Recent posts by 6thgraderhere on Kongregate

Flag Post

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

Originally posted by MEGAMERZ12:

Vip has a degree of IQ

Fixed.

 
Flag Post

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 15(3) seconds.

Skill 7: Mech Drop | 70 Energy |- Call in a SAS specified Combat Mech with 5000(250) heath 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)

 
Flag Post

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.

 
Flag Post

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?
 
Flag Post

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

Edit: double post .-.

 
Flag Post

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?

 
Flag Post

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

 
Flag Post

Topic: SAS: Zombie Assault 4 / Suggestions to make SAS4 better

Originally posted by kingofrsjr:

People would be giving their level 1 accounts OP gear

Gee, why didn’t they include lvl restrictions?

lvl 1-10 have their own “market” that sells their lvl stuff, then lvl 10-20 etc.

It’s a simple fix.

 
Flag Post

Topic: SAS: Zombie Assault 4 / Suggestions to make SAS4 better

Originally posted by BloodKat:
Originally posted by Smokescreem:
Originally posted by BloodKat:
Originally posted by Smokescreem:
Originally posted by BloodKat:
Originally posted by kingofrsjr:

there’s sci fi guns because this is the year 3000…so there has to be some improvement in technology

yes, wonderful excuse
that doesnt change that guns are guns and made up guns are completely made up
I hope they make sas5 in the ‘present’ then :P nobody likes “zombies have been around for 1000 years” storylines, because “the zombie apocalypse is now happening” storylines are much more exciting and reasonable

That’s literally the storyline. Mah gawd,are all the haters this dumb nowadays?

Fucks given: 0
The game has no story as far as I’m concerned
You think anyone plays this game for it’s storyline? bull-shit, everyone has the face faceless avatar ffs

You sir,are one awesomely bad troll. You don’t give a damn about the story,yet you find the nonexistant storyline dumb? Good work.

You know, you can fuck what im trying to say all day long, and call ME a troll, but if you consider this game having a story, then its a shitty one.
To be honest with you I don’t know why this thread even exists, it WASNT posted by the developer, so it’s obvious they DONT want feedback and are just trying to rip people off with the gambling based cashshop ingame…
very poor game, all around, give me one good aspect of this lousy game that doesn’t have more holes in it than swiss cheese, I’ll be amazed.

Someone’s butt-hurt…

Jesus, chill out. If you hate the game don’t play it.

 
Flag Post

Topic: SAS: Zombie Assault 4 / Should they add Melee?

Originally posted by jonahanlol514:

Then why not nerd the CQC skill then? I bet it’ll help…

…..What?? That’s doing the exact opposite of balancing the game if you want to add melee weapons

 
Flag Post

Topic: SAS: Zombie Assault 4 / Suggestions to make SAS4 better

Originally posted by nicholas22:

(EDIT) I noticed that certain weapons fire flame bullets, electricity etc) this suggestion is one for general weapons, they can be weaker then specialized weapons I wish they would add multiple bullet types similar to the high powered rounds, for example cyro bullets which slow enemies but is extremely expensive and do like 3/4 the guns damage, or fire rounds which do damage over time and can spread to enemies, but like cyro bullets are really expensive and do 3/4 or maybe half the guns damage. Also I wish that they would add specific melee weapons to certain classes, IE: medic gets the fastest melee weapons(daggers, 1 handed sword, etc), assault( gets a shield that can bash, dual 1 handed swords, claws/fists, etc), and heavy(2 handed swords, maybe energy beams, etc). Finaly as everyone has been stating add more weapons to the game, ties in with my second suggestion.

Originally posted by nicholas22:

Also add an alt fire augment which varies based on different types of guns, for example a shotguns alt fire would be a ricochet fire that can bounce around multiple times(based on how many points are spent on this augment) a smg could be a powerful shot(that uses 1/4 or maybe 1/2 the ammo in the magazine) this could do potentially more damage based on how many points are spent on the augment, for a sniper, a trishot, as the name implies it shots 3 wide shots, and as stated previously does more damage and has more shots based on points spent on the augments.

Originally posted by nicholas22:

(Based on previous reply)
For a pistol have 2 alt fire augments(for different purposes) 1 would fire a bunch of rounds, and can use 1/4 or half the magazine, and another could half the magazine but buff the dps or dam of the pistol for the next x amount of shots(not stated but you can only have 1 alt fire augment for obvious balance purposes). For a explosive weapon(I haven’t played much, but I am assuming that there’s a few), have a cluster effect which can use half or a 1/4 the ammo of the weapon. As for the lmg and assault riffle variants I am not particularly sure, it could be a alt fire similar to the shotguns and explosive weapons alt fire, just with bullets.

