Lowering the ratio of Allied players to human zombie players

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Fidel Gastro
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Re: Lowering the ratio of Allied players to human zombie pla

Post by Fidel Gastro » Thu Mar 10, 2011 12:17 am

Like i said there are certain places where emos must spawn in order to allow the two second delay to time out without being seen.
The guys on the aussie server regularly check them and chase down the 'shadows' of spawning zombs making it very hard indeed.

Getting skilled at the emo is easy if you are looking for single kills is easy but getting mass kills is where the art lies.

The emo ensures people spread out and don't all have a party on a cap staring in the same direction.

Did you also know if you put a couple of bullets into an emo it seems the explosion is less powerful Dog inm sure could clear this one up.
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Re: Lowering the ratio of Allied players to human zombie pla

Post by Dog » Thu Mar 10, 2011 12:21 am

Fidel Gastro wrote: Did you also know if you put a couple of bullets into an emo it seems the explosion is less powerful Dog inm sure could clear this one up.
This is correct
:D
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Re: Lowering the ratio of Allied players to human zombie pla

Post by P. E. Logos » Thu Mar 10, 2011 1:20 am

Oh, I know, I know. I just dislike it when someone blows up a couple of teammates then hoots about it on mic when they've got a negative KD spread. XD
Emo's a fine class and there're those who're generally good at it--(hat's off to Badfinger--) I just think 2 human emos is more than enough, thanks. XD
Always appreciate your input, Gastro! :D

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