
#1
Posted 10 May 2009 - 10:49 AM
Long time reader, first time poster.
In my area there is a monthly humans vs. zombies game that has on average 200 people playing. Essentially, a zombie two hand touch makes another zombie and a zombie shot by a dart is dead for 2 minutes. Humans cannot camp, climb trees or use any melee weapons. Stock darts are mandatory. The game is played at night and lights are not allowed.
With a starting group of about 30 zombies, there are generally no humans alive after 50 minutes. For a human to win, they have to get on to a guarded "helipad" after 55 minutes.
Our last playthough, my small team (~10) managed to keep a large group of players (30-40) alive to 45 minutes, then I died. I was leading the group and morale collapsed. Everyone died.
1.) I'm looking for advice on repelling huge groups of zombies (30-60) up close. We rely heavily on large clip guns like tommy's and vulcans. They take a lot of time to reload and a big enough group of zombies generally reaches the group through sheer inertia. This brings about too many casualties.
2.) I'm looking for some options for high distance kills to thin zombies before they can group. We are currently using several modified NF's. The ideal gun would fire far, accurate and be easy to reload. Remember it is dark and no steffans.
We are very close to bringing a big enough group to shoot our way onto a helipad and win. I'd love some advice to push us the rest of the way.
#2
Posted 10 May 2009 - 11:07 AM
The first thing that came to my mind would be a CPVC flip clip'ed big bad bow. With proper modification, you can probably get stock darts 60-70 feet with the BBB. The flip clip would need a bit of alteration to efficiently use stock darts, but it still does the same thing. While the ROF seems low, it is actually a bit deceptive. Unlike the Tommy 20, etc, you can get a constant stream of darts going without a pause for reloading. Fire. Flip. Fire. Reload. Flip, etc. If you could get around five nerfers competent in that, you can keep the zombies at a distance. The rest of your team would probably need the high ROF weapons like the RF20, Tommy 20, etc.
My other suggestion is just to find good defensible terrain. I realize you said no camping, but scout out the area ahead of time for good choke points, etc. Too many times I've seen humans with great teamwork and skill get taken out because they had their last stand in the middle of a goddamn field.
Good luck!
I nerf like a four year old.
#3
Posted 10 May 2009 - 12:53 PM
So thats my take on this. Hopefully it wasnt too much of a mouthful to read, and I apologize if it was.
"ah man, I would give you so much for one of those NIB crossbows or one of those crossbows on the floor. The ones on ebay have gone up to $59 and the shipping alone is $12." -Rip32
#4
Posted 10 May 2009 - 01:36 PM
It is a wise idea to have several teams positioned close enough that they can cover eachother but far enough apart to allow fire and movement while setting up crossfire situations whenever possible also teams need to be able to regroup into a single group when players are lost.
My best luck during HvZ rounds comes from communication between humans as to where the threats are and where they seem to be moving, even if you are not directly threatened you want to know who is and if possibly you can help them as a group. With very small groups if each teammate is assigned a zombie to watch and does her or her job it hard to lose.
Don
#5
Posted 10 May 2009 - 07:32 PM
If you're looking for something else, I would also recommend the BBB.
As far as close range stuff goes, I'd say the DTB. Easy to reload and prime, ideal ROF, large ammo capacity and reasonably accurate.
Mobility is the key to your survival. Take a small group of five or six people and stay on the move. If your group gets too large it'll attract the attention of the horde. Moreover, it will reduce the mobility of your group if it gets too large.
#6
Posted 10 May 2009 - 07:48 PM
Sorry to hear that man, it's like that one famous bumper sticker, "Shit Happens"
#7
Posted 10 May 2009 - 07:57 PM
#8
Posted 10 May 2009 - 08:54 PM
#9
Posted 10 May 2009 - 08:57 PM
#10
Posted 10 May 2009 - 09:34 PM
#11
Posted 10 May 2009 - 10:28 PM
Pas couplered for flipbreech and/or 3 round spread shotgun, carry a crapload of "shells" they will be a pain to reload after wards, but they will work when in a tight bind.
pros:
-eliminate multiple zombies
-aim isn't as important, 3 round spread
-Pas has a better ROF than an Air powered Scattergun
-option for long range and close
cons:
-reloading the "shells" afterwards
That's about it. And thanks Angela who helped me with these pictures.. It looks huge in her hands.
HOLY CRAP!
FU ALL
#12
Posted 10 May 2009 - 11:25 PM
Edited by Captain Scottland, 10 May 2009 - 11:26 PM.
#13
Posted 10 May 2009 - 11:31 PM
1. Someone with something long range. Set him up behind the main group. He can pick zombies off if they get too close and you can't shoot them.
2. Everyone else armed with mid range, high ROF weapons - low mod LS and recons. Attack in waves so there's time to reload.
3. Keep moving, and don't bunch up.
#14
Posted 10 May 2009 - 11:37 PM
#15
Posted 10 May 2009 - 11:51 PM
Primary(s):
Longshot (pump action mod reccomended)
Vulcan
RF20
SuperMaxx 2500/3000
Secondaries:
Maverick (can be bought very cheap)
Recon
Hornet
Extra Gear:
Backpack
-lots of ammo/clips
-Water
Hydration Pack/Backpack
-(see backpack)
Flashlights (if nightime)
*attach carrying straps/lanards to weapons if possible
You want to have a doctrine that focuses heavily on being able to shoot your way out of any situation. I highly recommend getting investing in a Vulcan with lots (at least 200+) of extra ammo. Assign one person to use the vulcan and another with a decent gun of their own to help carry the extra ammo, and fend off the zombies when the vulcan is being reloaded. A good vulcan team takes practice so neither member is reloading at the same time. The longshot( AR removed, and enhanced sping) w/pump action is a good general weapon for any situation.
