshooter
    -long range support- capable of 1 shotting any zombies that arnt runners or tanks.

    Breachers+Skipjack
    -cheap street-sweepers- with their fire tech and at least one in their group using carrosion breachers become highly effective at clearing large groups of zombies,

    Romero
    -expensive street-sweeper-hes a big man with big guns, able to outrun any zombies ans outgun anyone hes paired with.

    Technicals+Kyle-primary combat unit-having been built specifically to topple the undead menace it is highly unlikely that a tech will fall to their hands

    Hammers+Roland
    -role-hammers are purpose built to take out crowds and to crush anything that isnt blown to bits by its cannon, get a pair of them and melee class zombies will pose little threat

    Siege Squadron.-unit production- ravagers do surprisingly well against the undead horde given their famously short lifespan, often allowing the survivors to overwhelm kane with their numbers

    Cautionary
    :
    Gunships-
    air support- while it struggles to damage many special variants of the undead its tanking abilities are quite useful and make it great when paired with bonesaws [note due to a lack of a way to test with single use we dont know how well spitters or burners do against gunships]
    Bonesaws-air support/glass cannon-while it can do good damage against zombies most aa zombies will be quick to put them down, best used when paired with gunships.

    x-ed
    *detontor: with a mix of disappointing damage and its mites spawning more zombies the detonator is more likely to hurt your cause than giving it any real benefit. 

    Disruptors-disappointing damage on the whole with few redeeming qualities. 

    War Rig-clean up/move and shoot-while the war rig can be somewhat redeemed without the war rig being a high level it is likely that it will just be swarmed by zombies and destroyed with little results,it is also known to struggle with boss variants, its job is mostly better left to the technical to perform.


    Spartans
    -main infantry-due to their fire tech and splash Spartans often find themselves warding off large clusters of zombies with relative ease, though special variants may give them difficulty.

    Cerberus
    -buffer/sheildline-due to their drones being immune to the plague Cerberus are one of the most effective tanking unit for getting zombies clustered together for another unit to clear the swarm.

    Phalanx-primary battle unit- due to kane`s weakness to move and shoot units the phalanx finds itself being highly effective against most zombie breeds.
    Darkstorm-main/supporting battle tank-with the capacity to kill the majority or zombies in 3 or fewer shots with its flame tech and reduce the range of ranged zombies the darkstorm quickly shows itself to be one of the top battle tanks once again.

    Appollo+Oren-expensive street sweeper- due to their large splash and health Apollos are effective at both anti air specialist zombies and crowds of general zombie troops, though spitters and sustain turrets are their weak spots.

    Blackout
    -support-[more extensive testing needed]

    Cautionary
    :
    Drakon+santiago-long range support-drakons with splash are able to dispatch clumped up groups in 1-2 shots at max range making them highly effective when paired with units that can keep the hordes from getting to close

    Cyclopse+polly-anti-buildings-their damage isnt the best against zombies and their turning speed makes them weaker against large numbers but arnt bad against the buildings in the back if you can manage to slip them past the horde.

    Furies+Nyx-hit and run-though weak against ranged zombies they are corpus` fastest aircraft which allows them to sneak past to deal with buildings while other units distract them

    Sphinx+Niel-support- due to being weak to splash and the spitter ignoring the corpus buff it is highly unlikely that sphinx will do well in groups of less than half the number of ranged zombies they must face (best to keep a 3:2 ratio of ranged zombies to sphinx, especially when under level 11)

    x-ed
    *hades: due to a lack of air to shoot the hades has a hard time finding targets


    *Buff advantage; Sentinel augmentations have lead most of them to as much machine as human, this makes it difficult for the plague to take control of sentinel corpses.

    Acolyte-battleline-with their flame tech a group of 4 acolytes can 1 shot most zombie types, and with an additional 2 in their squad utilizing dominus rails there are few types of zombies that acolytes arnt effective at clearing.

    Chaplin+Burnside
    -support-while often outclassed by the other options chaplins are decent at picking up any slack left by gaps in the lines.

    Ardre-main battle tank- with her high durability and ability to one shot most zombies ardre is one of the most useful heroes available 

    Caretaker+galen
    -damage buffer-Res ipsa loquitur

    Vindicators+Sunder
    -class 1 artillary- though they may not be the best option health wise, sunder`s fire shell grants him increased damage and the vindicator`s relatively quick firing speed allows them to damage zombies in groups, best when paired with a more tank like unit.

    Juggernaut
    -class 1 artillary- with its fire tech only 3 variants stand to give the juggernaut any trouble, burning zombies, stalkers, and nemesis. 

    Prophet
    -mid range support-though not the best shot the sentinels have at their disposal the prophet is decent at clearing zombies and tanking for its more delicate allies. [firing rate tech is recommended]

    Envoy+Martin
    -class 2 artillery-with the ability to outrange all zombies that can target air the only threat to envoy health are heavy turrets and aa zombies blending in with the horde.


    Cautionary:

    Herald
    -high altitude- though normally unreachable rocket zombies are able to swiftly ground a stray herald, making it better to lure them out before allowing the herald deep into the base.

    purifiers-battle tank-while its health and damage are usually not a concern the slow turning and charge speed of a purifier leaves it vulnerable to large clusters of zombies

    judge-base defense- its minimum range makes it vulnerable if zombies make it through it`s attacks, and if left to its own devices the judge is weak to a broad advance, though with the use of the A command to target the ground between shots this downside can be negated.
    x-ed
    Seeker: The seeker is primarily anti hit and run units, as zombies have nothing of the sort it finds itself useless in this fight

    Valient: takes a large amount of damage from burning and rocket zombies while dealing a disappointing amount of damage even with fire tech, better use envoys.

