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B.L.A.Z.E. needs you.  Join the Bismarck Zombie Hunter club today.  Meetings the last Friday of each month.
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Parallax Computers & Games  |  Discussion Zone  |  Reviews  |  Miniature Games  |  Topic: Extreme Zombie Hunter 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: Extreme Zombie Hunter  (Read 118 times)
Critter
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« on: June 27, 2009, 08:55:20 AM »

Have Played Zombie Hunter twice now and was very pleased with it. Easy to learn easy to play but there are a few downsides.

1. My biggest complaint at the moment is the the lowest ranking zombies worth only a measly 10 Kill points are to tough they slowed my character down so much that over a 2 and 1/2 hour period I was only able to *plug* once!  this is a large part of the game being able to "Plug" your opponent on his turn and have him do his sponsors add while zombies beat the stuffing out of him.  I wast the only one either several other players were so slowed down by the green crawlers that one of them wasn't even able too plug!!....these stupid crawlers zombies are just insanely tough next time I play I'm going to completely ignore them they are to hard to kill and aren't even worth the ammo or chance of breaking your weapon on them! 

2. The Game leans towards melee builds seriously all u need is a a couple of cricket bats and the Hack talent and you'll just wipe everything out *except crawlers*

3. Shooty characters w/o the quick load talent dont really have enough "oomph!" I went dual wielding pistols wich while in thoery i can do 4dmg per turn in actuality really stinks the random d6 die flops out a 1 to often for my lickign and usually by the 2nd turn i'm out of ammo for both pistols and i might just as wells whip out the cricket bat and go at it instead of spending a FULL TURN reloading only to go out of ammo next round when I roll a 1 on my d6 in my opinion this die needs to be increased to make a ranged cahracter more viable to play.

3. Lack of specialized weaponry.: Most all weapons are carbon copies of eachother and some can't even take out a 3hit point crawler.....wich is one reason crawlers are so damn tough is there isn;t a weapon that can really DEAL with them besides amybe the chainsaw or the assault rifle....neither of which are readily available if there was a bit more diversity is weapon design and funtion i think the crawler problem could be solved....still a PITA but not game wreaking as they are now.


All said I still enjoyed the slaughter it was great fun despite being slowed down to a mind numbing crawl while watching other characters own the board.  I give the game a good 5/10 rating its fun but falls short of my standards for a truly GOOD game if soem of the issues were fixed this owuld be a truly GREAT game.
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Kerinst
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« Reply #1 on: June 27, 2009, 03:44:56 PM »

I think as we start to see the issues and get together on them it will really excite the game.  I know I got trapped with that one crawler for like 5 turns and that really ruined my momentum.  I will be playing around with weapons, hopefully having something by the time we play next, but we may just throw out a game to experiment with anyway.

The one thing I am pondering with the plugs is if we don't allow them to be built up over several games then players will be more apt to use them.  The downside to this is that players won't get as many plugs to use.  I know plugging is supposed to be a sort of badge of acheivement, but it really is what makes the game worth playing.

As I said I am looking into the issues we have found, but I don't want to take too much away from the game as is.  I also don't want to turn it into a contest over who can kill the most zombies per turn.

Hopefully we can build a good balance and keep the fun of the game.
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