Rebellion

Dakks

Last Activity
Fri, Mar 20, 2015 2:05 PM
Posts Made
This user has made 11 posts.

Recent Posts

Posted 4 years ago

You know what they say about opinions dontcha?
Everyone's got one.
With that said.and I'll post it again.I never played the original 2 games.
This is a console port.
I'm afraid if you did not play the original games you do indeed have a biased opinion. 90% of the issues people have with ZAT right now are not about downgrades that had to be made because of coding for a console. They're for things like unnecessarily changing mechanics in the game like the weapons, enemies, gun turrets, aesthetics, SCORES into something worse than how it was in Nazi Zombie Army 1 and 2. There are several opinions on this but the majority of people who have experienced, loved and supported the games from the beginning are unhappy with these random, pointless changes. Perhaps that's a biased opinion, but it comes from better footing than people who never played the first two.

Posted 4 years ago

Hey, can I ask what device you got this huge combo on?
Instead of gathering 'news' about RelaxingEnd's 300+ combo and RichPandy's GLITCHED 400+ combo, can we actually have some information regarding patches, updates and y'know, clarity on what plans for the game are? You've been absolutely inundated with feedback since day 1 and have addressed very little of it, which gives us the impression you have not even looked at it.

Posted 4 years ago

Can you imagine a Chainsaw Elite pawning in the Dead End map?
As it stands, each map has a different set-up for enemies that spawn. Waves of Despair has Fire Zombies, No Sanctuary has Snipers. So the tougher enemies should spawn on different waves according to the map (say, Chainsaw Elites would spawn quite late around Wave 20 on Dead End, but Around Wave 13 on Waves of Despair). Quite frankly I don't understand why it isn't like that to begin with.

Posted 4 years ago

I guess this question also applies to Fire Demons and skeletons (probably not summoners tho that would be cool).
Summoners could work in Horde mode, but not so much the ones that spawn new enemies. If you notice in the campaign there are Summoners who continuously summon a batch of new zombies, and others who will revive the same zombies they initially summoned (They won't summon any more) and restore their limbs if necessary. The second type of Summoner would be interesting for Horde mode.
And yes, I would also like to see all the enemy types in Horde mode and a reduction to the amount of armoured zombies earlier on. Horde mode only gets difficult due to every enemy becoming a bullet sponge, not because you have to accommodate for different strategies for different enemies. Fire Demons, Chainsaws, Summoners and Skeletons, yes please. Hell, perhaps even an Occult General if you can make it to Wave 25 or something.

Posted 4 years ago

this why I think it is easy create diff. zombies with CEL-SHADE...
with great details of characters & monsters...this idea for the next new ZAT!
How does the way a game renders textures make it easier to create different zombie models?
Not to mention the style does not fit with the grisly, gory, bloody, 80's horror atmosphere that Zombie Army Trilogy goes for.

Posted 4 years ago

The footage from ZAT was done on Sniper Elite difficulty (I was working toward an achievement at the time) although I'm not sure if that has any effect on numbers.

Posted 4 years ago

The video goes through some issues between the two games such as shotgun effectiveness, skeletons, flaming zombies and general atmosphere. These issues are not just my own observations, the many users on the Steam forums have been asking for clarity from Rebellion. Understand it is intended for feedback, as we hope the developers see this and shed some light on the issues.
Otherwise, you players feel free to comment on this and suggest other issues you feel could use some love.

Posted 4 years ago

He's saying if you like Zombie Army Trilogy you might like a movie called Frankenstein's Army. I can't say I know many people who refer to them as 'flicks' anymore though. Perhaps that was the source of this confusion.

Posted 4 years ago

- Only a single enemy to be knocked down per kick.
- Skeleton enemies near invulnerable to kicks.
- Remove the ability to mash kicks out while player is under attack themselves / taking damage.
- Reduce attack delay time for said enemies so that walking up to them and kicking them is more risky and not feasible with
multiple enemies in close proximity to one another.
- (If possible), breakable glass on vehicles and some building windows, so they can be shot through so taking cover behind cars has to be done more thoughtfully and for overall effect / realism.
These suggestions mentioned above should not be exclusive to a supposed "hardcore" mode. They break the gameplay on all the other difficulties as well. It would be better for them to be patched in as they would fix the two biggest issues people have with the gameplay at the moment - joke skeletons and being able to almost beat an entire level safely by kicking.

