Recommend watching the proper original intro to this video with the intended music ua-cam.com/video/trdJCUJvuW4/v-deo.htmlsi=inxxyMmbe6tev3d9 Unfortunately it was continuously copyrighted and although Terraria's is pretty good... it just isnt lining up as well as the original intended theme
I once saw a single Demoknight hold off an entire hord on a rooftop by himself as the final survivor for 3 minutes straight. it was amazing he was the main character.
I definitely remembered that time lol. I was in the zombie team, that demoknight manage to outrun most of the zombies on the rooftop, it was pain in the ass chasing him.
Another amazing part about the Enforcer is the fact that the Increased Damage vs John Lennon actually comes into play! You can easily send him straight back to hell where he belongs with it if you ever see him as a zombie.
@misteral9045 setting aside anything about his personal beliefs. He beat his wife, Cynthia, and cheated on her constantly. Alongside treating his son horribly.
45:15 "The Ubersaw is the Ubersaw. Do you need me to explain how good it is? It's been crowned Ms. Universe for 12 years now." "The aliens are pretty pissed off about that." Idk how I missed that joke the first time, I nearly spat out my water, seriously.
Z: Who ate all the alliteration alotted annually? Suspiciously alliteration shaped SpaceGuyOnline: It'd be impossible for me to instruct you on that information.
Logistics win wars. even in normal game modes the amount of help a dispenser can provide, even though it doesn’t get kills, arguably makes it better than the sentry
A few corrections : 1) Zombie Heavies do take crits/minicrits, now, making both the Sleeper much better against them (for both you and your team) as well as the Frontier Justice when said Zombie Heavy destroys your buildings. It was changed late October. Also, they have 525 hp, now. 2) Sniper's best primary is the Sleeper, not the Classic. Due to the Zombies increased HP and decreased bodyshot damage of the Classic, you can't oneshot anything else than Zombie Scouts with it. The Sleeper still deals 150 damage at full charge, and take less than 3 seconds to charge, minimizing tunnel vision, while allowing you to one-shot Zombie Engineers and Zombie Snipers, two of the biggest threats to your survival, as you mentioned. And it still makes every other Zombies easier to kill for both you and your team by taking a huge chunk out of their HP (Zombies no longer have passive HP regen) and covering them in Jarate, making them take mini-crits (except for Zombie Pyro), which is particularly usefull against Zombie Heavies now that they're no longer immune to crits and mini-crits. It also makes the SMG (don't bother with the Carbine in this mode, it's redundant with the Sleeper and you shouldn't use the Bushwacka) quite potent at any range by removing its falloff (turning its 75 dps into 101 dps), allowing you to finish that Zombie Soldier/Medic/Pyro you just softened while waiting for your Sleeper to go through its 1.5 second cooldown, and that without tunnel vision or movement speed reduction. The Machina is absolute trash however ; its only claim to fame is the collaterals, as the increased damage won't make you one-shot more things than the Sleeper already could (Zombie Medics have 175 hp...) and since you can only collat at full charge... it's useless in the ONE instance it would be usefull : when getting rushed by several Zombies. Also, the best melee is unironically the Shahanshah, since you should only use your melee as a hail-mary if you're about to die, and the increased damage it does while under half-hp allows you to one-shot Zombie Scouts, and a random crit will one-shot any non-Heavy Zombies. Finally, the double damage from Huntsman/Fortified Compound has been removed, so don't bother with it anymore (I mean, seriously... look at your own footage... it deals 120 damage tops...). 3) Demo's shields ALSO reduce Zombie Sniper spit damage, as it is considered fire damage. 4) Zombie Spy's Reveal don't remove Human Spies' disguises, but it still outlines them, essentially making the disguise useless.
@@drucy. I cut up most instances of Zombie Heavy being immune to crits but one or two probably slipped by or they were too massively in context that I couldn't. Zombie Heavy also having 525 health is said in text in video for the same reason. The Huntsman thing I assumed was a bug since they so haphazardly and poorly update this gamemode where there was legitimately zero mention of it anywhere in the patch notes at all for some reason, I'd assumed it would be patched. They removed the Crusaders Crossbow buff which somehow inadvertently nerfed the Huntsman I guess? My best guess anyways
@@SpaceGuyOnline On the topic of bugs, I think the Zombies "headshot immunity" also is one. It has never been officially mentioned anywhere either, and when you direct impact a Zombie with the Beauty Mark or Mad Milk, the bread monster that should be chomping at their head, now seems to be chomping somewhere around their feet, indicating the "headshot hitbox" is somewhere down there. It's probably a hitbox bug.
take the ApocoFists for explosive endings. also, if the Buffalo Steak gave you Temporary max Health for those 16 seconds of MELEE ONLY mode when you use it and both the Steak and Warrior's spirit had HP on hit and HP on kill that would make them both the Team fortress Berserker pack and the Glory kill(Glorykills give Health on melee finishers, any melee item with HP on kill is basically TF2 version of Glory Kills.)
