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 Dawn of the Dead - Soldiers

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Gimli.SoG

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PostSubject: Dawn of the Dead - Soldiers   Mon 07 Dec 2009, 08:16

This thread shows the details of every character in Dawn of the Dead 6 as of Beta 7.

Rifleman:

Rifleman
Required Rank: PVT
Class: Assault
Riflemen are the basic modern soldiers from which all other soldierly functions stem. Though by tradition certain infantry units are based on the rifleman, they employ a variety of other specialized soldiers in conjunction with the rifleman.
HP: 355Strength: 7
Mana: 215Agility: 4
Damage: 36-46Energy: 5
Armor: 1MS: 214
Range: 1500
Special Abilities
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%
Hero Abilities
Rifle Grenade

65
Launches a 40mm fragmentation grenade at the indicated location.
Damage: 400/600/800/1000/1200
Cooldown: 25 seconds
Stim Pack

35
The built-in chemical delivery systems doses the Rifleman with a powerful mix of synthetic adrenaline, endorphins, and a psychotropic aggression enhancer. The mixture also counteracts various kinds of poisonings and injuries. Does not stack with Stimulants, Anabolic Steroids or Sprint.
Attack&movement speed: +10%/+20%/+30%/+40%/+50%
Hitpoint regeneration: + 1 hp/sec/+ 1 hp/sec/+ 1 hp/sec/+ 2 hp/sec/+ 2 hp/sec
If Infected: 0/+2 hp/sec/Cures infection
If bleeding: 0/0/+ 2 hp/sec/+ 3 hp/sec/Cures bleeding
Duration: 8 seconds
Cooldown: 10 seconds


Medic:

Medic
Required Rank: PVT
Class: Support
This essential soldier is in charge of the team's health. With his lifesaving abilities he can counteract every kind of disease or injury. Also he has access to substances to supply the team with body enhancing steroids.
HP: 365Strength: 5
Mana: 270Agility: 3
Damage: 33-43Energy: 7
Armor: 2MS: 218
Range: 1500
Special Abilities
Antidote

30/20
The newest military biology is able to suppress the zombie-virus. The antidote spreads quickly throught the body and terminates the virus cells.
Cures infections and diseases.
Healing: 5 HP
Cooldown: 15 seconds/12 seconds
Transfusion

50/40
Administers a recuperative blood transfusion to the selected unit, which restores the targets health over time.
Cures bleeding.
Healing: 190 HP
Cooldown: 45 seconds/30 seconds
Nano-Surgery

60/45
Injects a dosisf of cell-restoring nanites into the target's body, which slowly heal damaged cells and bones.
Cures fractures and eye damage.
Healing: 50 HP
Cooldown: 30 seconds
Time to cure: 10 seconds/6 seconds
Medical Display Computer
The Medical Display Computer (MeDiCom) monitors the body and brain functions of all team members and aids the medic in finding and healing them.
I) The multiboard will display each player's hitpoints in percent.
II) The multiboard will display the most dangerous ailment of each player left of the hitpoint display.
III) The -tl command will ping units with less than 40% hp in a darker color.
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%
Hero Abilities
Desert Eagle Mark V

10
The Desert Eagle is a large caliber gas-operated semi-automatic pistol. It is fed with a detachable box magazine. Requires reloading after each 6 shots (reloading consumes 1 clip).
Damage: 195
Cooldown: 0.15 seconds
Anabolic Steroids

20
A mixture of different testosterones is injected into the selected unit, temporary increasing it's attack and movement speed. Does not stack with Stim Pack.
Attackspeed: +6%/+9%/+12%/+15%/+18%
Movementspeed: +8%/+12%/+16%/+20%/+24%
Duration: 60 seconds
Cooldown: 15 seconds
Heal

3/4/5/6/7
Heals the target's wounds through the use of cell restoring nano machines. This method can be used to rapidly heal a single target but should not be the standard healing.
Healing rate: 14 HP/s/18 HP/s/22 HP/s/26 HP/s/30 HP/s


