-=UPDATED=- new blocking animations added (still whitelisted) Horzine’s first experiments included worn down boxing champions of the london districts that had long forgotten their glory days as reigning masters of the sport. Degraded to simple street-thugs they had little left to live for and applied themselves for the biogenic experiments, hoping they would regain their strenght to rise again. Little did they know that Horzine had other plans with their former “brute” strength. Placing muscle stimulators under the skin and revitalizing the tissue underneath was the first step, but it produced undesired effects… The fluids had to be injected constantly, so Horzine placed a metal structure in the lower arms of the specimen. Covered with metal plating the structure in the arms fed the muscle tissue every 5 minutes with stimuli.
More of Hemi's stuff: http://steamcommunity.com/id/hemicrania/myworkshopfiles/?appid=1250
The only problem was the tissue becomming bruised from the outside…oh and not to forget the horrible pain every injection gave to the specimen. The project was abandon due to loss of too many scientists .
:: Whenever there is a target he will block when not doing anything else.
:: Any shots within the region of the head and the blocking arm cause 10% of their normal damage.
:: When not raged he will attack while blocking. Each successful hit he makes increases a counter which decreases a chance that he
will block when attacking, meaning he'll use the other two attack animations. This means as he's causing more chaos he'll become
more vulnerable. Successful hits landed while charging also increases this counter.
:: When his hand is blocking his head – he can still be shot from the side or back of the head at full damage.
:: When attacking but not raging he will attack with his block up – after a few attacks he will perform a normal attack which doesnt block
:: When performing the charging throw the brute uses an animation which exsposes his head.
:: His charging (rage) state is caused by receiving too much damage over a short period of time (50points in 2 secs).
:: When first entering the charging state he gradually (over 1-2 secs) builds up speed.
:: On all difficulties above beginner he is locked to the target he is attacking, similar to other specimens.
:: Whoever causes him to rage will be his first target.
:: After successfully hitting his target he will switch to another if they are close enough.
:: After successfully hitting his target he will calm down some, slowing his movement speed. Enough hits will calm him down completely
and he'll leave the charging state. He must make 2 hits when there are 3 players or less, or 3 hits when there are more.
:: He damages any other specimens he charges into.
:: Charging will also automatically be triggered after a random time (10-15 secs).
:: When he hits a player he will throw them in the direction determined by the angle between him and them, with a fixed Z velocity of 150.
:: When not charging his throw strength is reduced by 15%. Additionally, a berserker gains another 25% throw resistance.
:: When charging his throw affects all players in front of him. Slightly less if players are to the side of his front angle.
:: Berserker gains 25% throw resistance.
:: He has a 25% melee damage reduction.
:: 30% reduced HEAD resistance against fire (not body)
:: 10% reduced HEAD resistance against anything else (not body)
:: When set on fire it slows the brute by 15% of his active speed.
:: Berserker and Sharpshooter are weakest against the brute – but when working together the berserker can turn the brute
so the back of the brutes head is opened to the sharp shooter.
:: This is even easier when slowed by fire.
:: A balanced perk spread across an assembled team is also a good way to defeat him – to many sharp shooters will not be effective.
:: The more members on a team increases the brutes health just as it would a Fleshpounder.- This ensures he has enough health
to throw players around before he is killed.
:: To promote teamwork and perk balance in squads.
:: To promote slower/weaker zombies by throwing players into them.
:: To promote panic and margin for error.
:: To bring down barricades formed by players.
:: To encourage the medic gun/darts.