Tbh, I had A LOT of fun as pyroshark on that parking lot map. On the bottom floor I crit those insolent zombies, and then I fly towards the top with jetpack and destroy all the sniper zombies that are trying to snipe that one room where the engies can be seen hiding
I also remembering winning as the last survivor and being demoknight. Had it pretty close on ZI Mannhattan map, but armies of zombie scouts are making it really easy, lol
I generally feel like he undervalued the melee-based classes. No way Scout, the class which I never see survive past the first minute, is better than Demoknight, a subclass powerful enough to defeat all but the zombie Heavy in an 1v1. The weakness of not being able to fight multiple zombies at once never comes into play if you simply kill the zombies before they are able to reach your teammates. Matches I have won using Demoknight usually result in the zombies not being able to infect anyone since there never are enough zombies alive at one moment to muster an attack.
Zombie heavy being able to jump off of pumpkin bombs was actually removed back when the update dropped (at least, standing on and hitting them no longer worked, if there's another way to I would like to know!) It actually is a little saddening because being able to leap on top of the atoll buildings and smash some poor sap's head in from above with a heavy jumpscare was really funny.
There was a bug where if you equipped any boots and the sticky jumper (no matter which melee), you could respawn as human when killed. If chosen by the gamemode as first zombie, you'd spawn as a regular human within BLU team. The bug has been fixed, tho.
@@AgentYTOfficial Because it broke the gamemode by allowing a RED player to respawn indefinitely as long as there was another RED still alive, essentially guaranteeing the Demo using it to be the last Human standing, with a high mobility tool, and possibly the Half Zatoichi or Eyelander, making him even tankier and faster, while packing a huge punch at melee range, since it'd end up crit boosted. It wasn't a "harmless bug" at all.
I remember zombie Heavy on day one of the update. You just needed 1 to completely destroy a nest. And I don't mean a zombie heavy that got the jump on the engie, I mean a heavy just walking in the open getting shot by the sentry the entire time, destroying the entire nest, and coming out with half of his health. The only time I saw humans winning back then was when they stacked engineers alongside 2 spies and a medic. Everyone knew that the moment a heavy showed up, he was public enemy N°1.
Obscure fact about the Zombie Engineer: If you die while having an EMP ready, you drop a medium ammo pack. So if you get ganked while trying to hurl your shitty little grenade, you also give whoever killed you free ammo.
I don't know if its the alliteration, deadpan delivery, or just writing overall but I fucking love these videos so much. No matter how many people tell you your style is annoying please never change :3
There's one more thing about Zombie Heavy... His taunt. If you don't actually roll the stupid Halloween dance, you can potentially taunt kill some unsuspecting survivor through a tiny crack in the wall.
Good tier list, I have a few minute disagreements on some of the placements (eg. Pyroshark), but it overall describes my experience in the gamemode pretty well. I feel like one thing you forgot to mention is human/zombie balance and the roles classes fill depending on it. Picks (spy, soldier, demo) are good early game when there's barely any zombies and you need to get the ball rolling. If I'm purposely starting as a zombie I usually go spy to pick off lone players in vulnerable positions. CC (Sniper, engi, demo, maybe pyro) are good for whittling down nests early/mid game that a hoard can't overrun yet. Hoard (Heavy, Medic, Scout, pyro) are good at overrunning defenses with pure numbers. I usually switch to medic near the end of the match to help heavies push, and scouts can chase down last survivors without getting outrun.
I know most people aren't saying it, but I really love the clever rhyming when explaining each class on what they do in a silly way! It helps your tier-list standout from others! Good job!
I have survived so many games. I hid my teleporter somewhere the zombies would not expect it, and I used my Eureka Effect to escape if I were the last survivor. But once the zombies and my teammates saw where I placed my teleporter, I switched to a different location.
it really saids something that even with engineer nerfs and zombies having abilities to counters sentries, engineer is still ready great. goes to show how oppressive engineer can be, especially if the team just has melee. no wonder other zombie mods nearly neuter him
it's less that he's great, or rather to play as for the most part it's miserable to be an engineer dear god just that your utility is god tier, a must have and pretty much is the class balanced around
They also gave him a bunch of buffs too for some reason. zHeavy health drop and zSniper's spit dealing less damage to buildings helped make turtling more effective, and they even let Homewrecker Pyros break EMP's though I don't think I saw that used once.
@@milliondollarmistake Heavy's health drop doesn't really affect engi? Only really his team that has to deal with that zombie heavy before he reaches the engineer's buildings to one-shot them. Sniper's spit depending on the map and buildings' locations is either nigh useless annoyance, or singlehandedly fucks you over with no inbetween. Bonus points if there are several snipers, which is nigh guaranteed. The spit may deal less damage, but you sure as hell ain't touching that sentry with your wrench either. And the pyro interaction with EMPs rarely ever matters when zombie engies go for direct hits anyway.
