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Electric Cherry Question

HOT
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Created 12 years ago
by jei9363
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I will be releasing a solid version of Electric Cherry soon. What zombie health should be the line between stunned and killed?
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what do you mean exactly? how much damage the electric effect does to nearby zombies?
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at what point should I say the zombie has too much health to be killed by cherry, instead of stunned? didnt play MOtD that much
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at what point should I say the zombie has too much health to be killed by cherry, instead of stunned? didnt play MOtD that much

3/10ths or maybe 4/10th's? hard to say without actually trying it out in-game.
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anyone know what round you start noticing cherry becoming weak?

Code Snippet
Plaintext
Zombie Health

Round 01 = 150
Round 02 = 250
Round 03 = 350
Round 04 = 450
Round 05 = 550
Round 06 = 650
Round 07 = 750
Round 08 = 850
Round 09 = 950
Round 10 = 1045
Round 11 = 1150
Round 12 = 1264
Round 13 = 1391
Round 14 = 1530
Round 15 = 1683
Round 16 = 1851
Round 17 = 2036
Round 18 = 2240
Round 19 = 2464
Round 20 = 2710
Round 30 = 7030
Round 40 = 18234
Round 50 = 47295
Round 60 = 122673
Round 70 = 318183
Round 100 = 5552108 (5.5 million health)
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The real electric cherry was very weak and stopped killing zombies at low rounds only the burst when you died with the perk killed all zombies around you. I think you should make the electric cherry kill until maybe round 10
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doesnt the cherry was calculayted depending on the bullets in your mag? o.O less bullets = more power
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doesnt the cherry was calculayted depending on the bullets in your mag? o.O less bullets = more power
Yes. The more bullets that were used to the amount of ammo it has in total. This affects radius don't know about power though.
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It generally doesn't kill them on pretty much any round unless you reload empty, if you reload after using up only a small % of your clip then it doesn't even stun them..
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i think 25% or less it didn't stun them but 25-75% was all most always a stun and 75-100% was a kill ...depending on the round (I wont rec. a kill on more then round 15) imo
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To me electric cherry seemed like it stopped being effective past round 20, but of course like everyone else said it does depend on your guns, that perk to me seemed like it was only necessary for the blunder gat/acid gat. of course since this is custom zombies, you can pretty much change it to how you think it would benefit the players the most.
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It was most effective with the Blundergat because you always reload empty with that gun, I found that it can be useful even on very high rounds as long as you reload empty, but I think it's primary purpose is not to kill the zombies but to stun them anyway, I'd recommend not having it killing the zombies past round 10 or I think it's gonna be too OP imo
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right now the radius ranges from 32 to 256 units depending on the clip. and is one shot kill up to round 10.
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To me electric cherry seemed like it stopped being effective past round 20, but of course like everyone else said it does depend on your guns, that perk to me seemed like it was only necessary for the blunder gat/acid gat. of course since this is custom zombies, you can pretty much change it to how you think it would benefit the players the most.
lol thats why my electrc cherry script its an insta kill perk xD but i might make it so the damage it makes changes depending on your ammo left o.O
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right now the radius ranges from 32 to 256 units depending on the clip. and is one shot kill up to round 10.

Sounds good  ;)

And JJ having it instakill is WAAY overpowered imo lol

 
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