![]() ZEDs shrank to critical size (below incap limit) will die regardless of their current health. Shrink power reduces ZED's size, up to x0.5 scale. In theory it is possible to avoid cooldown while keep bleeding effect active by keeping ZED's incap meter in range of (65-99), however it is next to impossible on practice. Cooldown on this affliction meaning that upon hitting 100 points of bleeding power on ZED's incap meter (not 65 where bleeding start its effects) ZED stops taking any further bleeding power applications until cooldown expires which makes it impossible to maintain constant bleeding. ZED affected by bleeding as long as its stacking meter above the Incap Threshold. For the duration of bleed affliction ZEDs shrink in size, however their hitboxes remain the same. Bleed increases amount of the incap power taken by ZED: by default amount of the power given by damage type is "1 + perk incap bonuses", instead bleeding ZED takes "1.5 + perk bonuses" amount the weapon powers towards its affliction meter. Every ZED can be knocked down when player lands on top of its head, in such case following powers and their normal cooldown values will be applied on this ZED: Knockdown Power = 500, Stumble Power = 200, Gun Hit Power = 100.īleed - bleeding is a ZED's state, when bleeding ZEDs takes more incap power towards its incap meter, moves 30% slower (stack with Snare for a total of x0.49 speed multiplier), does 30% less damage (x0.7 multiplier) and plays melee attack animations 25% slower (incap divides the duration of melee animation by 0.8). ZEDs with dismembered limbs cannot play knockdown / getup animations. ![]() Knocked down ZED will die instantly if it will fall from the height greater than 7.5 meters. Up to 25 checks (due to code specifics - actually 32) with 0.2s intervals between each two allowed before ZED will be forced to get up back on feet, this results in overall maximum knockdown time of 6.4 seconds. Once knocked to the ground, the ZED will be evaluating its getup possibilities within 0.2 second intervals, ZEDs with velocity greater than 100 uu/s or whose rigid body is still awake and simulated should skip getup animation untill their next evaluation check. By any means only 5 ZEDs are allowed to be knocked down at time (this rule, however, implies 5 separate instances of knockdown - each ZED can be knocked down individually only if in the world there are less than 5 already knocked ZEDs, otherwise it is possible to knockdown much bigger groups of ZEDs, for example with the single explosion). Equipment is constantly breaking or just barely functioning, register system is touch and go on whether or not it works on a daily basis.Knockdown is a special move where ZED goes into "ragdoll" state. Workplace culture is extremely toxic the assistant manager constantly talks trash about everyone else behind their backs and treats me and a fellow coworker differently than others without any reasoning. Management was incredibly poor, as weekly schedules were consecutively posted late and managers frequently did not answer calls or texts regarding our questions/concerns. I called in sick once, and the only reason they actually let me call out sick was because I was running a fever. ![]() Over the six months I've worked here, at least 10 employees have been fired or quit some were even scheduled past their two-week notice date. On my first write-up, I was told by management it was my final warning even though it was the only time I've been written up. I pick up day shifts' slack whenever they leave behind their daily tasks for us, including dishes, trash, cleaning, hot holder waste, and counting their cash drawers. I was not trained to bake or ice donuts like I was promised, and early on I was expected to train new hires since the managers and shift leads didn't seem to do it themselves. I learned how to make different drinks like lattes, coffee, tea and Dunkin specialty drinks as well as their food.
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