You can line up the classes to L4D2 like Scout-Jockey (Both are evasive and jumpy, the Jockey has the 2nd highest non-boss hp, but that mainly serves to compliment its evasiveness since it dies in 1 melee anyway, zScout can simply be more speedy as he's not a headcrab) Soldier-Hunter Pyro-Boomer (Afterburn acts like common infected chip) Demo-Charger Heavy-Tank Engineer-Smoker* Sniper-Spitter Spy-Witch (Has the screamer ability, and is not seen by survivors most of the time, though invis is a proto hunter ability I think) Medic's just medic, barely changed by undeath, he has just swapped teams. * I think Zombie Engineer should have a teleport ability, like the proto smoker's pop-in ability. In addition, magnet grenade. I'm thinking it could be 1 projectile which: -Upon hitting the ground, beeps for a few seconds before releasing the EMP and causing screenshake as it does. However, upon going off here, it also teleports the engineer to the spot it went off, with a brief speed boost and uber. Still being a pretty physically weak infected means this only helps force survivors to focus on you, as teammates see that you just teleported from anywhere on the map and come in to finish off buildings. -Upon hitting survivors, stick to them and, after a short arm time, begin pulling the survivor towards the engineer like a magnet. Probably gets stronger over a period, slowing your reload, firing, switch speed, etc. until the orientation-locked engineer is killed or a pyro/engie whacks you free. -Upon hitting a building, disable it and damage it in increments rather than sapping. De-level sentries (turns minis into liabilities that are destroyed once the sapper is removed, but not other buildings). Maybe could target the engineer survivor, but slower turning and firing bc I don't think the sentry damage nerf applies to the builder. I wanna implement this within a custom ZI mode if anyone has ideas...
Medic's syringe guns actually slap in this game mode, the stock syringe gun has the capacity to kill a zombie heavy in 1 clip and is devastating if you live long enough to be the soul survivor.
To be fair to Zombie engineer, he does have potential the more spread out or bunched up the enemy’s buildings are, either making a loner engie vulnerable to rush down, or with a good combination of engies and beefy boys, a nest essentially ineffective, best use him in those situations even if normally he is pretty weak due to being either countered or weaken by the defense.
1:11:24 This is not correct and it is actually more absurd than what you stated. a 30% damage resistance at 525 hp is 750 effective hp, and a 50% resistance is 1050 effective hp.
Demo, engineer, and sniper zombies seem to have the role of "sappers," being that they're meant to punch holes in a defensive line to allow other classes to advance, although engineer is more of a disabler than an active destroyer. Then there's soldier, spy, and scout, which are flanking zombies, medic who's the healer, heavy as a bullet sponge, and pyro serving the role as a niche pyro counter
Ah Zombie Infection. The game mode where my favorite thing to do is play Spy and use the coffin taunt to hide for the entire round which has had mixed results to say the least.
So an ability that disables the most important structure is bad...despite it opening up the survivors for an easier attack? Are you ranking in a vacuum or on team play?
@@corrinvondrachen1097 Team Play, you have to be able Sniper the Sentry from a decent distance and then rely on your teammates to actually push in when you do hit it. Assuming it hits in the first place because it's not an easy thing to aim for. Instead of having an Engineer haphazardly disable via emp's which are extremely unreliable, you could just go Zombie Medic and flash Uber at a key moment with one or two teammates and get a much more reliable push through
@@SpaceGuyOnline Perhaps, though I've certainly seen zombie engies be a keystone in breaking defensive lines. If anything I'd put him at C tier, though maybe low C tier.
if i remember the gas passer is now able to make the neon annihilator crit on gassed ennemies but no one uses that , which makes pyro sharks able to fight anywhere. it was added in a small update and no one cared about it if i remember right
No one is going to mention the cool alliterations for each class intro? He even tries to pick the letter corresponding most, usually the first letter of the class or the character's actual name.
I feel like engineers emp needs more area denial capabilites. Instead of it just disabling/ damaging buildings when it activates, it should spawn a blue glowing bubble roughly the size a a spawn door tilted on its side for 5 seconds. This bubble would disable buildings, deal 10 dps to buildings, debuff enemies with the mad milk effect for 7 second, mark enemies for death for 7 seconds, and increase teammate ability recharge speed by roughly 25-35% (ability recharge speed cannot stack). All effects would of course be restricted to buildings or players that are touching hit boxes.
You know, I think they could make Zombie Pryo better if they just leaned into one role better. Either make him good for crowd controlling the survivors or have him be a disrupter by running in, and setting people alight with his death explosion.
Demoknight on murky is pretty good when used with half-zatoichi and tide turner. There are good trimping ramps everywhere allowing you to almost teleport around the map. You can single out a zombie, restore your health and charge then zip of to the other side of the map. Also with all the things in the way most zombies will lose you after a trimp. I was last one last about half the time.