Scout:

Scout
Required Rank: PVT
Class: Recon
Scouts are usually the first group of soldiers sent to an infested area. They gather information about enemy and terrain in order to allow a well coordinated assault. Scouts stand out with their high mobility and the possibility to out maneuver hostile forces.
HP: 300Strength: 5
Mana: 240Agility: 6
Damage: 33-43Energy: 3
Armor: 2MS: 226
Range: 1500
Special Abilities
Radar

45
Takes a scan of your surrounding area to spot enemy signatures. Usual enemies are shown with red signals, whereas extraordinary strong threats are indicated by purple signals.
Range: 6500
Cooldown: 40 seconds
Ammunition Sweep

40
A portable scanner will be activated which sweeps the nearby area for ammunition.
Range: 6000
Cooldown: 30 seconds
Evasion
The Scout is experienced in evading enemy attacks in melee.
Evasion: 5%/15%
Hollow-point Ammunition
The Scout's weapon is loaded with hollow-point ammunition to slow down or disable enemies he encounters. Hollow-point ammunition expands upon entering a target, creating large bullet holes and stunning the target for a very short time.
Chance to stun: 15%
Bonus damage: 45
Improved Sprint

10
Allows the unit to move with increased movementspeed for a short time. Does not stack with Stim Pack.
Movespeed bonus: +50%
Duration: 15 seconds
Cooldown: 40 secodns
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%
Hero Abilities
Orbital Cannon

120
Directs the fire of an orbital weapons platform onto the targeted location. The set-up of the cannon requires the Scout to stand still for 4 seconds. Handle with care, it harms your teammates!
Damage: 6x500
Area of effect: 300
Cooldown: 90 seconds
Flare Gun

40/35/35/30/30
Flares are typically used as adistress signal as well as other signaling purposes, but can also be used to illuminate an area for a short duration.
Duration: 15 seconds
Cooldown: 30 seconds/25 seconds/20 seconds/15 seconds/10 seconds
Cloaking

45
Activates a protable cloaking device which makes the user almost undetectable for most enemies. The user is still able to fire or to use other abilities without revealing himself. Some enemies still can detect you.
Duration: 15 seconds
Cooldown: 30 seconds
Target Designation

30
The target becomes designated by the Scout's Laser Target Marker. It will suffer from a slight loss of armor and will be visible for every member of the entry team.
Armor Reduction: 4/6
Duration: 90 seconds/120 seconds
Cooldown: 30 seconds/20 seconds


Machine Gunner:

Machine Gunner
Required Rank: PFC
Class: Assault
The Machine Gunner sustains the level of fire power of the team. In combination with sufficient reconaissance he is able to take down any number of opponents.
HP: 370Strength: 7
Mana: 189Agility: 5
Damage: 39-49Energy: 4
Armor: 2MS: 195
Range: 1700
Special Abilities
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%
Hero Abilities
Rapid Fire

25
The marine turns his weapon into rapid fire mode to gain tempoary attack speed. Lasts for 6 seconds.
Attack speed bonus: 25%/50%/75%/100%
Cooldown: 30 seconds/25 seconds/20 seconds/15 seconds
Aerial Fragmentation Grenade

50
Launches a 40mm fragmentation grenade at the targeted location which detonates in mid-air and damages all flying units in it's area of effect. Handle with care, it harms allied air units!
Damage: 500
Cooldown: 25 seconds
Fire Support
Aids nearby team members to aim more accurate.
Damage bonus: 10%/15%/20%/25%/30%


Engineer:

Engineer
Required Rank: SPC
Class: Support
The Engineer is in charge of the team's ammunition suppliment and of the maintaining of mechanical and electronical equipment.
HP: 365Strength: 6
Mana: 309Agility: 3
Damage: 33-43Energy: 7
Armor: 1MS: 213
Range: 1500
Special Abilities
Create Ammunition

120
Utilizes the Engineer's energy to create a stack of magazines. The magazine stack appears in the Engineer's inventory.
Cooldown: 50 seconds
Refill Weapon

