We had a great turnout at MHvZ today, which resulted in some rather impressive hordes. We also tried out some new gamemodes. This Nerf Game Report goes into particular detail about the new gamemodes.
Gamemodes:
Regular:
- (Regular) Survival – Standard HvZ gametype, humans try to survive for a given amount of time (or until the last human falls). Zombies are given access to upgrades at various times, we used Infectors at 5 minutes, Tanks at 10 minutes and Husk at 15 minutes. Last human to fall wins.
- Secret VIP – There are 3 special players in this game: the VIP, the General and the Traitor. The VIP is a human who the other humans are trying to protect and is restricted to a given area (we used the usual tambark area), while the Traitor is a zombie masquerading as a human. When stunned, zombies must move outside of the VIP’s area before counting down their stun. The only person who knows the VIP’s identity is the General, while all original zombies know the Traitor’s identity. Everyone knows the identity of the General, making them the only guaranteed trustworthy human. The Traitor acts as a human, but can at any point do a single Traitor zombie tag, revealing that they are the Traitor, and thus turning into a regular zombie. Additionally, if a human hits another human, the hit human is stunned as if they were a zombie, however they can still fire their blaster. If the humans protect the VIP for a given period of time (e.g. 15 minutes), the humans win. If the zombies successfully tag the VIP, the zombies win. Zombie upgrades are unlocked on a timer like Survival, with Infectors available from the start, 5 minutes for Tanks and 10 minutes for Husk. If a human is hit by a grenade, they are instantly turned into a zombie. This is the only way to actively eliminate the Traitor.
New/Infrequent:
- Zombie Payload – A zombie is designated as the “payload”, and carries a bucket as an indicator of this status. They cannot run, however otherwise behave as an ordinary zombie. The objective of the zombies is to escort their payload from the start area to the end zone. The humans will attempt to hold off the payload from reaching the end zone. If the payload reaches the end zone within 15 minutes, zombies win. If the payload does not reach the end zone by 15 minutes, humans win. Zombie upgrades are made available at 5/10 minutes ala Secret VIP.
- Bounty Hunt – Three humans are designated as VIPs, and allocated a particular zombie upgrade. If a VIP is tagged, their allocated zombie upgrade is made available. The game otherwise operates like a standard Survival round. In the second round of Bounty Hunt, a Traitor was added, operating on the same rules as in Secret VIP.
Zombie rules:
Zombies tag humans with their hands onto any body part, blaster, tactical gear, etc, turning the human into a zombie. If a human hits a zombie with a dart, the zombie is stunned for a count of 20. A human can also stun a zombie with melee, but only with a direct hit to the back.
There are 3 standard zombie upgrades/mutations/perks:
- Infector – zombies get to use foam swords, pool noodles, etc. Tags with said foam melee weapons on humans count as regular tags. Said melee weapons can also be used to block darts.
- Tank – zombies get to use shields, which block darts. The shields cannot be used to tag humans, presumably as a precaution against shieldbashing which could cause significant injury.
- Husk – a zombie gets to use a ranged attack, in this case a Zing bow. A ranged Husk attack counts as a regular zombie tag. The Husk may move from the place they were stunned to retrieve their ammo, but do not count down their stun timer until they return to their original stun place.
Zombie upgrades cannot be stacked, so a zombie can only have one upgrade at any time.
If in play, grenades can stun a zombie with a hit to a shield, and can be reused at will. If human vs human rules are in effect, a grenade hit to a human will turn that human into a zombie immediately.
Blasters:
Since there were a lot of different blasters there, I’ve generalised them and only listed down the ones that I saw as significant or noteworthy, or remember for that matter. Being that I can’t be everywhere at once, it’s entirely possible I completely missed some blasters. As there were a lot more players than usual, I quite possibly missed a lot more blasters in action.
Recurring/Regulars:
Elite Rapidstrike (various motors, LiPos) – standard high ROF blaster for MHvZ. Capable of excellent volume of fire at decent range, however requires good trigger control and a lot of ammo to keep in check.
Elite Stryfe (various motors, LiPos) – standard semi-auto flywheeler for MHvZ. Simple, dependable and very effective in the right hands, Stryfes are very popular for good reason.
Elite Retaliator (various springs, pump grips) – the most popular mag-fed springer at MHvZ. A solid, compact blaster with massive aftermarket parts support, capable of turning it from a large pistol into a fairly powerful pump action rifle blaster. It is beaten for power and ROF by a number of blasters, however in my opinion it is the most balanced springer that is readily available, at least in Australia.
New/Infrequent:
The Jyn Erso blaster performed about as expected, being noticeably but not unusably worse performance wise compared to my other flywheelers with aftermarket flywheels. It does have some notable usability issues that in my mind put it behind most of the other semi-auto flywheelers. Firstly is its somewhat awkward design, with a rather small handle and an awkwardly placed foregrip that make holding it a little uncomfortable. A particular issue I had was how easy it is to accidentally press the rev trigger due to the handle design and the significant front weight. Additionally, the magwell is rather tight, and this coupled with the right-side-only mag release can make it a little more difficult to change mags. This coupled with the front-heavy design made it much more awkward and difficult to switch mags compared to most other flywheelers. Finally, the Jyn Erso blaster is not compatible with F10555 Pmags due to the magwell area design, which I discovered to my dismay on the field.
Rival Artemis (assumed stock) – my first time seeing these in person, they are a very solid out-of-box Rival springer, and a pretty good stock blaster all round. Good capacity that is easily topped up on-the-fly (though difficult to fill from empty/near-empty), quite good stock range and accuracy as is expected from the Rival line, and pump action with slam-fire for a solid ROF. Compared to a typical overhauled Stryfe (or similar modded superstock blasters), the Artemis is a little outclassed, but for stock blasters, it’s certainly a very good one.