41:13 i'd argue beggar's is crazy on defensive stuff since you can afford to always be firing and thus compensate for not having the immediacy of other launchers its like playing mvm beggars where its a cycle of shoot, charge banner, shoot more
So, the scream outline bugging out wasn't a change to zombie spy, it was just a me thing... For some reason, my game had a hard time rendering it after one of the updates, and it wouldn't show up very good or at all through some surfaces.
Recommend watching the proper original intro to this video with the intended music
ua-cam.com/video/trdJCUJvuW4/v-deo.htmlsi=inxxyMmbe6tev3d9
Unfortunately it was continuously copyrighted and although Terraria's is pretty good... it just isnt lining up as well as the original intended theme
Copyright is a cruel mistress
Bittersweet side of konami caring about silent hill again is that silent hill music is probably not safe to use anymore
Hmm some delicious tf2 content
Nice vid bro
thanks for giving demoknight boss music
This is the third time you’ve brought us zombie infection for show and tell
Can’t blame him
I understood that reference
Haven't seen that movie in ages
@@OlaftheGreat Wait that was the movie? Honestly thought it was the show for some reason
Jimmy already been the hospital twice
I once saw a single Demoknight hold off an entire hord on a rooftop by himself as the final survivor for 3 minutes straight. it was amazing he was the main character.
Demoknight tf2
That sounds epic. Their is no competing with that-
Cannon demoman
SURVIVE THE TIDE! LOVE DIVIIIIIDES!! SOMEDAY LOVE WILL FIND YOU!
I definitely remembered that time lol. I was in the zombie team, that demoknight manage to outrun most of the zombies on the rooftop, it was pain in the ass chasing him.
I love going on zombie infection servers and playing L4D2 music over the mic it makes everyone instantly lock in
What about 115?
Do "skin on our teeth" when ther's 5 or less ppl
Are there year round zombie infection servers?
GODDAMNIT BILL!
Cod zombies music need not be mentioned, because it's a given that it makes everyone locked in for zombie killing mayhem!
@@a_mEmE
Another amazing part about the Enforcer is the fact that the Increased Damage vs John Lennon actually comes into play! You can easily send him straight back to hell where he belongs with it if you ever see him as a zombie.
Why does John Lennon belong in hell? 😯
@@misteral9045 why does not john lennon belong to hell?
@TheTrue5642 He didn't sin.
@misteral9045 setting aside anything about his personal beliefs. He beat his wife, Cynthia, and cheated on her constantly. Alongside treating his son horribly.
@kennysalty6019 Oh, I didn't know that. Yeah he belongs in hell.
45:15 "The Ubersaw is the Ubersaw. Do you need me to explain how good it is? It's been crowned Ms. Universe for 12 years now."
"The aliens are pretty pissed off about that."
Idk how I missed that joke the first time, I nearly spat out my water, seriously.
the enforcer is so bad I cannot wait till the devs drop that bleed buff
finally, a good enforcer change
Bleed for how many seconds?!?!
@@cletusmandeletusman2328 8
Make sure it does 7 damage!
I agree don flamanco from punch out
Z: Who ate all the alliteration alotted annually?
Suspiciously alliteration shaped SpaceGuyOnline: It'd be impossible for me to instruct you on that information.
I’m gonna be honest, that stuff got really annoying halfway through watching this video 😭
in any of these gimmick modes you realize how good having infinite ammo and health is with a dispenser and why so many classes counter engineers
Logistics win wars. even in normal game modes the amount of help a dispenser can provide, even though it doesn’t get kills, arguably makes it better than the sentry
@@submachinegun5737I'd argue the teleporter basically negating needing to make your way to the front lines beats it
@TheFlame_Hawk you don't respawn in these gimmick gamemodes
A few corrections :
1) Zombie Heavies do take crits/minicrits, now, making both the Sleeper much better against them (for both you and your team) as well as the Frontier Justice when said Zombie Heavy destroys your buildings. It was changed late October. Also, they have 525 hp, now.
