Feral Zombie 7 Days
Funny, I always meleed them and didn't have as much success shooting at them. Of course, having one of the fast melee weapons probably made all of the difference in the world.Now, the big uns.I don't like to tangle with them unless I really have to.
Apr 06, 2015 you mean day 28 and so on? I miss the 7th day feral hordes. I think I'm gonna mod them back. Didn't feel '7 days to die' anymore Oh, and, is it possible to get feral zombies in the 7th day feral hordes? Edit: okay, thanks tyonisius, come to think I kinda remember madmole saying the feral one was a 'cave surprise'. Replace all Feral zombies with their normal versions and/or replace all Radiated zombies with their Feral versions. By selecting both you end up with only normal zombies (non-feral/non-radiated) NOTE: The Wight does not have a 'normal' version, you may get rid of the Wight using Individual Zombie Removal Galleria or Traditional Zombies - Plain.
And it's not so much that they're hard on their own, but almost every time I've fought one, they've drawn huge numbers of zombies to them (15-20). Those hordes would have been bad enough on their own, but add a big un, and it became nearly impossible.
One of those times was the only time I had another survivor die on a mission, and he pulled a pin on his own grenade to kill them and himself.it worked too. I was the only one left standing thanks to him.
Feral Zombie 7 Days To Die
This is the reason I try to always keep a car close to my survivor, there have been a few times I have been attacked by a feral and I simply get in my car and run him over. They try to dodge your car but if you just employ a slight fake out turn they are cake, fake a left and make a right and they will just dive in front of your car.There are a few times though that you have no choice to fight ferals via melee.
In the last few missions in the story you are in a few areas where you cannot bring vehicles and those were pretty intense. Big'Uns are pretty easy if you relax. Just roll out of the way and hit them a few times, then repeat. I've read the entire thread and have tryed everything you guys have mentioned but I still am in line with the author. Feral zombies are too overpowered. When they jump on me (becuase for some reason I can't seem to dogde them even when I time it pefectly) when I kick them off them they land in a way where I can't get a headshot and if there's no other zombies around (there always is) they get up too fast for me to LB+Y them.
I usually encounter them in houses in the military camp/fairgrounds and in Marshall so I can't run to my car and even when I do they jump on it and drag me out over ripping my door off in 3 hits. This is my conplaint with them. They are too fast, do too much damage in a short time, have a instant kill which the only other zombie that does is the Big Un(which I also have many problems with), and they land in a way that I can't get up and headshot them. Now I noticed that I only have problems with them when I'm ALONE.
I think when they add MP just taking a friend or two along will even the field because then they can melee them off me. Untill then then I hope with the next patch they'll slow them down to where they can do slighty more than keep up (meaning if the player ran at 5 mph have the ferals run at like 5.5mph). Also remove the instant kill. I know games are to have challenging parts to them.cough. Big Un.cough. but this is almost game breaking to me so much that I sometimes stop playing simply because my maxed out chartacer (level 7 in all skills) just got instant killed by a single zombie.Please do not take this as bitching or whining just frustration.
Master of DC wrote:I've read the entire thread and have tryed everything you guys have mentioned but I still am in line with the author. Feral zombies are too overpowered. When they jump on me (becuase for some reason I can't seem to dogde them even when I time it pefectly) when I kick them off them they land in a way where I can't get a headshot and if there's no other zombies around (there always is) they get up too fast for me to LB+Y them. I usually encounter them in houses in the military camp/fairgrounds and in Marshall so I can't run to my car and even when I do they jump on it and drag me out over ripping my door off in 3 hits. This is my conplaint with them. They are too fast, do too much damage in a short time, have a instant kill which the only other zombie that does is the Big Un(which I also have many problems with), and they land in a way that I can't get up and headshot them. Now I noticed that I only have problems with them when I'm ALONE.
I think when they add MP just taking a friend or two along will even the field because then they can melee them off me. Untill then then I hope with the next patch they'll slow them down to where they can do slighty more than keep up (meaning if the player ran at 5 mph have the ferals run at like 5.5mph). Also remove the instant kill.
I know games are to have challenging parts to them.cough. Big Un.cough.
but this is almost game breaking to me so much that I sometimes stop playing simply because my maxed out chartacer (level 7 in all skills) just got instant killed by a single zombie.Please do not take this as bitching or whining just frustration.I feel your pain. I have yet to lose a maxed out but I did lose Maya when I first took her out. I just couldn't get away from the feral. She was 4 steps away from the car too.Anyway, I haven't had much of a problem with them as of yet.
Usually when I have a house I need to clear, I will lure them all out with my car. No matter if the house only has a small alley leading up to it. I'll get out, throw a timer/crackers/noise maker, get back in the car, lay on the horn and drive/reverse until I feel safe enough. If you're losing leveled characters, I'd advise you to try this tactic out. I've also noticed feral zombies will be in a more heavily populated house of other zombies.