Posted 4 years ago

[continued from above]
- Inability to disable or miniaturize the big scoreboard in the top right has some people scratching their heads, me included. I'm not particularly fussed about scores, and you can see the scores at the end of the mission anyway. I'd rather not have the large black area blocking vision of the amazing atmosphere and aesthetic of the game :)
- A few people mentioned the X-Ray camera in solo rarely shows organ destruction anymore. It triggers very often with headshots but very rarely for organ or bone-shattering shots. MP bulletcam is the same with it rarely triggering - apart from skeletons. With camera set to normal frequency I get a cam every second skeleton kill. Someone mentioned this might be because body shots with the rifle seem weaker than it used to be.
- No one else has mentioned this, but why does every single regular zombie have the same body? A grey/green tunic, an exposed ribcage, tears on the thighs and arms. In NZA the zombie models were more varied, with burnt zombies, older decayed zombies, many with their chests not blown open, some wore the WaffenSS camo instead of a tunic. What happened here? In the cutscenes for each Episode you can still see this variation, but not at all during gameplay.
- Flaming Zombies. Only thing we have to say about this is that it looks and feels strange to land only 1 shot and they dissipate (instead of dropping to the ground like they did in NZA). Also not a threat anymore since they've been drastically slowed down since NZA and severely weakened. They look great this time around though. Just not when they die.
Sorry for that awfully long post, but it seems it's been a while since we saw a developer respond to the Steam Forums, I assume because of the weekend and enjoying your game launch which is understandable. Some of them may seem nitpicky, but I can't help it really, the Nazi Zombie Army series has become one of my favourite games of all time for it's unparalleled atmosphere, hellish environments and sounds and grotesque creatures which scared the pants off us seeing them 2 years ago. It's just a bit of a shame a lot of us don't get that feeling with the skeletons or flaming zombies anymore. Even the normal zombies seem boring now due to them all looking identical. All that said, congratulations on the release Rebellion, I'm still really enjoying it - but I do hope to see continued support and interaction with the community's feedback. You've done an unreal job of that pre-release, keep it up!

Posted 4 years ago

I made a thread very similar to this in the Steam forums for the game, but I'll post it here since you'll probably see this feedback a bit more I imagine.
- I agree with above that a lot of vaulting spots have been removed which make the map rather linear at times. I noticed this in Cathedral of Resurrection when trying to vault over the ledge in the house second floor, which I always did in NZA1.
- I have also noticed chain reaction explosions happen through walls and floors. Dunno if this is a new problem to the series though.
- Kicks are overpowered in my opinion, at least with some enemies. The Steam forums are split pretty 60/40 on this one. Many argue that the skeletons are really not a threat at all anymore since you can kill them with a kick. Heck, you can kill three with a single kick. Heck, you can kick the pentagram and kill a skeleton before it even rises from the pentagram! It's noticeably easier to shoot their heart anyway in ZAT compared to NZA, which is enough really. Also, if you kick a zombie crawling up from the ground you also kill it instantaneously, with the zombie disintegrating right away. Seems unusual... In regular combat someone mentioned the kicks are more reliable and damaging than a shotgun blast (especially with armoured zombies - these are a joke with kicks/stomps).
- I haven't noticed any problems with the SMGs or pistols really, but most Steam forum members agree the 12 Gauge has been criminally nerfed. In NZA you could blow away 3 zombies with a single blast, in ZAT you're lucky to get two. Sometimes you can't even kill one! What happened to this staple weapon in zombie slaughtering culture? The Preacher also seems less effective against Elites and bigger enemies which I don't understand, since that is what players actually use it for.
- Many have expressed distress over the removal of binoculars and the cover system. I personally am not fussed but the majority is unhappy.
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