2) Sniper's best primary is the Sleeper, not the Classic. Due to the Zombies increased HP and decreased bodyshot damage of the Classic, you can't oneshot anything else than Zombie Scouts with it. The Sleeper still deals 150 damage at full charge, and take less than 3 seconds to charge, minimizing tunnel vision, while allowing you to one-shot Zombie Engineers and Zombie Snipers, two of the biggest threats to your survival, as you mentioned. And it still makes every other Zombies easier to kill for both you and your team by taking a huge chunk out of their HP (Zombies no longer have passive HP regen) and covering them in Jarate, making them take mini-crits (except for Zombie Pyro), which is particularly usefull against Zombie Heavies now that they're no longer immune to crits and mini-crits. It also makes the SMG (don't bother with the Carbine in this mode, it's redundant with the Sleeper and you shouldn't use the Bushwacka) quite potent at any range by removing its falloff (turning its 75 dps into 101 dps), allowing you to finish that Zombie Soldier/Medic/Pyro you just softened while waiting for your Sleeper to go through its 1.5 second cooldown, and that without tunnel vision or movement speed reduction. The Machina is absolute trash however ; its only claim to fame is the collaterals, as the increased damage won't make you one-shot more things than the Sleeper already could (Zombie Medics have 175 hp...) and since you can only collat at full charge... it's useless in the ONE instance it would be usefull : when getting rushed by several Zombies. Also, the best melee is unironically the Shahanshah, since you should only use your melee as a hail-mary if you're about to die, and the increased damage it does while under half-hp allows you to one-shot Zombie Scouts, and a random crit will one-shot any non-Heavy Zombies. Finally, the double damage from Huntsman/Fortified Compound has been removed, so don't bother with it anymore (I mean, seriously... look at your own footage... it deals 120 damage tops...).
3) Demo's shields ALSO reduce Zombie Sniper spit damage, as it is considered fire damage.
4) Zombie Spy's Reveal don't remove Human Spies' disguises, but it still outlines them, essentially making the disguise useless.
3
cook em
@@drucy. I cut up most instances of Zombie Heavy being immune to crits but one or two probably slipped by or they were too massively in context that I couldn't.
Zombie Heavy also having 525 health is said in text in video for the same reason.
The Huntsman thing I assumed was a bug since they so haphazardly and poorly update this gamemode where there was legitimately zero mention of it anywhere in the patch notes at all for some reason, I'd assumed it would be patched. They removed the Crusaders Crossbow buff which somehow inadvertently nerfed the Huntsman I guess? My best guess anyways
@@SpaceGuyOnline On the topic of bugs, I think the Zombies "headshot immunity" also is one.
It has never been officially mentioned anywhere either, and when you direct impact a Zombie with the Beauty Mark or Mad Milk, the bread monster that should be chomping at their head, now seems to be chomping somewhere around their feet, indicating the "headshot hitbox" is somewhere down there. It's probably a hitbox bug.
oh shit did they finally nerf heavies being so op?
I remember Zombie Heavy used to have a 20 ft. tall jump in the beta of this mode. Idk what they were smoking but that shit was fun af.
Saxton hale
@ oh shit you right, and the zombies too
"The dead dread demo denying them from driving forward thanks to a dozen detonations they dare not disturb"
Is this MF DOOM?
PROJECT ZOMBOID REFERENCE IN THE THUMBNAIL
Beat me to it. Darn.
I didn't even realise goddamn
I have 800 hours on zomboid and I missed it. God fucking damnit.
DRAT! i was about to comment the same thing
AND USING ZOMBOID SOUNDTRACK IN THE VIDEO!!!
Fun fact: zombie scout used to have 25 max HP but also increased melee damage
fake
@unaincreibleroca3427 ...back before it was added officially. On community servers.
I literally played it , that mode got rebalanced A LOT
Them nerfing pyro by making him drop a medium when Sniper exists and doesn't drop a medium is so unbelievably funny. We must make pyro worse somehow
One of my favorite things to do is go heavy with the stock fists and try fighting the zombies like a real man
Rip and Tear
take the ApocoFists for explosive endings.
also, if the Buffalo Steak gave you Temporary max Health for those 16 seconds of MELEE ONLY mode when you use it and both the Steak and Warrior's spirit had HP on hit and HP on kill that would make them both the Team fortress Berserker pack and the Glory kill(Glorykills give Health on melee finishers, any melee item with HP on kill is basically TF2 version of Glory Kills.)
@@drivanradosivic1357 that ruins the bit though
@@RebelTrooperHothalso use zombie heavy cosmetic
@@Leinstein26 again ruins the bit
I’m starting to think this guy likes alliterations
jokes aside I cannot remember the last time I managed to come across a video the minute it was uploaded without using notifs
Tbh, I had A LOT of fun as pyroshark on that parking lot map. On the bottom floor I crit those insolent zombies, and then I fly towards the top with jetpack and destroy all the sniper zombies that are trying to snipe that one room where the engies can be seen hiding
I also remembering winning as the last survivor and being demoknight. Had it pretty close on ZI Mannhattan map, but armies of zombie scouts are making it really easy, lol
I generally feel like he undervalued the melee-based classes.
No way Scout, the class which I never see survive past the first minute, is better than Demoknight, a subclass powerful enough to defeat all but the zombie Heavy in an 1v1. The weakness of not being able to fight multiple zombies at once never comes into play if you simply kill the zombies before they are able to reach your teammates. Matches I have won using Demoknight usually result in the zombies not being able to infect anyone since there never are enough zombies alive at one moment to muster an attack.
@@Ze_eTYeah, I'm not convinced this guy has actually played more than two rounds of ZI after the disrespect he showed Demoknight.
