Recent posts by Spawnofiflar on Kongregate

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Topic: SAS: Zombie Assault 4 / Tutorial for SAS

Greetings new player, or someone who just asked a question that nobody wanted to answer. The goal of this thread is to help out with the questions players receive all the time and never really want to answer. My hope is to explains the “basics” that you aren’t told by the game. If anyone has anything to add to this thread later, u can either pm to edit this information…. no trolls allowed. Now without further nonsense and rambling, here is the guide.

Augments

One of the most asked questions is about augmenting weapons. More specifically, what augment should a person choose. More often then not the answer will be “deadly”. Boosting the base damage is the easiest way to boost dps, and thus kill more. If your weapon is toxic or thermal based, “tenacious” is an equally good choice as this will also boost the damage of your gun. Note that most semi auto weapons will not allow you to overclock your gun. If that is the case then either “race modified” or “capacity” is your best bet. Either you will boost your clip so that you will rarely ever need to reload, or u will drop your reload so low that it does not matter how small the clip on your gun is. Finally, if your gun is going to be used in “Nightmare mode” then you will want adaptive. For the most part “enlarged” and

Short guide to augments:
1st deadly and/or tenacious
2nd overclocked (if available) and/or adaptive (if for nightmare)
3rd race modified and/or capacity
4th skeletonized and/or pierce
5th biosynthesis and/or enlarged (these are not bad per se, but the other options are normally better or just as good)

(Note: this list is meant as a general guideline, not a hard fast rule.)

Boss Fights

There are 6 true bosses that will always drop a strongbox and 3 “minibosses” that will almost never drop a strongbox in this game. Here is a brief bit about each.

Minibosses
Zombdriod: These come in small crowds and are individually easy to take down. I consider these to be minibosses as they will not always drop strongboxes. Weapons with a decent amount of pierce will have no problem killing these guys.

Zombdriod Soldier: Slightly tougher than the Zombdriods, and normally only one or two will show up. Typically they will show up with a group of Zombdroids. They will hang back a bit and shoot at you with their machine guns. Still not hard to kill with decent weapons.

Necrosis Spawn: These little jerks will spawn after a Necrosis is killed. There are always three, and there is always a fire, poison, and physical one. Each is highly resistant to weapons of its type. The physical spawn is blue and will run after you and try to swipe at you. If he fails he will teleport next to a player and hit him, this can ruin a good run easily if he manages to kill the team while they are running to heal. FOCUS ALL FIREPOWER ON HIM FIRST! The toxic spawn will walk around and spit acid at a player just like the little spitter zombies, not hard to dodge, just step sideways when he fire. The fire spawn will leave a trail of flames behind himself as he walks, kinda like a game of Tron… avoid the flames and you should be fine.

Bosses
Regurgitator: This is the first boss you will fight. He is slow, fat, and weak. Since he is easily outpaced he will puke worms to run out and try to kill you. Basically, if he shows up, laugh at his failures, shoot him for a few seconds, and move on. Note, when he pukes, there will be a puddle of acid where the worms land. Don’t walk in it, that will hurt. The only strength the Regurgitator posses is the ability to be a support fighter. With other bosses out pacing him with ease, you will often have to run around another boss to kill this guy first. As already stated, this isn’t hard as long as a clear line of fire is possible.

Loaderbots: These are only in the level “Powerout”. They attack in a small group which you can see from the very beginning of the level, so you know how many will come after you. These guys have no ranged capabilities, and are not hard to outrun/ out maneuver.

Wicker: This guy is covered in fire and will use this to his advantage. He attacks by throwing fireballs of different sizes at the soldiers as they shoot him. Beware, when he dies, the wicker explodes into a ring of fire that shoots in all directions. Either hide behind a wall or step into one of the holes in the ring to avoid death. Few things are worse than loosing because the ring of fire kills you…

Zombie Mech: This guy comes with several weapons, a flame thrower, a machine gun, a seeking missile launcher, and an electric ring that will hit you if you get too close. Keep your distance, keep moving, and you will be fine.

Devastator: He is a lot like the loaderbots. He doesn’t have any range moves and will simply run after you, his “Hulk Smash” will hit you through walls though. Also, after he looses most of his health, he will get a speed boost that will help him catch the players.

