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 Zombots 
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Joined: Fri Feb 16, 2007 8:43 pm
Posts: 1695
Location: AH SHIT FUCK AUGH
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Post Re: Zombots
I must say that it surprises me that the Pelian Army failed quickly. Those guys are MADE to be overpowered, so you clearly didn't apply enough Assault Robot/MARS lubrication. MARS's autocannon in particular tends to paste everything on the wrong side of it. I shall test this out myself, as well as see how the Zombots fare when they taste the awesome power of a swung Frankfurter.


Mon Jun 14, 2010 10:51 pm
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Joined: Sat Jun 16, 2007 2:31 am
Posts: 2982
Location: Texas
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Post Re: Zombots
These have gotten me playing CC again.

And...I always lose.


*EDIT*
Tek Troopers. Tek Elite. Tek Shotgun. Sonic Cannon.
Win.


Tue Jun 15, 2010 2:45 am
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Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
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Post Re: Zombots
two strafe laser markers can clean up most of the map for a bit, but even with them this is hard.


Tue Jun 15, 2010 1:57 pm
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Joined: Tue Mar 16, 2010 7:38 pm
Posts: 447
Location: The Ninth Circle
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Post Re: Zombots
Grif's Scorpion gunship handles them pretty well.


Tue Jun 15, 2010 6:46 pm
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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
I'll just leave this here...

Image

It can barely walk and I haven't even started the with Lua. Also going for a cruise for couple of days.

I profoundly hate actors.


Tue Jun 15, 2010 11:02 pm
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Data Realms Elite
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
Can it be, AN UPDATE!?
I so want man, I want to get my troops to be ownt by a better coded behemoth.


Wed Jun 16, 2010 12:40 am
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: Zombots
findude wrote:
I'll just leave this here...

Image

It can barely walk and I haven't even started the with Lua. Also going for a cruise for couple of days.

I profoundly hate actors.


Wait a second, are those wheels I see?


Wed Jun 16, 2010 2:20 am
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Joined: Sat Mar 28, 2009 2:33 pm
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Post Re: Zombots
Amirobotics panzor bot can hold its own for a bit, just kill them with the guns and jackhammer the remains.


Wed Jun 16, 2010 2:23 am
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Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
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Post Re: Zombots
Using any brain actor (Brain Robot, SAW Commander, etc) with the M1014 and a pistol (preferably a revolver ala Peacemaker) makes fighting these guys so much fun. The slow-loading, hard-hitting attributes of the shotgun and revolver means you can rip up an individual zombot without much challenge but you can't take on more than two or three at once. Quite balanced.


Wed Jun 16, 2010 7:56 pm
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Joined: Thu Aug 06, 2009 8:34 pm
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Post Re: Zombots
The new OAU Hornet works pretty well for them... The fact that it's in the air helps a lot. :-P


Thu Jun 17, 2010 1:27 pm
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Joined: Sun Dec 06, 2009 11:54 pm
Posts: 85
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Post Re: Zombots
The actor lasts for five minutes max, but a Coaltion Punisher's Crush Fist makes for some easy ZomBot slaying (Pick up, crush, wait for the head to be capable of being attacked, then stomp over and crush it)


Thu Jun 17, 2010 3:15 pm
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Joined: Tue Jul 21, 2009 4:36 am
Posts: 347
Location: The place where asses go to be bad
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Post Re: Zombots
@Zoroaster: yay, you're back. With your overpowered punisher of failness. Seriously, I played as the zombots with punisher activities (kustom made!) and it only takes two claw swipes from a zombot to kill a punisher.

@Jon: when do you think I can get my hands on a copy of that?

I've also found that high powered flamethrowers (like whitty's or SAW's) rip the bastards to shreds and most of the time kill the head after the body gibs (cuz it keeps on hurtin liek dat)

EDIT: A SAW Commander with a SIG-II and a flamethrower.
1) Pump all three rounds into the zombot's general area, and the impulse will make it gib
2) paint the ground orange with the flamethrower

1 commander, 70 zombots obliterated, no respawns (detected)
The only reason I died is because I accidentally fired the SIG-II at point blank range, taking off my legs and sending me flying toward a zombot feeding frenzy.


Thu Jun 17, 2010 4:40 pm
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Joined: Wed Mar 03, 2010 11:29 pm
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Post Re: Zombots
107 kills from one modded AAL Energy MPAM.
The mods were infinite ammo for the blade.


Fri Jun 18, 2010 2:55 am
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Joined: Sun Dec 06, 2009 11:54 pm
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Post Re: Zombots
Joe wrote:
@Zoroaster: yay, you're back. With your overpowered punisher of failness. Seriously, I played as the zombots with punisher activities (kustom made!) and it only takes two claw swipes from a zombot to kill a punisher.



GTFO, the AI doesn't know how to use the Crush Fist from an unedited Punisher anyways.


Fri Jun 18, 2010 11:26 pm
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Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: Zombots
Did anyone try using the SET against these? EMP 'nade them, then electrorifle them, or just use the lasers.
BTW I'll try fighting these against my new faction, see if they become scrap metal or make mush out of them.


Sat Jun 19, 2010 9:13 am
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