Zombie heavy being able to jump off of pumpkin bombs was actually removed back when the update dropped (at least, standing on and hitting them no longer worked, if there's another way to I would like to know!)
It actually is a little saddening because being able to leap on top of the atoll buildings and smash some poor sap's head in from above with a heavy jumpscare was really funny.
Dragon’s fury is actually the best flamethrower for crowd control. The projectile penetrates through multiple targets quickly without losing damage.
I wonder how much SpaceGuy likes terraria to use the Pumpkin Moon theme for the intro
its not the original unforturnly because the intro got claimed, in the description he has the OG with the silent hill theme.
15:22 Engineer running from T posing pyro almost killed me
This isnt tf2 anymore lads, this is now...
¡¡Mercs VS Zombies Gravel warfare 2!!
18:29 zombie demo with stickies?!?!
blrrgg braaains blrghsghg
(that demo is a spy)
There was a bug where if you equipped any boots and the sticky jumper (no matter which melee), you could respawn as human when killed. If chosen by the gamemode as first zombie, you'd spawn as a regular human within BLU team. The bug has been fixed, tho.
@@drucy. it was a fun harmless bug tho why do they have to ruined the fun 😢
@@AgentYTOfficial Because it broke the gamemode by allowing a RED player to respawn indefinitely as long as there was another RED still alive, essentially guaranteeing the Demo using it to be the last Human standing, with a high mobility tool, and possibly the Half Zatoichi or Eyelander, making him even tankier and faster, while packing a huge punch at melee range, since it'd end up crit boosted.
It wasn't a "harmless bug" at all.
I remember zombie Heavy on day one of the update. You just needed 1 to completely destroy a nest. And I don't mean a zombie heavy that got the jump on the engie, I mean a heavy just walking in the open getting shot by the sentry the entire time, destroying the entire nest, and coming out with half of his health. The only time I saw humans winning back then was when they stacked engineers alongside 2 spies and a medic. Everyone knew that the moment a heavy showed up, he was public enemy N°1.
Good thing, Madcap was never released. Just imagine, how broken this guy could have been both as survivor and zombie!
Wdym madcap was my main then they removed him
I had a stroke trying to understand the ridiculous amount of alliteration
Someone suffered a stroke struggling to synthesize a stupidly supreme sum of synchronicity
Finally after like a couple updates we finally have it, The Official Zombie Infection Tier List
The amount of alliteration is absolutely absurd.
Lemme tell you, without a scout, your team will fold like a sack of potatoes
If no one takes out the backlines zombies everyone will die
Obscure fact about the Zombie Engineer: If you die while having an EMP ready, you drop a medium ammo pack. So if you get ganked while trying to hurl your shitty little grenade, you also give whoever killed you free ammo.
1:02 Ofc scout was the fastest to get infected
I don't know if its the alliteration, deadpan delivery, or just writing overall but I fucking love these videos so much. No matter how many people tell you your style is annoying please never change :3
I agree with you ;3
@ =ÔwÔ=
Welcome to The Offical Zombie Infection Tier List. After 9 years in development, hopefully it will have been worth the wait.
I played this gamemode during the last Halloween for about 150 hours, it was great!
There's one more thing about Zombie Heavy...
His taunt. If you don't actually roll the stupid Halloween dance, you can potentially taunt kill some unsuspecting survivor through a tiny crack in the wall.
Pyro being able to deny the only special attack of zombie demoman should be illegal
Good tier list, I have a few minute disagreements on some of the placements (eg. Pyroshark), but it overall describes my experience in the gamemode pretty well.
I feel like one thing you forgot to mention is human/zombie balance and the roles classes fill depending on it.
Picks (spy, soldier, demo) are good early game when there's barely any zombies and you need to get the ball rolling. If I'm purposely starting as a zombie I usually go spy to pick off lone players in vulnerable positions.
CC (Sniper, engi, demo, maybe pyro) are good for whittling down nests early/mid game that a hoard can't overrun yet.
Hoard (Heavy, Medic, Scout, pyro) are good at overrunning defenses with pure numbers. I usually switch to medic near the end of the match to help heavies push, and scouts can chase down last survivors without getting outrun.
I know most people aren't saying it, but I really love the clever rhyming when explaining each class on what they do in a silly way! It helps your tier-list standout from others!
Good job!
8:39 Ludwig, The Holy Blade reference
Song is Ludwig’s theme by GeoffPlaysGuitar
I can't believe you didn't talk about the god strat of fooling someone with RPS as Zombie Sniper
I have survived so many games. I hid my teleporter somewhere the zombies would not expect it, and I used my Eureka Effect to escape if I were the last survivor.
But once the zombies and my teammates saw where I placed my teleporter, I switched to a different location.
We are so back.