120
Refills the targeted primary weapon. Only shotguns and burst fire weapons can be refilled.
Shotgun: +4 shells
Burst Fire Weapon: +6 charges
Grenade launcher: 0/+2 grenades
Cooldown: 100 seconds
Energy Generator
The Engineer's portable energy generator periodicly transmits small amounts of energy to nearby friendly units. The Engineer is also effected by that.
Bonus regeneration: 0.15/0.30/0.45/0.60/0.75
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%
Hero Abilities
Drain Energy

5
Transfers energy from the targeted friendly hero to the engineer until the engineer's mana is full or the target's mana is drained completely.
Cooldown: 20 seconds
Power-Net

25
Throws a reinforced steel net at the target that causes a it to be bound to the ground so that it cannot move for a short time.
Duration: 2 seconds/3.5 seconds/5 seconds/6.5 seconds/8 seconds
Cast Range: 700/875/1050/1225/1400
Cooldown: 12 seconds/11 seconds/10 seconds/9 seconds/8 seconds
EMP Grenade

65
Launches a EMP grenade at the indicated location which disabled enemies for a short time.
Damage: 250
Cooldown: 35 seconds
Place Sentry Gun

175
Constructs a sentry gun with limited ammunition which automatically targets and fires at every target in it's proximity.
Cooldown: 280 seconds
Duration: 300 seconds


Advanced Marksman:

Advanced Marksman
Required Rank: CPL
Class: Recon
The Marksman operates as a regular member within a unit where his skills are called upon whenever the need for accurate shooting arises in the normal course of operations. The Marksman can effectively use a fast-firing semi-automatic rifle.
HP: 355Strength: 6
Mana: 229Agility: 5
Damage: 67-89/73-106/81-114/89-122/97-130/105-138Energy: 5
Armor: 2MS: 210
Range: 1600/1675/1750/1825/1900/1975
Special Abilities
Throw Road Flare

30
Tosses a ground flare at the targeted location which burns brightly and illuminates the area.
Duration: 60 seconds
Cooldown: 45 seconds
Concentration

100
Allowes nearby team members to strike with extraordinary accuracy for a short time. Gives a chance to critically hit to every nearby team member.
Range: 500
Duration: 6 seconds
Cooldown: 100 seconds
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%
Hero Abilities
Disabling Shot

40
Takes aim and fires at one particular target to injure its limbs and to cripple it. Even though zombies will not feel any pain, a destroyed leg will considerably slow it down.
Cooldown: 8 seconds
Rifle Scope

14/20/26/32/38
Uses the rifle scope to reveal the designated area and all invisible units in it for a short time. During this time the chance of scoring a critical hit is increased with each level of scope.
Area of effect: 850/900/950/1000/1050
Critical Hit level: +2/+4/+6/+8/+10
Duration: 6 seconds
Cooldown: 12 seconds/11 seconds/10 seconds/9 seconds/8 seconds
Activate Tactical Stance
When activated, the Marksman's rate of fire is drastically increased, but his movement speed and attack damage is reduced.
Attack speed: +75%
Movement speed: -80%
Damage: -20%


Firebat:

Firebat
Required Rank: SG
Class: Assualt
Flamethrowers have not been used anymore since the Vietnam Wars, because it turned out to be unsuited for modern combat. Napalm, however, has proven to be highly effective to fully destroy infected matter.
HP: 430Strength: 8
Mana: 234Agility: 3
Damage: 37-43Energy: 5
Armor: 2MS: 208
Range: 750
Special Abilities
Fuel Combustion
The Firebat ignites a part of his fuel to convert the heat into energy for his suit. Using this ability will burn 40 fuel.
Energy: +125
Cooldown: 45 seconds
Defense Tactics
Increases the Firebat's armor. Nearby friendly units benefit from the Firebat's defensive tactics and receive a smaller armor bonus.
Armor bonus: 1.5/3/4.5/6/7.5
Firebat's bonus: +1/+2/+3/+4/+5
Napalm
With each attack, the burning napalm sticks to the ground and continues burning for a short time. Every enemy stepping on it will take damage.
Damage: 15 HP/s/30 HP/s/45 HP/s/60 HP/s/75 HP/s
Hero Abilities
Fire Burst