Necrosis: This is the biggest of the bosses. Typically he just walks around a swipes at you. If he cant catch you he will fire out shots in a ring around himself. Some are fireballs, some are acid puddles, some are bones spikes. The fireballs have a decent range, but can be easily avoided. The acid will not fly far but leaves a puddle. The bone spikes will fly the farthest and bounce off of walls that they hit. Avoid this attack just like the Wicker’s explosion. After the Necrosis finally dies, he will split into the three Necrosis Spawns mentioned above. If there are multiples of this guy he is best taken out one at a time. Multiple blue spawns at the same time will only increase the chances of a great run being ruined.

Character Builds

This is again not a hard fast rule, simply a guideline. Each character is meant to be used in ways the others can not.

Heavies: These characters are often looked down upon. To be honest they do not truly become amazing till later levels. As the name implies you can take the most damage of the classes. Heavies are also prime candidates for heavier weapons such as LMG’s. Most armor augments can be used to boost your defenses so that you can absorb more hits for your more fragile allies. Your skill points will be best spent in the following areas for the following reasons:
Heavy Gear- this skill reduces move penalties and will allow u to use gear that is otherwise too heavy for the other classes.
Die Another Day – this skill will let u absorb stupid amounts of damage and stall bosses so that your comrades can blast them or run and heal
Tough Body – this skill reduces the damage u take. unlike your armor though, this will also reduce the damage from shadow minions
other skills to consider are “concussion” to stall small enemies, “field supplies” to help offset the cost of ammo for guns such as rocket launchers, and “aerial bombardment” for an extra push of damage. Also health regen will be necessary. This can be obtained via biosynthesis on a weapon, spending skill points for the regen skill, or (this is generally the best option) adding a regen augment to a piece of your armor.

Medics: as the name suggests you are the most reliable form of healing in the group. Augmenting your armor so that your energy restores faster and to boost your base energy amount will help keep the med-packs and other skills coming. Points are best used for:
Medkit – more points means more health restored, simple as that.
Biocleanse Bomb – this skill requires a few points to be useful, but its slowing and nerfing abilities soon make it invaluable against bosses and stubborn enemies, especially in Nightmare mode.
Zombie Antidote -this skill is great early on but can loose its potency as it stops killing the zombies it hits.
Revive -this skills does not require very many points. Even having a couple points in this skill will make you a much more appreciated medic in multiplayer matches.
Some players prefer to make a “suicide medic” and invest points in “Final Farewell” to heal their allies every time the medic dies. Aside from that your points should be used for generally useful skills such as boosting your speed or reload time.

Assaults: This is your “run and gun” class. Your armor is best augmented to give you more speed, so the “Shotlite” lines and the “Rubicon Power Assist” will be your best friends since they start with base boosts to your moves speed. Later levels will also enjoy the “Titan” armor set which does just about everything, though it is low in defense. Your skills points should be used more for:
Adrenaline -this boosts your movement, reload, and fire rate, everything an assault is know for.
Fast Reload & Fast Movement – they do exactly what they say they do…
Critical Shot – this is a good skill made better by the assault’s specializing in fire an obscene number of bullets.
Assault Team – worst case scenario, this brings out a few meat shields to help block incoming attacks you could not avoid. otherwise the new squad will help demolish anything that comes near.
“Killing Spree”, “Close Quarters Combat”, and “Stim Shot” are other skills you may consider if you feel like you have spare points. “Gun Mod Expert” is a skill many will overlook and is only really helpful after several points are invested. Be sure you are prepared to invest heavily in this skill or your points will be wasted.

As a side note, the reload skill is not infinitely useful as it has been capped. A weapon’s reload can only be taken down to 20% of its original speed. Points in this are not wasted as long as you don’t use too many and try to push past the cap. This also applies to the “Race Mod” augment.