    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • drag0nsun
    drag0nsun
    Master Tactician
    Joined Jun 2014 Posts: 2,407
    edited 1 Oct 2018, 7:41PM
    other hints and tips that might be to big to talk about here   more posts will be linked here faction units to build /get (might be late at this point when this guide gets posted )  https://www.kixeye.com/forum/discussion/745630 
    tips and tricks 2 base deference   https://www.kixeye.com/forum/discussion/745947/p1?new=1  +
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,745
    edited 2 Nov 2018, 11:07PM
    -----------------------------------------------------------------------------------------------------
                                                                                                         spec ops
                                                                                     (image-name-time in hours-effect)
    --anti personel shells/duration 1 hour-2  when extended-all units apply busted
    --raining blood-1/2 hrs- oni mk lls join the battle with you (does not work with faction missions or cave bases)
    -Hand of Malachi-.25/.5 a lvl 20 jugg joins your attack

    -----------------------------------------------------------------------------------------------------
                                                                                              useful status effects/tech
    -Fire

    Napalm turrets, 

    -Romero-Flame unit rounds
    War Rig-Mounted Flamethrower
    Bonesaw-Fire Cannon Z
    Hammer/Roland-Fire Ammo
    Technicals Burning Man 
    Breacher+skipjack-Dragon`s breath
    Disruptor-Flame rig


    Blackout-Fire Rocket Drones
    -Darkstorm-Firestorm rounds
    Spartan ZK-Fire Grenades
    cyclopes+polly-incindiary beam
    Apollo/Oren
    -True Fire Damage
    cyclopes+polly-incindiary beam

    Juggernaut
    -Fire Bombs
    -Prophet-Molten ammo
    Acolyte-Flamethrower
    Valiant-Fire Rounds
    Chaplains+Burnside (any).
    purifier+Ardre-Magnesium rods

    X-Busted
    Desruptor-Flame rig
    War rigDeath blades (lvl 6)
    Sharpshooter-talent (lvl 10
    Phalanx-Urban Tactics
    Purifier-Air Core Inductor
    ArdreHydrogen Core Inductor
    Juggernaut
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • Cosmic Destructor
    Cosmic Destructor
    Strike-force Captain
    Joined Sep 2014 Posts: 756
    Your efforts are appreciated. There were some spelling mistakes etc but I guess it just happens when you have so much to write.
    This post should be pinned so that everyone can learn from it.
    Perfection is achieved not when there is nothing left to learn but when there is nothing left to take away.
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,745
    edited 1 Dec 2018, 10:12PM
    Nightmare/Special Scenario Rules

     


    "story"
    NIGHTMARE: Resurrection: *introduction of the nemesis,stalker and re-spawning zombies

    (no new developments in burning dead`s nightmare)
    -------
    tunes
    Thomas burgerson-into darkness
    ------------------------------------------------------------------------------------------------------------
    Nightmare Traits

    *Rrrreapawwn-zombies no longer stay dead until after the attack ends
    [ending attack results in killed zombies staying dead]
    Respawn times: (in order of respawn time)

    undead woofie boy: Instant
    Berserker 0:05
    Boss: 1:30
    Rocket: 2:00
    Runner 4:00
    Spitter: 4:20
    Catapult: [no respawn after 5:55]
    Carriers [no re-spawn]
    Burners [no respawn after 6:42
    Walker [no respawn after 5:52]
    Crawler 6:44-no respawn
    Hunters [no respawn]

    -TBD-

    Hellhound [unknown}
    Thor jugs [likely 1:30-2:00]
    Little monsters
    nemesis
    stalkers

    *unfeeling husks- zombies need more flaming bullets to kill



    *kane command- doesnt take damage from darkstorms (potentially other units aswell)

    -------------------------------------------
    Nightmare Units




    Nemesis


    the next step in a juggernaut`s evolution a nemesis is a nearly invincible behemoth, capable of taking out any troops in its path with a single swing
    avoid when possible

    *speed: 0.9-1?
    rage-80
    cannot punch through adaptive armor.

    Stalker


    effectively a nemesis that trades a small amount of health for speed.
    *can punch through adaptive armor
    speed: unknown= 1<speed<3

    ----april fools units-----

    Undead woofie boy

    this undead homie is one of the toughest to kill to ever exist, as it needs to be killed multiple times (at least 6)
    range=20
    speed 5.6
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,745
    nametagg0 said:
    Your efforts are appreciated. There were some spelling mistakes etc but I guess it just happens when you have so much to write.
    This post should be pinned so that everyone can learn from it.
    thank you, they technically did pin it, just they pinned it in the guide section that hardly anyone looks at so maybe 300 people saw it : p

    i do apologize for the spelling mistakes though
    [translating the comment quoted to preserve its pre-repurposed form]
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • Breaking Barriers
    Breaking Barriers
    Strike-force Captain
    Joined Oct 2013 Posts: 900
    Thanks to all of you for taking all your personal time to create post like these & give more back to the community, then some times gets noticed about. Thank you for the informative post. 
    Be Better Than Yesterday & Greater Than The Day Before That. Knowledge Is Power. 
    PAL Admin

  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 4,745
    Thanks to all of you for taking all your personal time to create post like these & give more back to the community, then some times gets noticed about. Thank you for the informative post. 
    thank you : )
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
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