Zombiefest mission bad designed?

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vargasramiro99
Posts: 1
Joined: 11 April 2026, 17:09

Zombiefest mission bad designed?

Post by vargasramiro99 »

Empty the Abomination reserve was the only objective left, i had to expend like 10 rounds doing nothing waiting for the abomination card to appear.
Maybe force instant abomination spawn if no other zombies available
Max Power 357
Posts: 31
Joined: 11 February 2023, 02:48

Re: Zombiefest mission bad designed?

Post by Max Power 357 »

Haven't tried that mission yet, but I'll have to. I seem to have the reverse problem with Abominations...they spawn every friggin' turn!
Max Power 357
Posts: 31
Joined: 11 February 2023, 02:48

Re: Zombiefest mission bad designed?

Post by Max Power 357 »

1st move. 1st spawn = Abomination!! :roll:
Max Power 357
Posts: 31
Joined: 11 February 2023, 02:48

Re: Zombiefest mission bad designed?

Post by Max Power 357 »

My experience was the remaining walkers and last abomination spawned on the same turn, so they came out pretty evenly. I seem to always get non-stop Abomination spawn though. Didn't really find that map hard, but obviously the cards and dice have a big impact on difficulty.

I can see how, since you need Molotov's to kill Abominations (or Tiger Sam's "+1 damage: ranged" skill) having them spawn more frequently could be a problem. Think maybe you just saw the extreme end of the random spectrum.

Main thing I noticed, that map/mission is a zombie shooting gallery! Had one survivor that was going to hit the red level before I could open the blue/green door (note - you only have to open one of them....unless you really want five spawn zones), so at that point I just camped in the middle of the map and went on a killing spree until everyone was in the red, had spun the level meter 3 times, and had all seven of their skills (was using the Ultrared option). Think I killed nearly 500 zombies before it was over. :lol:
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