45
Unleashes a cone of ignited fuel which damages all enemies in front of the Firebat.
Damage: 125/250/375/500/625
Range: 300/350/400/450/500
Cooldown: 8 seconds
Protection Matrix

5
When used the suit's nanobots absorb and repair taken damage through the sacrafice of energy. In addition the nanobots shield the user from infections and any kind of wounds. Damage that instantly kills the Firebat can not be absorbed.
Duration: 10 seconds
Damage absorbed per energy point: 1.5/2/2.5/3/3.5
Ailment chance reduced to: 60%/50%/40%/30%/20%
Cooldown: 15 seconds


Demolitions:

Demolitions
Required Rank: SSG
Class: Support
While his comrades choose the rifle to engage enemies, the Demolitions prefers all kinds of explosives and heavy ordnance. He can deploy different kinds of explosives and rockets to decimate clusters of enemies or focused on a single threat.
HP: 365Strength: 6
Mana: 279Agility: 3
Damage: 49-59Energy: 7
Armor: 2MS: 208
Range: 850
Special Abilities
Disarm

1
Disarms an explosive charge or satchel and moves it into your inventory.
Cooldown: 2 seconds
Satchel

45
Places a satchel, which can be detonated manually or through the use of an explosion. Handle with care, it harms your teammates!
Damage: 600
Cooldown: 80 seconds
Demolition Charge

120
Places a demolition charge which is generally used to destroy buildings. It is timed to detonate 5 seconds after being planted. It is adviced to remove yourself quickly from the detonation site after the charge has been armed! Handle with care, it kills your teammates!
Cooldown: 120 seconds
Napalm Canister

85
Attaches a napalm canister to the next rocket which burts open upon impact and ignites the ground in proximity.
Damage: 100 HP/s
Duration: 30 seconds
Cooldown: 90 seconds
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%
Hero Abilities
Anti Tank Missile

60/70/80/90/100
Launches a rocket propelled anti tank grenade at the targeted location. The rocket is designed to take out heavily armored targets. Handle with care, it harms your teammates!
Damage: 1600/2400/3200/4000/4800
Area of effect: 150/165/180/195/210
Set-up time: 3 seconds/2.6 seconds/2.2 seconds/1.8 seconds/1.4 seconds
Cooldown: 30 seconds
Anti Infantry Missile

60/65/70/75/80
Launches a rocket propelled anti infantry grenade at the targeted location. The rocket detonates on impact and scatters it's steel shell over a large area. Handle with care, it harms your teammates!
Damage: 600/800/1000/1200/1400
Area of effect: 300/320/340/360/380
Set-up time: 2 seconds/1.6 seconds/1.2 seconds/.8 seconds/.4 seconds
Cooldown: 20 seconds
Explosive Charge

50
Places a explosive charge, which needs to be detonated by a satchel, grenades or similar devices. Handle with care, it harms your teammates!
Damage: 1200
Cooldown: 60 seconds


Vanguard Ops:

Vanguard Ops
Required Rank: SGM
Class: Recon
Vanguard Operatives are used as infiltrators behind enemy lines and mostly in urban environment. Their training with melee and specialized weaponry allow them to maximize their destructive capabilities.
HP: 440Strength: 6
Mana: 376Agility: 4
Damage: 43-52Energy: 6
Armor: 2MS: 206
Range: 850
Special Abilities
Stamina
The Vanguard can take injuries second to none. Years of worst-case training gives him the stamina to shake fatal injuries off.
Ailment Resistance: +8%/+16%/+24%/+32%/+40%
Damage taken: -2/-4/-6/-8/-10
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 5%/10%/15%/20%/25%
Damage: 200%/225%/250%/275%/300%
Hero Abilities
M70 GaussRifle

