[ * Misc info in Blue ] [ * will be present beside information that I cannot confirm - help!]
- The Basics
- Rewards
- Buffs / Drops
- Upgrade Shop
- Enemies
- Additional Missing info - help wanted
- Outfoxed Section
Majority of the information is applicable to Zombie Co-op in general. Though was originally posted with a focus on Outfoxed I.
[Basic Info]
Time Limit : 20 Minutes
Upon completing a floor you will be greeted by the [Upgrade Shop] menus.
Press
after a round. Once everyone is ready you will auto proceed or when the timer counts to 0.
(Pressing ready does not lock your options, If you clicked ready by mistake you can still unready or even spend points while its pressed)
You gain 10 Points upon completing a round no matter if your dead when the floor clears (or just joining the game)
You gain 1 point for every zombie you kill (Rotten,Fast,Sticky and Fat Zombies)
*Red Zombies yield more points (I don't know the Outfoxed though in other modes 15 points is standard)
Delete + Enter : This is the command to kill your character. Pressing Delete will prompt you if you want to and Enter will confirm it. Very useful when time is short.
While in the safe room and not currently under attack you will see a percentage in the top-middle of your screen. This is your recovery once it reaches 100%
(Clocking in at around 40 seconds - for Outfoxed) You will restore 100% of both your Hp, Mp and regain the default amount of ammo
(Equal to the amount of ammo you would have upon re spawning)
When the icon beside the percentage is red it means you have successfully healed and cannot do so again for a
limited time.
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[Reward]
- Money : Is dependent on your performance
- Experience : Is dependent on your performance and how many rounds you participated in.
Victory is yours but what is this screen you ask well -> (1.) Click a number (2.) Watch it spin (3.) Profit .... or don't
*The number of reward boxes on (H)ard difficulty is 5
The better your performance at the end you will get an additional rank bonus (I assume this number is added to your roll?)
Only the highest rolled numbers get to take home a prize if there are 3 boxes the top 3 are chosen and so on.
* Not sure what occurs if your inventory is full and you roll a winning number
Your Zombie box will give you random loot. Very random my reward my last box was 10 grenades
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[Buffs / Drops]
Buffs are dropped randomly from enemies and the buff that is dropped is also random. I can't even a percentage
nor an estimate of how frequently they drop but I will say - Less then Ammo {But} More then Item Drops -
Buffs like ammo drops are given to the first person who walks over them.
[Instant Buffs : Are well instant used when touched]
Hp Recovery : Fully restores the health of the person who picks it up. Single person effect.
Team Hp Recovery : Restore 50% of each team members health.
Team Mp Recovery : Restore 50% of each team members mana.
Stun All : Upon pick up will stun all enemies currently spawned everywhere. Effect last 10 seconds.
Zombies that spawn after Stun All are not effected.
[Active Buffs : Have a set duration of 30 seconds] (Multiple buffs of the same type do not stack but reset the duration)(Multiple unique buffs stack)
Attack Up : Increases the attack of the person who acquires it by 50%. Single person effect.
Defense Up : Increase the defense of the person who acquires it by 50%. Single person effect.
Speed Up : Increase the speed of the person who acquires it by 20%. Single person effect.
Infinite Ammo : Grants the person who acquires it unlimited ammunition. Single person effect.
(Infinite Ammo operates differently depending on your weapon for Rifle & Pistols you can fire endlessly without ever having to reload or decreasing in ammo. Sniper, Shotgun and Rockets will not decrease in ammo count when fired but will still have to load your next shot. [Flamethrower and shield are not out as of this post])
[Random Box : It's a random box]
The mystery box could be anything. Of the buffs listed above this box will become one of them. Just one.
BUT WAIT THE RANDOM BOX HAS MORE VALUE
*Randomly the Random Box can give you one of to my knowledge 3 debuffs. Sorry, I don't have information on all three.
Defense Reduce : Decrease the defense of the person who acquires it by 40%.
[No Image] Attack Reduce : Decrease the attack of the person who acquires it by 50%
(for some reason the attack decrease is harsher then defense)
*Speed Reduce : Decrease the speed of the person who acquires it by ?
[Material Drops : Quest, collectible and useful items]
These are the things I know can be acquired from enemy drops.
*Other items I'm unsure of such as anti-person mines, anti-tank mines and so-on.
(Pick up instantly by the first person to pass these items with an empty inventory space)
[Possible BUG : I often walked over a stack able item and didn't acquire it because I lacked an inventory slot. Just because I can carry more then 1 Dog Tag doesn't mean I could pick up an additional one if I didn't have a spare inventory space for it to register before stacking.]
