• Scientists....
    4 replies, posted
Ok, so I have had the following problem with scientists Too much health I tripled headshotted 1 with a bow and it still didnt die Run and gun So after headshotting it twice with no response is suddenly spins around and starts sprinting at me while shooting and lands every single shot -_- Weapon types Every single one I encountered had an m92 pistol Spawn locations: I am happy with them spawning on roads, however I think if they are on roads they should have the following Health of a player wearing wood armour 60% tier 1 guns 40% tier 2 Scientist tiers There should also be a tier system with the scientists which will be differentiated with their suits (blue, yellow, red, green, etc) Tier 1: Health and armour of a naked, tier 1 weapons (pipes, revolvers, nailguns, bows and crossbows) spawn frequently on roads further out from radtowns Tier 2: Health and armour of wooden armour, tier 1-2 weapons (pipes with buckshot/slug, revolvers with hv ammo, pythons) Tier 3: Health and armour of roadsign armour, tier 2 weapons (pythons, semis, double barrel with buckshot/slug, semi pistols) spawn in the near vicinty of all 'hard' radtowns - only 1-2 patrols the lighthouse, mining outpost, supermarkets (easy radtown) Tier 4: Health and armour of hq armour, tier 3 weapons (aks, pumps, boltys) spawn inside all 'hard' radtowns (launch site, satelite, airfield, site a/b, refinery, etc.) Tier 5 Health and armour of heavy armour, unique weapons only (LR-300, M249, M92) 1-2 patrol the following areas: top of launch site (with this the rads can be reduceed), top of dome, heli crash sites, bradley crash sites and the new even thing to be added (they can shimmy down the ropes out of the cargo area) Also it should be change so the scientists do not kill people without sashes (unless bumped into by the un-sash) person as well as not being able to run and gun or just spin around instantly. Please comment your thoughts below
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I think the hp on these guys is fine. Rather I kind of wish that where the scientists spawn or can be found could influence how difficult they are to take out as well as what items they drop. JUNKPILE SCIENTISTS: Highly observant/aware of their surroundings, since ANYTHING from another player, to wildlife, and perhaps even the helicopter or Bradley could kill them at any given moment. However, there would only be one to three at most at a time grouped together. Drops items that you’d find in junkpiles (high chance), 10-25 scrap (medium chance) and a semi automatic pistol/MP5A4 and ammo (medium to low chance) MILITARY TUNNEL SCIENTISTS: Somewhat observant, since they probably think that no one else but scientists are around, and that the radiation in the tunnels keeps the riff-raff out. However there would be more of them grouped together (3+ at minimum) as opposed to the junkpile scientists and coupled with the weapons they'd have in tow, things could go downhill very quickly if not prepared. Drops items that you’d find in military and elite crates (high chance), 20-25 scrap (medium chance) and ammo and uncraftable weapons like M92, Spas-12 Shotgun, and LR-300 Assault Rifle (low to very low chance) FOR ALL SCIENTISTS: Have a way to distract them if you are trying to sneak attack, divide and conquer, or are simply not prepared to fight them and are looking to get away. Being able to throw empty bottles or bricks in addition to anything you have in your inventory could achieve this, especially if you're in an area where you can't set down any actual traps or bait wolves and bears to going after them. Scientists will go on high alert if they come across a fallen scientist killed by another player or trap laid down by one. I know there's talk about adding them to other locations. Hopefully we'll in time start seeing them at the airfield, launch site, powerplant, dome, and water treatment plant. All in all, let them still be challenging to take out, but definitely make it worth the effort to do so.
Ok. I faced the scientists yesterday for the first time. It took 2 of my friends and I to clear them out of the military tunnels. We thought their health and weapons and ai were fine for the most part. The issue that concerned us was their spawn locations and/or respawn times. Now we were playing on a modded server, so they may have changed. However, while we were in the military tunnel a scientist took out one of our friends. A few minutes past so he could get back to the military tunnels, and a scientist spawns just a few feet away from us. This happens 3 times. While I appreciate if this is to prevent campers in the military tunnels, I feel like that needs to be looked at.
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