Some houses have 2-4 but these have upwards of 15 + a feral so it's easy enough to know when to take the extra precautionary measures, as it can be somewhat time consuming. But if you use the noise lure hit and runs in a situation with a lot of zombies, it shortens the time to clear (melee/shooting. I agree, the biguns are pretty dumb. The other day I was fighting one and I think he bugged out, because all of a sudden he ran (not charged) toward me and I rolled out of the way and he just kept booking it. I chased after him trying to hit him with my weapon and he would not stop. Shot at him from behind and still nothing.
Finally I caught up and ran past him and stood directly in his path. He just ran through me still and kept going. I chased him for like 5 or 6 minutes.
We ran through a few of the fields in the farmhouse area until I finally took him down.Then I had to deal with all the stray zombies I picked up along the way lol.
Contents.Zombie Types Normal Zombies Note: Zombies have been placed in the Normal List, until information regarding their uniqueness comes to light. Uniqueness is defined by difference in damage that they can do, or some special feature or attack.
A full is available. All zombies now have the possibility of being or becoming Feral, Radiated or both.Tough Zombies Tough Zombies have more health and resistance; thus making it harder to stun them, and drop better loot.Special InfectedMost zombies differ only in appearance. However, some zombies have special features and abilities:.
can set the player on fire if contact is made or if it attacked the player. This zombie spawns commonly around the biome, and can also be spawned in for 'Clear the Area' tasks from the Trader. is one of the earliest special infected encountered within the game, and unlike most zombies, it'll always crawl along the ground and it may use this to its advantage to ambush unsuspecting players or to reach low gaps. It is immune to being stunned. is a very tough zombie.
It requires lots of stregnth to kill, and it is not affected by sunlight because this zombie will always spawn as feral and will run, regardless of the world's settings. This type of zombie will only spawn in cities, hordes every 7 days, caves, or via screamers during later days. When killed they give the highest amount of experience points and carry the best loot of all zombies. has a high amounts of hit points, similar to the Bloated Walker, but also possesses a deadly ranged attack. Once it spots a player from a decent range, it will release a stream of acid towards them, which can destroy blocks and instantly kill unarmored players.
When at low health, it will attempt to sprint towards the player and will explode once close enough, usually killing the player instantly, unless it's killed before it reaches them. An Infected Police Officer tends to drop good loot, but if it has killed itself by exploding, no loot bag will spawn. Zombies are the advance scouts of the undead. When you produce a certain amount of ', a Screamer or two will spawn to investigate. If they detect you, they will scream and a horde will spawn in. Kill them quickly to avert the hordes. Your heat map rises when you perform various activities.
Campfires and forges may raise it, as can cutting trees, mining, using certain weapons, explosives, the Augur or even crafting. The heat level drops if activity in the area ceases., as their name implies, are able to climb and scale walls. Currently, it is believed that they can only scale vertical walls, but not a horizontal ceiling.
Spider Zombies are also capable of spitting 'webs' at the player, dealing low damage if hit. They can also stun the player.
have a unique attack pattern following a traditional tackle offensive attack. They will back up from the player before charging full speed at the player, making those relying on melee weapons at a disadvantage.Animal Zombies Zombie animals exist in the world of Navesgane, Arizona along with the traditional human zombies. have more hit points and are stronger than regular. They are covered in blood and will attack anything on sight. In later days, can call them. are faster than other zombies and are not affected by sunlight, making them a dangerous predator at all times.
They typically spawn in packs, and can thus maul a survivor into shreds. They are currently one of the most dangerous zombies. may fly around and attack the player from above, and It will attempt to make range after it successfully attacked the player to avoid retaliation. They spawn in desert biomes and can be avoided by hiding in shelter.Unimplemented Zombies. to be added in Alpha 18Removed Zombies.
removed in Alpha 2. removed in Alpha 13. removed in Alpha 13. removed in Alpha 13. removed in Alpha 13. removed in Alpha 13. removed in Alpha 13.
removed in Alpha 13. removed in Alpha 16Behavior Day Zombies move slowly during the and will not chase after the player if they stay far enough away. Zombies will mostly stay idle around their position but when they spot a player they will move in a straight line towards them, destroying any blocks in their way. If the 'Zombies always run' setting is enabled, zombies will behave as they do at night instead.Night At time zombies start running and wandering around. They will attempt to detect survivors at night, using proximity, sight and light. Zombies will try to occupy the space directly above or below the players' location.