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[Upgrade Shop]
All of those points you gain from defeating the undead can be spent once a round is clear.(Even if your dead)
(Careful You can continue to invest points even in things you don't need [Example : Pressing the HP Restore even at full Health will consume points])
HP and MP Restore
Both act the same way either a Full restore of HP or MP
(Cost Always 8)
SSP Gain
Using this will charge your SSP.
(Cost Always 15) (You gain SSP as you defeat enemies)
A color will cover your character portrait based on how much SSP you've accumulate.
Green for Lv1. Blue for Lv2. Red for Lv3.(Maximum)
I mention this because SSP Gain seems to increase based on your current amount.
Purchasing 'SSP Gain' with any given level will immediately jump you to the next.
If you have a Lv1. SSP full and buy 'SSP Gain' you will go to Lv2. repeat to Lv3.
However to fully charge Lv1. with absolutely 0 gauge via 'SSP Gain' will take 3 purchases at least.
(From my testing I need 5 purchases of SSP Gain to get my Lv3)
Attack Increase
Increases damage
(Cost 8 : Cost increases by 5 per purchase)
[At Lv10 : I don't know what to tell you by the time I can get this to Lv10 I've resorted to using rockets and I can't really see the damage]
Defense Increase
Reduce damage take
(Cost 8 : Cost increases by 5 per purchase)
[At Lv10 : A lowly Marie like myself who is the squishiest class there is can take multiple hits.... thats it.]
Rapid Fire Increase
Increases Rate of Fire
(Cost 8 : Cost increases by 5 per purchase)
[At Lv10 : The reload time on my Rockets was bordering Marie SSP levels Lv1 anyway. For lols SSP Lv.3 Marie + Lv10 Rapid fire = 1 second rockets]
Speed Increase
Increases Movement Speed
(Cost 5 : Cost increases by 2 per purchase)
[At Lv10 : Gotta go fast? Well if you wanted to for whatever reason it's right here.]
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[Enemies]
Or you know zombies. Zombies seem to have a cooldown time on when they can attack try to keep that in mind.
(It seems to be activated when they spawn. Hence not getting hit instantly when they appear.)
* Not sure on all of the zombies official names
Rotten Zombie
Shambling fodder zombie. You will encounter them the most of any type. From the beginning onward get used to them.
Fast Dispatch : Rifle (Since often times these guys like to spawn in random places one at a time)
Attack Range :Melee
Damage : Low (It would take 8 hits from a single Rotten Zombie to kill me)
Fast Zombie
They can run and thats pretty much all they have going for them. They will often be leading the pack with their speed.
Fast Dispatch : Rifle (Your not likely to catch these guys bunched up for a decent rocket since they leave other zombies behind)
Attack Range : Melee
Damage : Low (While they take less hits to kill me then a Rotten Zombie it's still to many for me to consider it a threat)
Sticky Zombie
These guys appear / spawn in groups and thats where a lot of the damage comes from. Decent hp and ranged attacks.
Fast Dispatch : Rocket (They are more often then not in bunches)
Attack Range :
(Can spit through doors)
Damage : Low (Yeah the real damage from these guys is from when they stack on top of each other. Stronger then fast and rotten but still low)
*Fat Zombie
When using rockets doesn't seem much tougher then a Sticky zombie. Only when using rockets, also deceptively fast.
Fast Dispatch : Rocket (These guys are heavy damage sponges and often move in a group so don't bother)
Attack Range : Melee
Damage : Medium (Here is where we actual disclose how we determine a threat which is can you kill it with a shotgun before it kills you, these guys need 3-4 hits to kill me)
Red Zombie
The genetic freak of zombies. Give it speed make it tankier then the tanky zombie and boost the damage = Red Zombie
Fast Dispatch : Rockets-Rockets-Rockets (I don't have an exact number of how many it takes to down these guys. Lots)
Attack Range : Melee
Damage : High (I would never shotgun battle this thing.... not willingly. I wanna say it takes 2 hits for him to K.O me)
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[Additional Missing Info]
Information missing
(that wasn't already *'d above)
Exp and Money Gain
Red Zombie Exact Damage
Specific Distinction between difficulties
Death Timer initial count
Upgrade effectiveness
Zombie health
Movement Speed Perk effect on rolling
Rapid fire effect on all weapons
Edited by MamaMin, 08 March 2016 - 07:15 PM.