80/85/90/95/100
The M70 Gauss Rifle uses an electromagnetic field to propel ammunition at ultra-sonic speed. The impact causes a hydrostatic shock which disables the target for a short time. Handle with care, Gauss shots harm your teammates!
Damage: 200/375/550/725/900
Duration: 2 seconds/2.75 seconds/3.5 seconds/4.25 seconds/5 seconds
Cooldown: 20 seconds
Monomolecular Blade

40
The Monomolecular Blade is a revolutionary weapon which allows the wielder to easily cut through flesh, muscles and even body armor with a single swing.
Damage: 80/140/200/260/320
Movement loss: 60%/60%/70%/70%/85%
Duration: 5 seconds/6 seconds/7 seconds/7 seconds/7 seconds
Cooldown: 8 seconds
Flash Grenade

90
Drops a Flash Grenade in front of your feet which detonates and blinds any enemies in proximity.
Attack speed reduction: 75%
Duration: 6 seconds
Cooldown: 30 seconds


Assualtman:

Assualtman
Required Rank: 2LT
Class: Assualt
The Assaultman wields a powerful close-range shotgun and inherits excellent close combat abilities. He is equiped with a number of tools indispensible for any dangerous mission.
HP: 435Strength: 8
Mana: 247Agility: 3
Damage: 192-250Energy: 5
Armor: 2MS: 208
Range: 900
Special Abilities
Throw Smoke Grenade

40
Deploys a smoke grenade at the targeted location which bursts open and slows down all units in it's range.
Duration: 40 seconds
Cooldown: 45 seconds
Fragmentation Shards
Gauge shells filled with small hollow steel balls which scatter on impact and shred deep into nearby enemies.
Chance to hit: 10%/12.5%/15%/17.5%/20%
Damage: 120/180/240/300/360
Area of effect: 200
Hero Abilities
Anti Personnel Shells

60
Tthe Assaultman sacrafices his area damage in order to be highly effective against single targets. Lasts 8 seconds.
Damage: +75%
Cooldown: 60 seconds
Rapid Fire

40
The Assualtman's attack speed increases drastically for 6 seconds to defend himself in dangerous situations.
Attack speed bonus: 100%/150%/200%/250%/300%
Cooldown: 30 seconds
Assualt Armor
This unit's armor is especially desinged to shield the wearer from damage and to defect it back to the attacker.
Armor Bonus: +2/+4/+6/+8/+10
Damage Reflection: 50%/75%/100%/+125%/+150%
Power-Net

40
Throws a reinforced steel net at the target that causes a it to be bound to the ground so that it cannot move for a short time.
Duration: 4 seconds
Cast Range: 700
Cooldown: 15 seconds

Field Technician:

Field Technician
Required Rank: 1LT
Class: Support
The Technician employs high-tech intelligent combat drones that come with various tools of modern warfare.
HP: 380Strength: 6
Mana: 306Agility: 3
Damage: 34-39Energy: 7
Armor: 1MS: 233
Range: 1500
Special Abilities
Phosphorus Canister

90
Attaches a container filled with white phosphorus to the next drone which receives a suicide order. The container releases its content on impact and damages all nearby organics.
Damage: 90 HP/s
Duration: 25 seconds
Cooldown: 90 seconds
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 10%
Damage: 255%
Hero Abilities
Detonate Drone

10
Orders a nearby combat drone to charge at the targeted area and detonate itself, setting off all ammunition and fuel it carries. Handle with care, it harms your teammates!
Damage: 1000/1250
Area Of Effect: 225/275
Cooldown: 10 seconds
Laser Targeting

10
Orders all combat drones in proximity to fire a kineto-magnetic bolt at the target, dealing high damage. Every drone successfully firing its bolt will drain mana from the technician.
Drain per hit: 20
Damage per hit: 500
Targeting range: 1000
Cooldown: 30 seconds
Regenerate

10
Strips one combat drone of all of its energy to quickly restore a portion of the target's health.
Healing: 130 HP
Cooldown: 15 seconds
Create Combat Drone

