spawn 64 zombies and just run around, jump on stuff and run around stuff. for example if you have them pile up on something you're on and jump off half of them will still keep hitting it as you run away, some will run the opposite direction ect ect, just try it for yourself.
there is a mechanic in place to make them different then ferals for the exact reason but it doesn't work that well, because if you spawn in 50-60 ferals and just run around and jump on stuff and run away, some straight up get their ai disabled at the very worst, with the same issues i said above meaning high zombie counts are impossible due to this as well as the performance
?? The demolisher already charges through spike traps without taking damage.
interesting never seen it
but if im yet again wrong by saying this, he should fling them, similar to when you throw dynamite, and the blocks get flung so everyone else can have an opening
As you said "could". In my opinion demos with A16 AI would just mean you would need stronger defense blocks all around (and if you already were at steel you would need to use thicker walls). No new meta, just more wall. Exactly because he can hit any point of the wall, any point has to withstand the normal damage plus the additional damage of the demo.
this might be hard to explain so bare with me. thats why i said "you need more underlying mechanics and game health changes " such as making it so you can't farm so many resources, especially stuff like infinite ammo with mining, stuff like "your protection is not guarantied but earned", as you progress you find toughs, ferals and irradiated more and more common so you need higher tier weapons and qualities and perks, that is GOOD progression, because for once you're pressured to loot and scavenge to have a better chance to fight back , BUT unfortunately you probably get max stuff by day 25 anyways, lets completely slow down progression, by
nerfing trader quests and balancing their stocks, trader stage was a good change, it makes sense and is balanced, its the beginning of the apocalypse of course hes not going to have guns from the military
you can only get high tier items from the wasteland cities or really high tier stuff from regular cities AND make them more dangerous,, which biome tier helps with this thankfully which i LOVE, this makes the game have more emphasized visible progression
make balances to early game stuff like cobblestone blocks crossbows, and traps
like make them less farmable but more rewarding, or vice versa (blocks and traps especially)
changes to stuff like mollys grenades and over all the balanced of infected like i said stuff like more mechanics is play, make them get stronger over time in some way to incentivize going past day 40, and as days go on make everything more dangerous such as higher infected counts to make end games have more spice as well as add a bunch of changes to make this work as effective as possible, i'd need to have to play with it to really give you a good insight
ALSO, to make progression feel better plain and simple, and even if my ideas are a little unrealistic or bad this one isn't and debate me on it if it isn't
Make as many weapons as you can unique and have their own prepose outside of builds and perk effectiveness, make them unique, pump shot gun has amazing range but a felt cooldown for missing, pipe shotgun does random damage because of how unreliable it is, auto shotgun has high spread but doesnt have the cons of those 2, steel sledge vs iron, one swings faster and does this and that and one swings slower but has a higher decap chance and not be just better versions of themselves, that should be what quality and attachments are for, raise quality up to 20 for end game preposes to scale with how they get stronger, some hordes would feel like a death grip on your throat because you only have a few grenades your traps are broken and your m60 is a low quality and does less and less damage as the day goes by, you cant repair stuff because you didn't want to loot that high tier chemical lab full of wights and didn't start a farm for buffs and didn't go mining for minerals for base upgrades and repairs so now you have to work with what you got, and others where you did and got a new shiny rpg and a new spinning blade trap with some steel and resources and the horde is easier, those demos didn't hurt as bad and that rpg kept the pressure off
make it reward proactive players and make end games be just as good as early games with scavenging and such