Originally posted by nicholas22:

Finally I know that this game takes place in the year 3000, but I would like to see throwing weapons(maybe as secondary’s), and it could be based on class similar to my earlier suggestion about melee weapons(Medic gets throwing knives,stars,etc)(assault has javelins, chakrams)(heavy can have elemental throwing weapons, pilums, etc) Also, if at all possible add alt fire augments to them, such as throwing knives have a random effect when thrown, chackrams ricochet for their alt fire, javilns alt fire does double damage but the player is locked in place for a second or two, and so on.

learn to edit dude. :/


For your first post, that could happen, but it would really make the Elemental weapons underpowered. If I can buy incendiary/acidic/cryogenic ammunition for my rocket launcher/LMG/Sniper/etc, why would I even bother to use the Elemental ones that are fixed to one certain munition type? And although you tried to make it balanced via damage output being lowered, but with all the augmentation slots and whatnot, is that really going to make a notable difference?

Second/third post sounds alright, giving each weapon type a unique skill, though how would this work exactly? Would there be an alternative firing button or is this fixed on the weapon? And will it be OP? .-.

Last post sounds dumb, to be put bluntly. And, although this game has some failures at producing logic, having futuristic spec ops carrying thousand year old primitive throwing devices is just beyond the (small) realm of SAS logic. :I

 
Flag Post

Topic: SAS: Zombie Assault 4 / Should they add Melee?

Their should definitely not be any melee equipment :/

Can you guys imagine how that make the Assault class useless? One main reason Assault’s are popular is for the early unlock-able/versatile/spammy CQC skill, Assault Team comes mid-high lvls, and by that time Heavies and Medics all have their own “uber skill”.

So no :I

 
Flag Post

Topic: The Last Stand: Dead Zone / Commonly asked questions FAQ

Originally posted by Twax:

Nice thread, very appreciated :)

Few questions:

-Is there a way to see the exact HP of my survivors?
Or at least a chart with something like e.g. “Health 15 equals … HP”? Would be nice to know to estimate of how much use an +5% health item is etc.

-Does the cover from barricades and such work directional or 360° ?

-And third for clarification: i’ve read somewhere something like “a compound with no survivors present can’t be raided”. That only applies for zombie assaults but not enemy player’s attacks, right?

-Sadly no, there’s no detailed numbers :/

-It’s usually just the front and back sides, though the shorter sides can also be used.

-It’s only for infected, raiders come and go as they please as long as you’re offline.

 
Flag Post

Topic: The Last Stand: Dead Zone / Can't Connect

Originally posted by nowi33:

i cant get past the Connecting to Kongregate… part. What the hell is wrong…..help pls…

 
Flag Post

Topic: The Last Stand: Dead Zone / Commonly asked questions FAQ

Thanks Impy, I actually didn’t include WF and other books :/ Honestly they seemed pretty straight forward

 
Flag Post

Topic: The Last Stand: Dead Zone / suing con artist games

Originally posted by losalex69:
Originally posted by ImplosionOfDoom:

Well, can you anything else you may have done wrong during that session of chat? (it may have taken the admins a couple minutes to realize you were doing something wrong on that particular chat) Or were you using any cheats /hacks? (Con gives out some pretty severe punishment for cheating or hacking the game)

Also have you ever accidently sent a PM to the wrong username? I’m willing to bet that sort of thing sometimes happens to admins as well, so maybe try to remember what the other people in the chat were doing at the time.
(It would be great if you had a screenshot or something to prove your innocence)

Also, it’s a temporary suspension. So just play something else for the rest of the week and get over it.
(out of curiosity was it from the whole game, or just the chat?)

(Also take note that in the terms of agreement the admins have the right to ban you whenever they like, for whatever reason seems appropriate. You have to click the “I accept the terms of agreement” button every time you open chat. Not the developer’s fault you chose to agree to the terms without reading the fine print, pretty sure most lawyers will tell you the same thing.)

I did read the agreement and I didn’t link anything technically and yes from the chat it said I linked inappropriate links when I didn’t this guy named tom came in and was like look a group of people to ban because we were talking about sports and actors

Got proof?

But regardless, dude this is idiotic. Suing them for a temporary ban? And, technically speaking, you did “link” the inappropriate site by simply saying it.

Don’t make a big deal out of it, links don’t get perm bans unless you were spamming them.

 
Flag Post

Topic: The Last Stand: Dead Zone / General Ideas

Edit for the above due to edit button not working: On the raiding playback video thing, my bad, they can’t really do that due to bandwith and yada yada, but Con did have a short Eureka moment on making after raid logs via text.

 
Flag Post

Topic: The Last Stand: Dead Zone / General Ideas

You guys might wanna check Con’s website since he hardly even checks kong.

But in case you guys can’t find the according thread to your ideas, I’ll just fill it in for you.

Originally posted by Thoughtfulg:

first of all there are shotguns, longrifles, assault rifles, smgs, lmgs, and pistols as well as bladed and blunt melee with some of each that have good range like polearms. Secondly, throwing knifes can be thrown effectively like at most 10 meters and thats at most which is slightly farther than the poleaxe, and they would each kill at most one zombie so it just doesnt seem realistic unless you have unlimited throwing knives. I would like to see bows and crossbows tho.

