Recent posts by 6thgraderhere on Kongregate

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Topic: SAS: Zombie Assault 4 / [Suggesting] Weapon/Enemy Suggestions

Originally posted by 1o1o1o1o1o1o1:

Weaon type: sniper/rail gun
Name:CM-bng
Made by:CM critical mass
Dmg:2700
Fire Rate:1.0
reload speed:3sec
Crit chance: 5%
Clip Size: 1
pierce:10
Automatic: semi auto
Dame Type:Electricity
Description: the first rail gun invented by cm (can’t think of any)
Speed penalty:15%

[RED] double the stats of the normal (exept from reload and speed penalty)
[BLACK] stats are 50% better then red

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fyi the sublight is also a railgun

 
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Topic: SAS: Zombie Assault 4 / Gun Ideas

fixin’ the glitch

 
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Topic: SAS: Zombie Assault 4 / Augment, Skill And Class Ideas!

Originally posted by drago15:
Originally posted by XanderM26:

This Isn’t A Forum That Tells NK What To Do. It Just Lets People Be Creative. So can You Please Stop Insulting Our Ideas?

Then what is this forum use for. To be creative yeah no you can go to art class.

What does going to art class have to do with being creative? Creativity doesn’t have to come from learning how to draw or to sculpt. And moreover, how is a forum (or in this case, this thread) useless if the said devs don’t check it? People can still discuss their ideas and give their opinions, it’s not useless.

Only thing useless right now is your negative and dismissive attitude, no need to rain on someone else parade without a valid reason.

 
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Topic: SAS: Zombie Assault 4 / Favorite Gun Manufacturer?

Originally posted by 1o1o1o1o1o1o1:

guns
1. tempest
2. ronson
3. CM

turrets
1.CM
2.tekno boom
3.ronson

Tempest isn’t a manufacturer .-.

 
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Topic: SAS: Zombie Assault 4 / Favorite Gun Manufacturer?

Rancor is love, Rancor is life.

 
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Topic: SAS: Zombie Assault 4 / Update

Originally posted by raberreih:

new boss would be nice

I dunno if you noticed, but if you go to enemy stats there’s a clasified boss under necrosis, so I’m guessing NK already has a next boss planned but not implemented.

Now we eagerly await .-.

 
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Topic: SAS: Zombie Assault 4 / Limited item sharing within the same account

Originally posted by SnpM:

It just seems kind of arbitrary. The best system, imo, would be to let only level 100 players share weapons between characters. This would add a new piece of dazzle to getting to level 100.

That would be, horrible, absolutely horrible. Sure it’ll give players that excuse to waste their lives on the game, grinding and whatnot, but, in contrast to those who have already lvled to the maximum, wouldn’t this implementation be an ace added to their deck?

I mean cmon, by lvl 100 you’ve already found enough arms and armor to arm a third world country and even beat the living crap outta Iron Man, all a lvl 100 player has to do is transfer his or her supremely OP weapons from the main high lvl account, to a new low lvl one. All that’s left to do next is join a mutliplayer game and well, troll. It’s literally giving all maxed out players prestige via “A Right to Trololol” card. pls dunt

 
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Topic: SAS: Zombie Assault 4 / Limited item sharing within the same account

Originally posted by Tsukiyomaru0:
Originally posted by 6thgraderhere:

It’s not a horrible idea, but maybe add certain lvl restrictions. Per say you could only transfer weps between two chars that are only 5 or so lvls apart, so it wouldn’t be giving a low lvl char a godlike OP weapon but simply giving a somewhat same lvled char a weapon that’s been eluding him for a while.

Tell me: how many online games have you played? >_>

Well gee, I have absolutely no idea :/ But regardless of that factor I’m well aware of the catastrophe that trading can bring, but that was with no strings attached. Because, honestly, limiting trading to your account characters only seems like a nice mending for the flaws when the idea was first brought to surface.

But, eh, tell me, where do you find my previous lvl limitation idea displeasing? .3.

 
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Topic: SAS: Zombie Assault 4 / Limited item sharing within the same account

It’s not a horrible idea, but maybe add certain lvl restrictions. Per say you could only transfer weps between two chars that are only 5 or so lvls apart, so it wouldn’t be giving a low lvl char a godlike OP weapon but simply giving a somewhat same lvled char a weapon that’s been eluding him for a while.

 
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Topic: SAS: Zombie Assault 4 / Harder to get good gear/weapons?

Originally posted by palmettomatt:

Has something changed as of the last update from NinjaKiwi? It seems like all of a sudden every crate is a low level weapon or armor. In the past few weeks I have gotten very few drops that were over 5** and most armors are 1-3**. My primary character is a lvl 48 heavy.