Player Terms
These are just a few phrases you may see in chat and what they mean.

nm- Nightmare mode. It is a harder difficulty unlocked at level 35.
nm(any number)- this is a private match id. the “nm” means it is a nightmare match while the number after it tells what level you need to be to join the match
Pods- this simply refers to a private match for the level “Zombie Pods”. it is commonly used to gain ex quickly.
cave- this refers to a game in “Meltdown” where players will be searching for the secret cave in the level.
HR- this is a reference to the boost “High Roller” that can be purchased to boost the strongboxes for one round.
+1 (or any number)- this refers to how many people are needed to finish filling a private match

General tips and Hints

If your game is loading or building slowly in mp, turn off your chat and you will load faster.

In nm onslaught, rocket launchers need to be taken to the forward jump seats and used to blast the doors. This will break the pods inside and make later parts of the level easier. Also, a high power turret placed just outside the doors of the center area will help control later waves.

This is all for now, more will be added later. If you have any questions or have a topic you would like discussed, feel free to pm me.

 
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Topic: SAS: Zombie Assault 4 / a shop

I can see both sides here. if a high level player wants to buy the low gear to finish their collection, that should be allowed. i know u can make a new account and get the low guns that way… maybe. there is still the chance that u will end up needing the same guns and u will be stuck restarting the same account over and over. Not to mention, if you already started ur free profiles aside from the level 60 unlockable one, then u will end up with this low level account getting all of the high level boxes. Those boxes will in turn give you highish level junk for a profile u dont care about.

At the same rate, the idea of turning this into more of a pay to win is not appealing. (I say more of one largely because of black keys. Yes they are free to get, and i have gotten one once…. But the majority of people still pay money to get them instead of grinding.)

Also, if you are simply able to dictate the gun u purchase and not the level or number of augments, it will cut down on abuse a little because to get the red 10*** hornet, u will likely still have to buy several red hornets to get one at that level. For people looking to abuse it, the shop can easily be a money pit, while players who just want the collection will be able to get their guns without sinking tons of money. Though so what if a level 100 can eventually buy a red 10*** hornet? If someone puts that much time into the game and wants to spend the real money (yes i am implying this should be a cred based shop, so that the devs still benefit) why shouldnt they be able to get whatever gun they want? By that point their only real satisfaction in playing is the collection.

As far as a low level player buying the high gear and doing whatever, the devs already put in a chart saying when a gun might appear for a player. If that also serves as the chart for when a gun is purchaseable, then level ones wont be able to buy a red 10*** hornet.

Personally i dont care either way. The game is fine without a gun shop or a trading system. But i will not complain if the devs decide to put one in as a form of giving back to the higher level loyal players.

 
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Topic: SAS: Zombie Assault 4 / Immortal Zombies

Gothosspy’s brother here filling in while he is away. It has occured with a shredder, and the hiks sniper at different times and on pods as well as vaccine. As soon as the gun gets switched out of use and a new one is put in the damage is normal again for a while. I use the same lap top and have not encountered this issue on my account.

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

I hope Rancor build an armor set that specializes in counter damage and maybe status effects (poison, shock, burn, etc…). Also i would love a thermal type laser that deals cryo damage like the grenades. Well, any cryo gun would be great, but a subzero laser would be sweet.

 
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Topic: SAS: Zombie Assault 4 / [SAS4] Bug Reporting Thread

this same thing just happened to me just after taking out the captain in ice station, we couldnt get in the truck

 
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Topic: Dawn of the Dragons: Guild Recruitment / King´s Guard[lvl7] -- all levels welcome


To Join King’s Guard!

 
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Topic: Tyrant: General Tyrant Discussion / Faction Recruitment Thread

:

Let’s Get Chaotic!

Join us in our push to power. We are a level 11 faction seeking members who want to play the game and earn tokens and extra rewards in the process.
If you are willing to learn we have many members over level 100 who will be more than willing to show you the ropes.
We don’t require daily action, but we ask that you help when your on.


So join us as we drop in on our enemies and teach them to fear our chaotic vengeance!


http://www.kongregate.com/games/synapticon/tyrant?source=finv&kv_apply=16871002

 
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Topic: Dawn of the Dragons: Guild Recruitment / King´s Guard[lvl7] -- all levels welcome

We want you!

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

RULE 544: Battlefield effect of summon orbo and protect all 1. Kill the played unit (not the summons) to win. All single-target skills prioritizes the played unit.

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Yes we do.