50
Creates a small automated combat drone controled by an AI. It will follow the targeted unit and fire at enemies in range. The maxmimum number of drones u can have at a time is determined by the level of this ability.
Duration: 180 seconds
Cooldown: 35 seconds

Sniper:

Sniper
Required Rank: CPT
Class: Recon
The snipers powerful long-distance sniper rifle enables him to deliver tactical strikes precisely accurate even over long distances. His specialisation lies in the elimination of single, strong targets.
HP: 325Strength: 6
Mana: 251Agility: 5
Damage: 311-360Energy: 5
Armor: 1MS: 220
Range: 2500
Special Abilities
Target Designation

30
The target becomes designated by the Sniper's Laser Target Marker. It will suffer from a slight loss of armor and will be visible for every member of the entry team.
Armor Reduction: 4
Duration: 90 seconds
Cooldown: 35 seconds
Camoflage

30
Activates a portable cloaking device which renders the Sniper almost undetectable for most enemies. While camouflaged, the Sniper suffers 20% movementspeed reduction. Some enemies still can detect you.
Duration: 15 seconds
Cooldown: 30 seconds
High Velocy Ammunition
High Velocity easily rips through several unarmored targets in a line, dealing substantial damage.
Damage: +15
Penetration Range: +75
Critical Hit
Depending on your weapon handling, equipment, your experience and/or various skills or traits, you have a chance to critically injure your target, dealing multiple damage.
Chance to hit: 10%/15%/20%/25%/30%
Damage: 180%/200%/220%/240%/260%
Hero Abilities
Sniper Shot

70
Takes aim and fires at one particular target to purpose highest possible damage. The bullet will deal a little more than normal damage, but always score a critical hit.
Cooldown: 8 seconds
Rifle Scope

14/20/26/32/38
Uses the rifle scope to reveal the designated area and all invisible units in it for a short time. During this time the chance of scoring a critical hit is increased with each level of scope.
Area of effect: 850/900/950/1000/1050
Critical Hit level: +2/+4/+6/+8/+10
Duration: 6 seconds
Cooldown: 12 seconds/11 seconds/10 seconds/9 seconds/8 seconds
Learn Claymore

30
Places a Claymore which explodes when an enemy coming close, dealing600-300 damage in it's proximity. The claymore has 3 seconds activation delay. Handle with care, it harms your teammates!
Cooldown: 40 seconds/34 seconds/28 seconds/22 seconds/16 seconds
Activate Sniping
When activated, the Sniper gets into position to carefully take aim at his enemies and take them out with deadly precision. Requires manual firing. Grants limited invisibility.
Attack speed: +80%
Movement speed: -100%
Damage: +50%
Damage taken: +100%

....................


"Wheres my axe?"


Last edited by Gimli.SoG on Fri 19 Nov 2010, 16:20; edited 20 times in total
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PostSubject: Re: Dawn of the Dead - Soldiers   Tue 08 Dec 2009, 19:30

I sorta got lazy with the critical hit, I don't think it is the same for each class... also I think some other inconsistencies in the post may be the result from such a long post because in the coding it is imputed correctly... like color and movement speed in a few classes... weird

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PostSubject: Re: Dawn of the Dead - Soldiers   Tue 08 Dec 2009, 19:49

Very well done.

There are only two different crits - one for Sniper (and maybe Marksman, I don't recall) and one for all the others.
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PostSubject: Re: Dawn of the Dead - Soldiers   Tue 08 Dec 2009, 21:14

I got the sniper crit just because that is when it occured to me that they may be different. All the stats for the each class was gathered with an old SFC code of mine, with the exception to assaultman and sniper which was gathered with the closest exp rank I could find to 2LT and CPT.

This means if things like HP and Mana are different when you play compared to what you see on this thread it is because your rank gives you an increase.