RNG is called RNG for a reason, it’s supposed to be random :/

 
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Topic: SAS: Zombie Assault 4 / [Suggesting] Weapon/Enemy Suggestions

Originally posted by SnpM:

How is this thread official?

It’s not official, it just gets people’s attention more easily.

 
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Topic: SAS: Zombie Assault 4 / Railgun

Originally posted by holyknight121212:

here is a pic to the new upcoming railgun:

saszombieassault.wikia.com/wiki/HIKS_R40

There’s a “Official description” of it on the wiki page which claims it’s some sort of large caliber rapid firing chain gun, and it’s been seen being held by the Heavy class in the game trailer, so it’s probably a LMG class gun thingy or whatever.
 
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Topic: SAS: Zombie Assault 4 / [Official] Got ideas? Post them here

Originally posted by Suomi_Jonte:

Mission: Military base
Boss: Combot (I know its AI so it could be inside a computer, spawning robots infected by digital strain)
Special: Almost no normal zombies appear in the mission, only robots infected by digital strain (servants etc)
When the boss battle starts, Combot says something and sends out bunch of loaderbots, while the Combot has infected turrets shooting you around
this idea is not really good

It actually seems pretty good, maybe for the game’s finally mission you have to shut down Combot, to end it’s reign over the robotic enemies. (And then get a “Down with Skynet” achievement unlocked hue)

I mean, since you acquired the zombie antidote in lvl 2, some SAS nerds/scientists can mess around with it so that it can carry over to robotics, in which they then can give to you to induce it into Combot.

Oh that’d be fun

 
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Topic: SAS: Zombie Assault 4 / [Official] Got ideas? Post them here

Originally posted by edga27:

Wat about a SAS class zombie? It would be like this

Name: ’Undead/Infected SAS
Type: Zombie

When under 20% HP starts attacking even more powerfully

Base Stats:1 300 HP
Attack Points:2000 hp , under 20 % HP starts 5000 AP
Defense:Fire:80% , Psychical:50% , Explosive : 90% Toxic:10% Electro:50%
Effects: upon a hit it starts a toxic effect, lasts 4 secs damage : 100/sec

welp

sorry if there is grammar problems im not really from US/British or i dunno [NOT RUSSIAN]

P.S. maybe he could be an boss?

P.P.S. you can tamper with the HP

physical=explosive :/

 
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Topic: SAS: Zombie Assault 4 / Save problem !!! fed up

Originally posted by HunterO18:

what is happening with the game… can’t play as soon as we play we lose everything no money no box no save …. since 2 days its like this can’t play and our reward is gone why doing useless update ???

It’s not an update, it’s maintenance, and if it’s faulty to a point where you’re fed up about it, just don’t play it. Nearly everyone is dealing with this right now :/

 
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Topic: SAS: Zombie Assault 4 / Meltdown - how to get to the hidden rooms

Originally posted by weisinx7:

for the secret cave, is there exist any requirement to enter?
sometimes i had try all the holes and cant get into the secret cave

I’ve heard some people on the wiki say it’s usually on the left side of the map

 
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Topic: SAS: Zombie Assault 4 / [Official] New Ideas

Originally posted by xXBalthorXx:
Originally posted by KingCreepKiller:

How about The Death Chamber, which is a huge dungeon and you get a LOT of zombies, every wave gives box and every 5 waves is Boss dropping Nanto (i mean, the zombies kick azz)

It would be cool but the devs wouldn’t do it. Maybe if you got a box each 4-5 waves, but definitely not every wave. I know how these devs are, and they really want that money we spend on buying boxes and more money.

Hey, NK might be a buisness but it’s not that greedy. We have Ice to farm boxes now, most people can live with that.

 
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Topic: SAS: Zombie Assault 4 / WEPS YOU LIKE TO RUB IN OTHER PEOPLE'S FACES

glitch bump

 
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Topic: SAS: Zombie Assault 4 / [Official] Got ideas? Post them here

Originally posted by MEGAMERZ12:

Vip has a degree of IQ

Fixed.

 
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Topic: SAS: Zombie Assault 4 / [Official] Got ideas? Post them here

Originally posted this on a class idea thread that got buried, thought I’d move it here. :/

(the number in here is the increased amount per point spent)

Class: Specialist

Focus: Tactics, Experimental, semi-OP

Starting Gear: HVM 01, ZA-PDW (cross hybrid between the Medic and Assault starter weapons, lightweight, powerful with above average fire rate but horribly inaccurate)

Starting Skill: Riot Control | 15 Energy |- Enable your riot control shield for a short period of time, damage reduced by 25%(+5%) while activated, deals 15-20(10) damage when in contact with zombies and causes 10%(5%) chance to stun. Pushing away enemies/objects are considerably easier.

