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 Zombots 
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Joined: Wed Jan 06, 2010 2:17 am
Posts: 81
Location: New Zealand
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Post Re: Zombots
I find Molotovs fairly useful as when they gib the head land in the flamey death and takes some damage and also makes it a more obvious target to shoot.


Fri Jun 11, 2010 11:58 pm
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Joined: Sat Jun 16, 2007 2:31 am
Posts: 2982
Location: Texas
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Post Re: Zombots
wtf are these zombots everyone is talking about anyways


Fri Jun 11, 2010 11:59 pm
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Joined: Sun Aug 09, 2009 9:26 am
Posts: 1633
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Post Re: Zombots
Here ya go, broski.

viewtopic.php?f=61&t=17686&hilit=Zombots


Sat Jun 12, 2010 12:03 am
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: Zombots
Yea have fun whitty!

Also, my mouse ran out of batteries and so I can't play CC anymore unless I want to suck.


Sat Jun 12, 2010 1:35 am
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Joined: Wed Mar 03, 2010 11:29 pm
Posts: 122
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Post Re: Zombots
District 9 Arc Gun.
As long as you can avoid the missiles and shots, you have the ultimate zombie-destroying weapon.


Sat Jun 12, 2010 5:29 am
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Joined: Tue Dec 12, 2006 3:10 pm
Posts: 495
Location: Uncertain quantum state
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Post Re: Zombots
Not on my watch you don't.

http://forums.datarealms.com/viewtopic.php?f=61&t=17686&start=0

Zombiebots now avert enemy attempts of instant disintergration.

And you suckers thought they couldn't get worse.


Sat Jun 12, 2010 9:59 pm
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DRL Developer
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
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Post Re: Zombots
Oh man you are just evil :-(


Sat Jun 12, 2010 10:47 pm
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Joined: Wed Feb 17, 2010 12:07 am
Posts: 1545
Location: That small peaceful place called Hell.
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Post Re: Zombots
LeonXross wrote:
The ones that failed are
Vanilla
Crobo
Darkstorm
MeleeMaster
Pelian Army
SAW
Theatre of Dead
UniTec


I BEG TO DIFFER!!!

EDIT: Alrighty, After i nice round of zombot action. I managed to last a bit, also I have found out that they dont like my kinetic energy based weapons, like i mean REALLY dont like them.. A shot from my SIG-II right in the chest and they're gone then the Rail Driver right in the skull. Also it seems that the WUND is a bit effective. Maybe cause the hail of bullets it spits out.

GOD those claws have distance though..


Last edited by Coops on Sat Jun 12, 2010 11:50 pm, edited 2 times in total.



Sat Jun 12, 2010 11:37 pm
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
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Post Re: Zombots
That's just what didn't work for him, not for everyone else.


Sat Jun 12, 2010 11:40 pm
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: Zombots
findude wrote:
Not on my watch you don't.

http://forums.datarealms.com/viewtopic.php?f=61&t=17686&start=0

Zombiebots now avert enemy attempts of instant disintergration.

And you suckers thought they couldn't get worse.



JEsus....

And with SAW, I think I was using the wrong weapons or I was using the wrong strategy...

OH good lord here go, round two


Sun Jun 13, 2010 12:02 am
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Joined: Wed Mar 03, 2010 11:29 pm
Posts: 122
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Post Re: Zombots
Well, the WEC UV-9 still works pretty well. Just don't get overwhelmed, and watch out for the reload.


Sun Jun 13, 2010 4:11 am
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Joined: Mon Sep 28, 2009 2:15 am
Posts: 720
Location: A fucking desert.
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Post Re: Zombots
personally i find that a crobotech heavy with a shotgun and rocket launcher is nearly unstoppable, and that applies here too. rocket launcher to break 'em shotgun to finish 'em.


Sun Jun 13, 2010 9:09 am
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
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Post Re: Zombots
Retards, they, kill everything, and anything in a few shots.
To break takes one clip, to destroy is to get one good shot.


Mon Jun 14, 2010 5:24 am
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Joined: Mon Mar 16, 2009 10:50 pm
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Location: Neverwhere
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Post Re: Zombots
I don't see why people think toughness in a mod is merit. Any numbnut can add twenty 9's on the end of a value.


Mon Jun 14, 2010 6:21 am
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
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Post Re: Zombots
The Zombots aren't so much of a problem because of physical strength. It's because they respawn if you don't destroy their heads.


Mon Jun 14, 2010 7:18 pm
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