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PostSubject: Re: Dawn of the Dead - Soldiers   Wed 09 Dec 2009, 23:53

RWARRRRRR

?axe Gimli.SoG
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PostSubject: Re: Dawn of the Dead - Soldiers   Thu 10 Dec 2009, 00:06

hope you liked the sniper post nub

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PostSubject: Re: Dawn of the Dead - Soldiers   Thu 10 Dec 2009, 07:25

Too bad no one's hosting for me to hit CPT.

;(

?hugeaxe Gimli.SoG

nubcake splits Gimli.SoG's head with a freakin Huge Danish Axe.

lol
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PostSubject: Re: Dawn of the Dead - Soldiers   Thu 10 Dec 2009, 08:15

lol, its Danish Pole Axe, and only I am allowed to use that command nub. I added some more lol, including some zombie ones ^.^

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PostSubject: Re: Dawn of the Dead - Soldiers   Thu 10 Dec 2009, 12:05

Laughing I do happen to have a Danish Pole Axe in my junk drawer.. perhaps It could be parted with for a hefty price.. Or lodged deep into your skull *shrugz* either way

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the_underhand: I went to a beauty contest
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the_underhand: and won
[Bnet 3:13 pm 10/9/2009]
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PostSubject: Re: Dawn of the Dead - Soldiers   Thu 10 Dec 2009, 16:49

The only problem with that is im pretty sure my deans wouldn't let me keep one in my room... lol

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PostSubject: Re: Dawn of the Dead - Soldiers   Fri 11 Dec 2009, 02:59

O;

You added some more commands? Do I have access to use them? If so, gimme!!!!

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PostSubject: Re: Dawn of the Dead - Soldiers   Fri 11 Dec 2009, 05:24

you will have to find out for yourself.

P.S.

try ?cmdlist

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PostSubject: Re: Dawn of the Dead - Soldiers   Sat 12 Dec 2009, 00:22

lol

I realized that soon after I posted this. I've just been waiting until you least expect it...

then I'm going to break 'um out.

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PostSubject: Re: Dawn of the Dead - Soldiers   Sat 12 Dec 2009, 01:34

hey! thats my brain matter.

Now I just have to wait until the Vangaurd Operative is available to me and so I can add it to this thread ^.^

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PostSubject: Re: Dawn of the Dead - Soldiers   Sat 12 Dec 2009, 07:47

Like you were really using that brain matter anyway?
Razz

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the_underhand: I went to a beauty contest
the_underhand: bikini 2009
the_underhand: miss bikini
the_underhand: and won
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PostSubject: Re: Dawn of the Dead - Soldiers   Sat 12 Dec 2009, 08:19

just like my gps, whether i use it or not its still MINE

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PostSubject: Re: Dawn of the Dead - Soldiers   Mon 14 Dec 2009, 17:57

cheers nice post ˇ you won a cookie

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PostSubject: Re: Dawn of the Dead - Soldiers   Mon 14 Dec 2009, 19:52

munch munch, nom nom ^.^

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PostSubject: Re: Dawn of the Dead - Soldiers   Tue 15 Dec 2009, 05:06

om nom nom

*finishes off leftover brain matter*

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PostSubject: Re: Dawn of the Dead - Soldiers   Tue 15 Dec 2009, 19:07

*puts nubcake out of his misery with a 12 gauge shotgun*

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PostSubject: Re: Dawn of the Dead - Soldiers   Wed 16 Dec 2009, 05:35

nubcake has died.

Sad
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PostSubject: Re: Dawn of the Dead - Soldiers   Wed 16 Dec 2009, 20:24

noooo

*uses cpr on nubcake*

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PostSubject: Re: Dawn of the Dead - Soldiers   Wed 16 Dec 2009, 20:34

doc delanov:
-C L E A R !!!
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PostSubject: Re: Dawn of the Dead - Soldiers   Thu 17 Dec 2009, 16:10

nubcake has been revived!

People across the world rejoice.

Cool
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PostSubject: Re: Dawn of the Dead - Soldiers   Sun 20 Dec 2009, 18:48

Vangaurd Operative is coming closer! I can sense it already =P

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