Air Zone Tripleshot/Lanard Shotgun (complete overhauls) – these things are absolute monsters, each with 3-dart inline clips for each barrel. The yellow one packs the standard 4 barrel arrangement of a typical “Quadshot” for a total capacity of 12 darts, while the beige one uses an 8 barrel arrangement for a total capacity of 24 darts. Packing an impressive amount of power, these things are capable of effective shots at ranges well beyond most other blasters, however were largely mitigated again by the use of Koosh, which are rather unstable and inaccurate at such speeds.
With Tanks, the zombies could actually threaten and push back the humans, nabbing many more tags while also clearing the way for the Payload to move forward. They could easily and effectively scatter the human groups, clearing the way not only for the Payload to move forward, but also for other zombies to make some easy tags. They also drastically reduced the effectiveness of the human wall of death formation. With Tanks in play, the Payload had a much easier time moving forward. Between the always dangerous Tanks and ever-growing zombie horde, it became increasingly difficult for humans to get near enough to the Payload to stun them. Couple that with the relatively short distance between the start area and end zone, and a zombie victory was all but inevitable. The last minutes of play saw the humans pushed further and further away from the Payload, leaving them clear to move to the end zone.
For Payload type gamemodes, I feel that there needs to be a way for the Payload to be completely and reliably stopped. More importantly, they should also be stoppable without resorting to mindless or overkill tactics such as constant dart hosing, which to me suggests poor game design. The Payload itself should not be able to slowly inch forward of its own accord, certainly not still while confronted with a large group of humans. Rather, a Payload more akin to the Bomb in the old Blind Bomber gamemode (a separate game piece that is carried by a human), or even just more like Payloads in shooter games (think Overwatch or TF2, Payloads that only move when members of the appropriate team are nearby) would make for a much more competitive and fun game. Of course a lot of alteration would be necessary to make a Zombie Payload gametype work, given the drastic imbalance in teams, but I do not think the gametype currently is competitive or fun.
The game progressed much the same as a normal Survival round, just with the zombies more focused on the VIPs instead of targeting whichever human group they felt like. In turn, the humans were also grouped a little more tightly than usual, with more focus of actually protecting a particular human rather than just survival. Once all the VIPs were tagged and all the upgrades made available (in particular Tank shields), the game turns into just a standard Survival round. The difference is all in the mid-game, in how and when the zombies acquire the upgrades.
In the first round, although the Infector VIP was tagged relatively early, the zombies generally struggled to make much impact on the human groups. Although I wasn’t paying attention to the time, I’m fairly sure the zombies didn’t get access to Tank shields until well after 10 minutes of game time. Even when they did get access to Tank shields, I believe it was due to a miscommunication as I know the Tank VIP was still alive at that time. What this highlighted though was the need for the zombies to have some kind of “bunker buster” that wasn’t just Tanks for this gametype. In most games, the zombies can rely on getting access to Tank shields at some point during the game. This gives them a relatively reliable method of scattering and disrupting most human groups. In Defence Survival, though acquisition of the Tank shields is not guaranteed as such, it is near guaranteed that at some point the humans defending the Tank square with have a lapse of concentration, giving a zombie the opportunity to dive in and grab a shield.
The idea behind using a Traitor as a “bunker buster” in Bounty Hunt is that it guarantees the zombies at least one of the upgrades, ideally the Tank shields. In the second round, it was in fact not the Traitor, but poor situational awareness, that got the Tank VIP tagged. The zombies focused their efforts on the human group with the Tank VIP, and were eventually rewarded when the Tank VIP strayed too close to zombies coming to the end of their stun time. A Traitor is quite a sub-optimal solution for Bounty Hunt however. In Secret VIP, a Traitor prevents the VIP from being too open about their identity, and introduces some paranoia and discord into the human group. This works for Secret VIP because of the anonymity of the VIP, the short round timer and the relative safety of the VIP’s tambark zone. In Bounty Hunt, the three VIPs are known to everyone and this automatically makes them prime targets. It is not unreasonable for the Traitor to stick with the Tank VIP, and immediately tag them at the start of the game. This is rather un-fun for both the Tank VIP and the human group, as the humans have no real way of stopping this short of an exclusion zone around each VIP. I do not know what would make a better “bunker buster”, however I believe that with a suitable special zombie, Bounty Hunt could become a solid staple of MHvZ, like Defence Survival.
The Zing Bow is also capable of quite good range and accuracy. Compared to the Vortex Mega Howler however, Zing arrows are much less obvious and much more effective as a ranged weapon. They are much smaller and produce a much quieter whistling noise. Zing arrows also travel significantly faster, and with multiple arrows available, can be reloaded and fired again very quickly, making the Zing Bow much more effective in direct combat. This effectiveness as a ranged weapon overall is my biggest problem with the Zing Bow as a Husk weapon. While the zombies having a ranged weapon is not a problem in itself, the Zing Bow is too effective a weapon and blurs the distinction between humans and zombies too much. Past Husks such as the Vortex Mega Howler, and various rocket launchers, have worked as Husk weapons because they do not compete with human armament for ranged combat, and when pitted directly against most blasters, will not fare well. This is not the case for the Zing Bow, which has the range, accuracy and refire rate to compete with blasters, at least far better than the other Husks. As such, I believe that the Zing Bow is not suitable for Husk use, or at least not the Husk as it is implemented at MHvZ.
I quite enjoyed today’s event, a lot of players made for some rather intense Survival games and quite a claustrophobic mess in Secret VIP (as intended). I think Zombie Payload needs a lot of work to be a good gametype, and Bounty Hunt could do with some kind of new zombie in lieu of Tank shields not being guaranteed.
You can find the same post on my own blog: Outback Nerf