Throwing knives/axes probably aren’t going to happen, bows are a maybe though, Con never stated if he approved of them.

Originally posted by Jimbolancer:

For the record I did know of all those other weapons, I merely grouped some of them together as for instance I believe that assault rifles, lmgs, smgs, and pistols are just variants of guns in one catagory I previously classified (okay, maybe not pistols, but anyway)
I could see bow and crossbows, and if they did make them I’d have those weapons have heavy knockback (or suppression or whatever it is for guns) or perhaps like a bleeding/hampering effect as a result of the zombie having an arrow sticking out of him; to make them have bonus over guns which would have faster firing or ones with higher dmg potential

Status effects is a possibility, but like stated above Con never really thoroughly discussed bows and arrows, and fire effect ideas were quickly turned away due to coding and lag.

Originally posted by HitmanPwner:

There also needs to be video footage of raids against your compound, instead of a timeline.

That’s actually already planned, when it’s gonna happen no one really knows though.

Originally posted by Astarngo:

For those who don’t like the wait times as far as looting buildings goes; perhaps a feature to forfeit half of the looted supplies from your group (lightening up the load) so their return time is significantly reduced?

This is probably not gonna happen, it’ll be a free version of the Death Mobile upgrade, along with the addition of choosing what loot you keep will throw PvE out of balance :/

Originally posted by mywarpedmind:

1. Any chance we can have more than one gear slot? It’d be great if we didn’t have to decide if we should wear a pair of shoes or a pair of gloves. Also, shouldn’t the vests be considered clothing?
2. More traps. We have 6 types of landmines. With so much junk collected, I’d like to see some improvised traps like beartraps, spring spikes, tripwired shotguns (which could require a gun as a component)
3. I’d like to be able to find my friends, like the Facebook-based game.

Thanks!

1. Logically, eh yes, but due to game balance, nope.

2. Nuh-uh, defenders already have the upper hand in raiding currently, and giving them not a total of 6 landmines, but 6 types of landmines is seriously limiting attackers to fighting with sticks and stones. Landmines are planned yes, but there aren’t any types.

3. Strangely enough Con still hasn’t implemented a way to find friends, despite it being one of the first complaints to hit their forums ._.

 
Flag Post

Topic: The Last Stand: Dead Zone / Hacker or a Bad-Ass Raider?

Originally posted by hotnizami:

Ok so he’s a hacker, when I went to attack him he killed me from the start each shot 1 by 1 each survivors down again I DON’T KNOW WHAT TO DO I TRYED EVERYHING!!!!!!!!(-.-")

Did you take screenies or frap a video of it? If not, then it’s not much to say he was hacking.

 
Flag Post

Topic: The Last Stand: Dead Zone / Zombie Survival 101 Reborn

Originally posted by sgtzpp33:

Reported for spam.

Oh, would you look at the irony.

This isn’t spam, this is a helpful guide for players. Your little otter meme thread, now that’s spam.

 
Flag Post

Topic: The Last Stand: Dead Zone / New Books

You could’ve just linked him to the wiki imp ._.

 
Flag Post

Topic: The Last Stand: Dead Zone / New Books

Originally posted by rainingrecon:

Increased clothing drop already exists.

As for the schems, a book that increases quality finds would break the game.

^what this guy said.

 
Flag Post

Topic: The Last Stand: Dead Zone / Commonly asked questions FAQ

Originally posted by dccdany:
Originally posted by Thoughtfulg:
Originally posted by dccdany:

Q: What is better, to send 5 man missions so the leader doesnt lvl up fast ,
or just dont care about it and do with less as possible?.

clarify

Sorry, what i mean is: What should i focus on? 1- Do as many missions as possible (2 man mission for example).
2- Do always 5 man mission.

why do i ask this? because the leader will level faster if i do more missions and he will be overleveled, that means people of same level will have general level advantage and gear.
but, if i do as many missions as possible i will have more resources/weapons.

I dont know on what should i focus early-mid game, obviously when my leader is maxed is better to do as many missions as possible.

Honestly speaking, new survivors you get will always be a lower lvl than your leader, so it’s pretty much impossible to even them out considering your leader always gets XP from missions even if he isn’t on them, and sadly automated missions don’t bring any XP, so your leader is always the highest lvl survivor you have.

Don’t waste too much time getting each survivor’s lvl evened out, you’re better off lvling up your leader a good way first so that he can provide the main source of firepower from high lvl gear and weapons. Your lower lvl guys will lvl up eventually.

 
Flag Post

Topic: SAS: Zombie Assault 3 / The Devastator

Redundant thread is redundant.

 
Flag Post

Topic: The Last Stand: Dead Zone / Commonly asked questions FAQ

Originally posted by Jimbolancer:

Are their any specific areas that are better to find books? I didn’t see any sort of school or library buildings on the map, so I can only guess that residences are better (more bookshelves to search maybe?)

Books are pretty random, though places with more containers have a higher chance of dropping them.

Try your luck :/