Babe,wake up. New space guy online tier list about a zombie based tf2 gamemode.
it really saids something that even with engineer nerfs and zombies having abilities to counters sentries, engineer is still ready great. goes to show how oppressive engineer can be, especially if the team just has melee. no wonder other zombie mods nearly neuter him
it's less that he's great, or rather to play as for the most part
it's miserable to be an engineer dear god
just that your utility is god tier, a must have and pretty much is the class balanced around
They also gave him a bunch of buffs too for some reason. zHeavy health drop and zSniper's spit dealing less damage to buildings helped make turtling more effective, and they even let Homewrecker Pyros break EMP's though I don't think I saw that used once.
@@milliondollarmistake Heavy's health drop doesn't really affect engi? Only really his team that has to deal with that zombie heavy before he reaches the engineer's buildings to one-shot them.
Sniper's spit depending on the map and buildings' locations is either nigh useless annoyance, or singlehandedly fucks you over with no inbetween. Bonus points if there are several snipers, which is nigh guaranteed. The spit may deal less damage, but you sure as hell ain't touching that sentry with your wrench either.
And the pyro interaction with EMPs rarely ever matters when zombie engies go for direct hits anyway.
You can line up the classes to L4D2 like
Scout-Jockey (Both are evasive and jumpy, the Jockey has the 2nd highest non-boss hp, but that mainly serves to compliment its evasiveness since it dies in 1 melee anyway, zScout can simply be more speedy as he's not a headcrab)
Soldier-Hunter
Pyro-Boomer (Afterburn acts like common infected chip)
Demo-Charger
Heavy-Tank
Engineer-Smoker*
Sniper-Spitter
Spy-Witch (Has the screamer ability, and is not seen by survivors most of the time, though invis is a proto hunter ability I think)
Medic's just medic,
barely changed by undeath,
he has just swapped teams.
* I think Zombie Engineer should have a teleport ability, like the proto smoker's pop-in ability. In addition, magnet grenade. I'm thinking it could be 1 projectile which:
-Upon hitting the ground, beeps for a few seconds before releasing the EMP and causing screenshake as it does. However, upon going off here, it also teleports the engineer to the spot it went off, with a brief speed boost and uber. Still being a pretty physically weak infected means this only helps force survivors to focus on you, as teammates see that you just teleported from anywhere on the map and come in to finish off buildings.
-Upon hitting survivors, stick to them and, after a short arm time, begin pulling the survivor towards the engineer like a magnet. Probably gets stronger over a period, slowing your reload, firing, switch speed, etc. until the orientation-locked engineer is killed or a pyro/engie whacks you free.
-Upon hitting a building, disable it and damage it in increments rather than sapping. De-level sentries (turns minis into liabilities that are destroyed once the sapper is removed, but not other buildings). Maybe could target the engineer survivor, but slower turning and firing bc I don't think the sentry damage nerf applies to the builder.
I wanna implement this within a custom ZI mode if anyone has ideas...
That's an incredible project zomboid reference in that thumbnail.
17:35 your empty threats mean nothing. Come. Try. I dare you.
Medic's syringe guns actually slap in this game mode, the stock syringe gun has the capacity to kill a zombie heavy in 1 clip and is devastating if you live long enough to be the soul survivor.
Didn't realize they buffed his health after nerf still good for defense and survivability.
I did not expect Ludwig Demoknight but i'm glad to have seen it
Im so glad you brought up the enforcer and its glorious bleed damage, im sure its very useful for revealing enemy spies
Didn't know that Dr. Suess was into TF2
The most important thing to remember with the zombies is you can change your class
To be fair to Zombie engineer, he does have potential the more spread out or bunched up the enemy’s buildings are, either making a loner engie vulnerable to rush down, or with a good combination of engies and beefy boys, a nest essentially ineffective, best use him in those situations even if normally he is pretty weak due to being either countered or weaken by the defense.
Nice intro. Those transitions were cool
I remember how annoying a sticky jumping demo was on sanitarium, basically too OP to beat since they always kept moving waaaay too fast
13:31 I wouldn't ask my worst enemy to take a sh*t in it. It's awful! It's a dump! The box, has got to go.
The continuation of your clever use of alliteration never ceases to make me chuckle cheerfully. Cheers!
I cant concentrate on demoknight's segment because Ludwig's OST is too much if a banger
30:30 leave this planet, NOW
I find it amazing that you still keep up with the alliteration
Such a sick opening, really well done
Bro, the look on my face when you started talking about PYRO SHARK
8:40 Hearing Ludwigs theme in the Demoknight section had dancingong
Ahh yes, Man in Space Online's new video
1:11:24 This is not correct and it is actually more absurd than what you stated. a 30% damage resistance at 525 hp is 750 effective hp, and a 50% resistance is 1050 effective hp.