Rule 542.1: Cards with “Regenerate X” is added to their attack. Cards with “Rally X” is added to their health. Regenerate and Rally do not activate.

 
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Topic: Tyrant: General Tyrant Discussion / [Tournament] Tartarus Swarm VS Enclave Flagship

Originally posted by flashy779:

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Meteor dies just before structures activate.

Rule 536: Both sides play the following in order: a Zarak, a EQG, then the counter. Defeat counter to win.

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

3/11

Rule 535.1: Assaults only, and fear doesn’t work. All cards gain extra health equal to their cooldown. Legion is replaced with supply (stacks).

 
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Topic: Tyrant: General Tyrant Discussion / [Tournament] Tartarus Swarm VS Enclave Flagship

Originally posted by kingleonX:
Originally posted by DRC28783:
Originally posted by estereth:
Originally posted by yeasy:
Originally posted by lfiamoncini:
Originally posted by Roki123:
Originally posted by elabear:
Originally posted by BoNaFiDeOuTkAsT:


Too many…

The walker never stood a chance.

 
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Topic: Tyrant: General Tyrant Discussion / Faction Recruitment Thread

Originally posted by Spawnofiflar:

Originally posted by Spawnofiflar:

Let’s Get Chaotic!

Join us in our push to power. We are a level 11 faction seeking members who want to play the game and earn tokens and extra rewards in the process.
If you are willing to learn we have many members over level 100 who will be more than willing to show you the ropes.
We don’t require daily action, but we ask that you help when your on.


So join us as we drop in on our enemies and teach them to fear our chaotic vengeance!


http://www.kongregate.com/games/synapticon/tyrant?source=finv&kv_apply=16871002

 
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Topic: Tyrant: General Tyrant Discussion / Reign of Razogoth

I want the Disciple. Can I have one? PLEASE??

 
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Topic: Tyrant: General Tyrant Discussion / Reign of Razogoth

I have to ask, how many of your images are original, and how many come from Tyrant Unleashed. I haven’t played unleashed so I’m curious.

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Rot Fiend takes out all but orwold. Then hem solos him.

Rule 528: Counter cards with 4 Cards:Common, Uncommon, Rare, and Legendary. Each
card will battle one on one. After a Common dies, It’s replaced by an Uncommon, etc.

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)


Rule 524: Evade becomes Armored 2, Intercept becomes Protect 1. Stacks with existing Armored/Protect.

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Invalid counter, rule 429 stated that Xeno could not be used so the attacker (the Remnant) must be a non bloodthirsty or Xeno

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Your rule effects nothing so I can play anything.

(ID:2175/10=217. Rule 217: Both cards suffer Weaken 2. Chance skills do not activate.)
Rule 519: The current rule becomes the rule on the page equal to the defenders ID number divided by 10 and rounded down (shown in the fansite URL for that card). For example, Rocket Infantry (ID 6) would get the first page rule. Limitations on the rule apply to the attacker only (so if it was BT reward cards only, the defender doesn’t need to be a BT reward, only the attacker).

 
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Topic: Tyrant: General Tyrant Discussion / Faction Recruitment Thread

Originally posted by Spawnofiflar:

Let’s Get Chaotic!

Join us in our push to power. We are a level 11 faction seeking members who want to play the game and earn tokens and extra rewards in the process.
If you are willing to learn we have many members over level 100 who will be more than willing to show you the ropes.
We don’t require daily action, but we ask that you help when your on.

So join us as we drop in on our enemies and teach them to fear our chaotic vengeance!

http://www.kongregate.com/games/synapticon/tyrant?source=finv&kv_apply=16871002

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Rule 516: Play 2 cards (unit or structure). Both cards have attack, health, and cooldown equal to the lowest stat of the two. If one is a structure, only its health and cooldown change. You win by killing both original cards win. All structures have wall, and structures are affected by disease as if they were units.

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Rule 514: Play an assault card and any common or uncommon structure.
Defeat assault to win, Siege is disabled.

 
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Topic: Tyrant: General Tyrant Discussion / Advanced counter cards game (squabble edition)

Rule 513.2: All Skills do not trigger until 1 turn after the cards cooldown. Attacker starts with +4 extra HP. On play skills trigger at this time as well (but still only trigger once).