![]() Explore: Investigate the Low, Medium, and High Threat Zones.You have freedom and flexibility to explore the Exclusion Zone throughout Urzikstan, and infilling allows you to complete a wide variety of activities as well as the specific mission tasks you assigned to yourself prior to the session start.Īside from the specific mission tasks you are undertaking, each Zombies infil enables you to: On death, you create a tombstone stash at that location, containing your backpack inventory in the next game. Reduce the time it takes to revive an ally by 50%.ĭrink to reload and replate armor faster. Reduce the health regeneration delay time by 50%. Immunity from area-of-effect damage from weapons you are using. The explosion increases the higher you fall. Obscured enemies, chests, resources, and item drops are more easily spotted.Įvery bullet you fire has a small chance to apply a random Ammo Mod effect.ĭiving to prone triggers an explosion. Instead, receive a permanent boost (throughout a Mission, unless you fully die) to various in-game attributes by finding (or crafting) a Perk-a-Cola:Īiming down sight moves to enemy critical location. The Vest, Gloves, Boots and Gear Perk system is not available in Zombies. You can also start to craft your own Acquisitions at the Schematic Crafting location (in the Lobby), between drops. Once you return from your first few successful missions, you’re able to place Acquisitions into your Rucksack for use during subsequent outings. Heal all players immediately (and in last stand).ĭamage enemies with the initial blast and slow those that enter the area of effect.įor 10 seconds, lightning connects to other players, stunning and damaging normal enemies.Īdding to Your Attacks: Acquisitions and Schematics Enemy kills repair armor during this time. Repair armor to full and force all enemies in the area to target you for 10 seconds. Spawn an explosive, dealing massive damage to enemies who set it off. There are six Field Upgrades, five of which are unlocked as you progress through your Military Player Ranks: Lethals: Frag Grenade, Claymore, Throwing Knife, Thermite, Proximity Mine, Drill Charge, Sticky Grenade, C4, Molotov Cocktail, Breacher Droneįield Upgrades in MWZ are completely different from the equipment available to Multiplayer Operators.Tacticals: Stun Grenade, Smoke Grenade, Scatter Mine, Decoy Grenade, Shock Stick, Stim, or Experimental Gas Grenade.Tactical and Lethal Equipment: A selection of Multiplayer Tactical and Lethal Equipment can be equipped as part of your Loadout.Keeping a stash of up to 20 of these weapons, which may or may not have attachments added to them, is helpful when augmenting your Loadout. Contraband Stashes: These are weapons you’ve found and exfilled with and are permanently lost if left behind during a mission.You have up to three Insured Slots, and two of them are unlocked after completing Zombies missions. If you fail to exfil with an Insured Weapon, it only becomes available again after a Cooldown period. Insured Slots: These are weapons you’ve leveled up, added attachments to, and come from the weapon pool of over 100 MWII and MWIII weapons.Any that are "XP Recommended" are denoted by the small fire icon, and grant you more XP if used. ![]() Primary and Secondary Weapons: All MWII and MWIII weapons are available to use in Zombies.Choose two Primaries, or a Primary and Secondary Weapon, to take along with a Lethal, Tactical, and Field Upgrade.
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