8:44 “Ah, on kill effect, you were at my side all along: my guiding moonlight!”
the winger compensates for the Baby face’s double jump penalty by increasing your single jump, and you can build boost with just the pistol
I love the game mode, which makes it really annoying that no community servers seem to host it
Demo, engineer, and sniper zombies seem to have the role of "sappers," being that they're meant to punch holes in a defensive line to allow other classes to advance, although engineer is more of a disabler than an active destroyer. Then there's soldier, spy, and scout, which are flanking zombies, medic who's the healer, heavy as a bullet sponge, and pyro serving the role as a niche pyro counter
42:31 too soon, man, not cool.
Funny, but not cool.
the thumbnail hadn't loaded when I clicked, and so I originally thought the video was going to be ranking various zombie media
This was unexpected. But not unwanted. I will watch with great interest.
Yo tf2 tier lists are peak. Tf2 tier lists 11:49 17:47
the intro is actually so cool
One of the coolest Tf2 thumbnails I've seen.
Love the bit where every intro makes an emphasis on a particular starting letter
3:54 Young fly on the track
i sure hope the next line in this song isn't a slur
the absurd amount of alliteration in this video is absolutely amazing
I love the project zomboid poster reference for the thumbnail
Ah Zombie Infection. The game mode where my favorite thing to do is play Spy and use the coffin taunt to hide for the entire round which has had mixed results to say the least.
Always funny when half the people that notice you just give a thumbs up and go on to eat other survivors
I wish I could play it if the servers weren't so empty all the time
@@scotgoh1004"hrrr, brains"
Looks at spy inside coffin
"Hrr, one of us"
17:45 Jesus Christ, Space. That is hella dark, I'm gonna put that line in my horror novel.
So an ability that disables the most important structure is bad...despite it opening up the survivors for an easier attack?
Are you ranking in a vacuum or on team play?
@@corrinvondrachen1097 Team Play, you have to be able Sniper the Sentry from a decent distance and then rely on your teammates to actually push in when you do hit it.
Assuming it hits in the first place because it's not an easy thing to aim for.
Instead of having an Engineer haphazardly disable via emp's which are extremely unreliable, you could just go Zombie Medic and flash Uber at a key moment with one or two teammates and get a much more reliable push through
@@SpaceGuyOnline Perhaps, though I've certainly seen zombie engies be a keystone in breaking defensive lines. If anything I'd put him at C tier, though maybe low C tier.
That's rare! Seeing Sniper secure a safe spot somewhere stronger than C Tier, even S Tier!
if i remember the gas passer is now able to make the neon annihilator crit on gassed ennemies but no one uses that , which makes pyro sharks able to fight anywhere.
it was added in a small update and no one cared about it if i remember right
i'm surprised nobody is talking about the absurd amount of alliteration in this video
bro thought he cooked
0:24 Song name?
I don’t know the name but I’m about 99% sure it’s an ambient audio from Terraria.
It’s the music during the Pumpkin Moon event in Terraria.
You should get a result by just searching “Pumpkin Moon Terraria”
It is, it's the night time theme Im pretty sure
Terraria pumpkin moon theme
Terraria pumpkin moon theme
No one is going to mention the cool alliterations for each class intro? He even tries to pick the letter corresponding most, usually the first letter of the class or the character's actual name.
8:50 all three Ludwig fans rejoicing at this one
54:28 that "someone's brain" joke was clever
the loose cannon can stop a zombie demo from even charging and just kills them if you time it right
I feel like engineers emp needs more area denial capabilites. Instead of it just disabling/ damaging buildings when it activates, it should spawn a blue glowing bubble roughly the size a a spawn door tilted on its side for 5 seconds.
This bubble would disable buildings, deal 10 dps to buildings, debuff enemies with the mad milk effect for 7 second, mark enemies for death for 7 seconds, and increase teammate ability recharge speed by roughly 25-35% (ability recharge speed cannot stack). All effects would of course be restricted to buildings or players that are touching hit boxes.
You know, I think they could make Zombie Pryo better if they just leaned into one role better.
Either make him good for crowd controlling the survivors or have him be a disrupter by running in, and setting people alight with his death explosion.
10 minute arrival. Cool.
Demoknight on murky is pretty good when used with half-zatoichi and tide turner. There are good trimping ramps everywhere allowing you to almost teleport around the map. You can single out a zombie, restore your health and charge then zip of to the other side of the map. Also with all the things in the way most zombies will lose you after a trimp. I was last one last about half the time.
1:09:34 Now that's sad giving how bill died
41:13
i'd argue beggar's is crazy on defensive stuff since you can afford to always be firing and thus compensate for not having the immediacy of other launchers
its like playing mvm beggars where its a cycle of shoot, charge banner, shoot more
Demoknight used to be S tier because he had like 50% damage resistance with a shield
So, the scream outline bugging out wasn't a change to zombie spy, it was just a me thing... For some reason, my game had a hard time rendering it after one of the updates, and it wouldn't show up very good or at all through some surfaces.
how did i recognize the solar eclipse music from the first bell hit