During the night, zombies appear to be more active the closer a player is to them. For example, if a player stands directly on top of a wall, no matter the material, the zombies will destroy the blocks in the wall very rapidly. However by contrast, if the player is standing in the middle of a room, and is 15 or more spaces from all the walls, zombies will not congregate in one spot to destroy the wall and it will take them much longer. This being considered, larger bases are usually more effective than smaller ones.Zombies react to pain in certain areas. For example, if hit in the leg, they will hold their leg and be stunned for a couple seconds. If hit in the torso, the zombie may be stunned, causing them to fall to the ground. Note that this does not kill them, and they will get up a few seconds later and resume their assault.
A player should never assume the zombie is dead simply because it is on the ground. The player should keep in mind that a EXP gain will be shown in the lower right corner of the screen when a zombie is killed, which is essentially a notification system that tells you if a zombie is down or will get back up.Zombies can and will climb ladders.
If a player and a zombie are on a ladder and a player is below the zombie, with the zombie having no movement options besides going up and down the ladder, the zombie will be unable to attack the player. It is unknown if this is intentional or not.Combat With the exception of the, all zombies have a single style of attack, which is a melee swipe, slash or punch. All attacks have a chance of causing an, or debuff, the latter being more prevalent when fighting against. Melee combat against zombies is relatively simple - aim for the head and walk in and out between strikes. If the hit does enough damage, the attacked limb will be. Dismembering the head will kill any zombie instantly, so points to the should be considered.
However, against a horde, melee combat can lead the player to being surrounded by zombies which is extremely dangerous, especially at night. This should be avoided with zombies at all cost as a single stun, bleed, or infection will most likely be fatal. Against hordes or when safety is of the ultimate priority, guns are the safest in this regard, but they heavily rely on ammunition. The wooden bow is an excellent choice for fighting zombies as both it and arrows are easy and inexpensive to craft and it makes little to no noise, thus attracting no extra zombies.Headshots, with all weapons, inflict the most damage to zombies.The can be used to avoid zombies.
Crouching (by default 'Ctrl' key) makes less noise while moving and searching, but is slower than walking. Zombies will detect a player if the player's stealth level is under 30. Sneaking while scavenging has a greater chance of going undetected. The and can be used for stealth kills without drawing much attention from other zombies and both get double damage from stealth shooting.
Attacking stunned zombies will give a stun bonus of 3 times the normal damage, making it easy to finish them off. Some objects, such as and, can be thrown to create a distraction, or to lure zombies to other areas.Defenses Generally, a base is never perfectly safe from zombies. Repairs are a normal duty; fixing blocks, replacing traps, etc.
Feral Zombies 7 Days To Die
Even the most fortified bases can fail when under siege by wave after wave of zombies, particularly during the hordes. The following tips can help extend the longevity of a base:. Use traps, like.
7 Days Vetements
Other forms of traps include or pitfalls, but require extensive pre-building or restocking. can make zombies into crawlers if they walk over them and take enough damage. Zombies won't notice any versions of hatches and or wooden poles. This is very useful for long pits to harm zombies with a clever death trap. Build walls at least two block higher than the zombies can jump (usually three blocks high) to prevent them from breaking an upper block on a two-high wall and jumping over it. Underneath an overhang are a particularly strong defense design.
Build double layer walls to rely on more than one layer of defenses should a zombie siege occur. This is especially true if the player wishes to fortify their base, but does not want to break down their original layer of walls. Make frequent repairs. It is wise for a player to always check for damages whenever possible, especially after a siege.
The, and can all repair broken or damaged blocks. Also, most blocks can be upgraded to be more durable. Allow visual sight of your entrance from inside your base. This is most commonly achieved by having a 'balcony' or a roof access, so as to make it possible for a player to shoot at zombies while remaining more or less safe. Have a way to attack the zombies through your defenses where they can't attack you. Whether by or, a high wall with a direct line of sight, or inset into the walls, you need a way to clear out large numbers of zombies safely. Moats and ditches.
These take time and planning to build and as such should only be attempted once a base has other defenses. Combined with spike traps these are very effective defenses, though hinder attempts to farm food or any escape routes. If building near water, the banks of the water body will cause problems for the ditch. Note: having a moat or ditch requires strong defenses at the 'bridge' of your moat since this is the easiest access point.
Escape routes. A base should have an easy access escape route that zombies or other players cannot enter. One suggestion would be to build a tunnel out of the base and then block up the entrance with one layer of, thus making it inaccessible to zombies or enemy players whilst allowing for easy escape should your defense become over run. An escape kit can be maintained near the exit to the passage so that it is possible to survive until your base can be reoccupied, and weapons are recommended.
As of Alpha 12 the could also be used for a quick escape. Another (frankly) much more effective Escape Route is the Tower Escape. If you have a high up building or tower, and you are able to jump over your tower's outer walls, you can make an elevated building just outside your wall line with Straw Blocks on top.