Skill 1: Deftness (Passive)- You have a 3(1)% chance to dodge melee and ranged attacks.

Skill 2: Combat Awareness (Passive)- Damage, firing speed and reload speed are increased by 5(2)% while behind cover or when standing still. Backward walk speed increased by 3(1)% (zomg OP).

Skill 3: Enhanced Modifications (Passive)- All augmentations on gear have a 1(1.5)% bonus.

Skill 4: The ‘Boot’ | 10 Energy |- Give out a firm kick in your general facing direction, dealing 10-15(5) damage and knocking enemies back 0.3(1) meters.

Skill 5: Static Image | 20 Energy |- Toss down a hologram that acts as a temporary decoy, after a passed amount of time or when it’s health is depleted, the hologram self destructs dealing 200-350(30) damage in a 1(0.1) meter radius.

Skill 6: Exploit | 30 Energy | – Target a selected zombie, which will be outlined in orange, and increase damage done to it by 10(5)% for 6(3) seconds.

Skill 7: Mech Drop | 70 Energy |- Call in a SAS specified Combat Mech with 5000(250) health for 60(5) seconds. Armament varies per drop.

x2 CM 505 LMG’s/1000(200) (permanent) + x1 T-102 Jagdfaust/25(10) (or) x1 Ronson WP Flamethrower/750(25)

 
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Topic: SAS: Zombie Assault 4 / [Official] Got ideas? Post them here

Though I feel it’s a bit OP, I want a grenade launcher by TeknoBoom that’s compatible with elemental ammunition types.

 
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Topic: SAS: Zombie Assault 4 / [Official] Got ideas? Post them here

Originally posted by Shiny_Mew:
Originally posted by raberreih:

I want a freezing shooting gun…

like there’s toxic and heat and electric… but just like the turret a freezinglike gun would be sweet

Maybe all cryogenic guns would have low RPS, or else you would be able to freeze nonstop, or a tiny chance to freeze, with DOT on every shot?

It’d make a lot more sense to lower their move speed and make them take more damage from fire elemental weapons wouldn’t it?
 
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Topic: SAS: Zombie Assault 4 / [Unofficial] CREATE-A-CLASS

Edit: double post .-.

 
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Topic: SAS: Zombie Assault 4 / Aliens

Originally posted by sgtzpp33:
Originally posted by killaman44444:

not to be mr. negative, but its called ZOMBIE assault. not alien assault.

DAMN, good point. But they do have robots to fight in ZOMBIE assault. So why not aliens.

Robots were human made that happened to become infected by the virus, what does that have to do with aliens?

Originally posted by Alekhzandr:

I like sounds logically since its the future,in space, and some advance weapons. Except why only 1 level? let’s get it up to at least 10. level 8 – after finding some foreign residue on a/the necrosis, traced it back to another (new) planet to discover aliens!

The entire SAS series never really was heavy on storyline, and as far as the current game info goes the necrosis is purely the result of the virus, nothing extraterestrial, and if they did add aliens which would actually be kinda cool, where would they fit?

 
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Topic: SAS: Zombie Assault 4 / [Unofficial] CREATE-A-CLASS

(the number in here is the increased amount per point spent)

Class: Specialist

Focus: Tactics, Experimental, semi-OP

Starting Gear: HVM 01, ZA-PDW (cross hybrid between the Medic and Assault starter weapons)

Starting Skill: Riot Control | 15 Energy |- Enable your riot control shield for a short period of time, damage reduced by 25%(+5%) while activated, deals 15-20(10) damage when in contact with zombies and causes 10%(5%) chance to stun. Pushing away enemies/objects are considerably easier. (Totally not stolen from above ideas)

Skill 1: Combat Awareness (Passive)- Damage, firing speed and reload speed are increased by 5% while behind cover or when standing still. Backward walk speed increased by 3% (zomg OP). Increases by 2% per point added.

Skill 2: Static Image | 20 Energy |- Toss down a hologram that acts as a temporary decoy, after a passed amount of time or when it’s health is depleted, the hologram self destructs dealing 200-350(30) damage in a 1(0.1) meter radius.

Skill 3: Enhanced Modifications (Passive)- All augmentations on gear have a 1% bonus. Increases by 1.5% per point.

Skill 4: Mech Drop | 70 Energy |- Call in a SAS specified Combat Mech for 60(5) seconds. Armament varies per drop.

x2 CM 505 LMG’s/1000(200) (permanent) + x1 T-102 Jagdfaust/25(10) (or) x1 Ronson WP Flamethrower/750(25)

wat u gais think