I highly reccomend the Maverick as a sidearm, it's cocking method makes it easily one of the fastest (ROF) spring pistols. It's cheap (usually less than 7$ USD). Just make sure you count your shots, sometimes 6 seems like 5.
You can't carry (or shouldn't) tons of ammo in your pockets, a backpack is perfect for storing the tons of ammo you're sure to go through. It's recommended that you carry 75% of the ammo you'd need if you didn't reuse any darts (if I would theoretically use 100 darts, I would pack 75-ish). Water is also strongly advised since all the extra gear you carrying might start being cumbersome after 30 mins depending on your load. If you can afford a hydration pack w/ cargo capacity, buy it!
Edited by wardrive, 10 May 2009 - 11:53 PM.
#16
Posted 11 May 2009 - 12:46 AM
Other great guns with stock darts are:
-DTG - great rate of fire, very easy to reload, and performs well in close-quarters.
-Vulcan - of course. Just be wary of reloading.
-Maverick - for desperate situations. always a good secondary in stock dart games.
-Blowgun - seriously. Just a piece of 1/2" PVC or something similar. Blowguns have decent range and rof, and are ridiculously accurate.
What I would avoid:
-Magstrikes - A magstrike's clip is realistically only good for spray-killing one zombie, and reloading's a bitch. You'd be better off with a DTG.
-RF20's - Even worse. Sure, you can kill more than one zombie with it before reloading, but you're fucked when you do need to reload. Just a waste of time and ammo. If you must use a rapid fire blaster, use a Vulcan.
-Shotguned Titans / other multi-dart blast cannons - the practicality of something that wastes ammo and takes a while to reload eludes me.
-Air guns in general - Pumping is not your friend. And if you have a lull in the battle for a while, there's always that chance that your made-in-china nerf blaster has a small, gradual leak (many of my airguns do - they lose pressure after a while), and when the zombies show up again, you're not as ready as you thought you were. I would stick to trusty ole' springers.
-Longshots / Recons - just limits the kinds of ammo you can use, which is not good. Besides that, streamlines are terribly innacurate, and LS's and Recons occasionally jam.
-Any gun with shells - I don't need to explain this one at all.
My absolute best gun for zombies in my opinion is my Doomsayer. It has great range, great rof, and great accuracy. It's also easy to reload.
A typical Doomsayer would not meet your needs - it uses stefans, and it's very difficult to create. but it would be very easy to pick up an RFSG, and shove some short barrels into the stock barrels, making a stock-dart Doomsayer. It would have all the benefits of a Doomsayer, but it would fire stock darts and it would be a very easy mod.
Hope this rant helps

Probably dead by now, or something.
#17
Posted 11 May 2009 - 02:09 AM
--spencer
#18
Posted 11 May 2009 - 04:23 PM
~ Talio
#19
Posted 11 May 2009 - 05:46 PM
Major point to address that has so far been unaddressed:
Most of the players are unskilled and poorly armed. How do 10-15 of us keep a big group of them alive? The big group is in my estimation a win condition.
In order-
Jedi: I've got a spare BBB and I'll look into that mod. Also, its a big park with no balcony type terrain. It's like a 3/4 mile square field. With that said, I use hills and valleys extensively.
Mr. BW: The human turret is a solid call, it's happened in three games so far when the stuff hit the fan. I agree with your spacing and use it already. When we have a big group, we have roaming small groups walking the perimeter to achieve crossfire.
Shrub: We have dedicated ammo guys who carry 100's of rounds and loaded belts and clips.
K9: ran a forun search and a google search for PAS and couldn't find it.
Captain: Grand Rapids, MI.
Assassin: OMG! I've never seen an RFSG before and I own a lot of dart guns. It's time to get a few.
A few of my own thoughts:
1.) Pump guns don't make much sense to me, when a modified NF is cheap. If I wanted a long steady air supply, I should mod for compressed air. See exception below.
2.) I like the shotgun idea. I'll make a few of those out of the Big Salvo, which is cheap and easy. It's going to be hard to find someone patient enough to wait to use it only when necessary.
3.) Small groups cannot shoot their way onto the helipad, and therefore cannot win unless they can sneak past 100+ people. Each helipad is guarded by half of the available zombies at the end of the game.
#20
Posted 11 May 2009 - 06:41 PM
Sorry to hear that man, it's like that one famous bumper sticker, "Shit Happens"
#21
Posted 11 May 2009 - 07:06 PM
#22
Posted 11 May 2009 - 09:05 PM
The PAS is the ETRL Pump Action Shotgun. It originally shoots yellow balls, but it's an easy mod to convert.
The grenades could make the helipad seem much easier to reach if you lob them around the horde.
Definitely mod the BBB mine can shoot 70ft with just a barrel replacement. The shotgun should be made out of a PAS because it is spring so the ROF is much more efficient.
#23
Posted 11 May 2009 - 11:42 PM
The PAS is the RFSG's little brother. It's the ERTL Pump Shotgun. Everyone calls it a PAS when there is no "Action" in the name at all. Here's a couple links for the PAS.
Probably dead by now, or something.
#24
Posted 13 May 2009 - 03:01 PM
Grenades of any kind are out, by rule. A shame for sure. I'd love to rent a helicopter and just drop several boxes of ammo on the zombies.
#25
Posted 16 May 2009 - 07:59 PM
Why can humans not camp?
If humans can camp, then I see it being a lot easier to hold off zombies as you can find a more defendable position.
Why can zombies camp?
Do the zombies know about the helipad? Zombies are generally dumb, right? It would definitely make the game easier if the zombies are not allowed to guard your extraction point, though you may want the impossible ending.
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