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Oreo47
I make flash for you. Zombies are awesome.

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lookin for work

Joined on 5/14/04

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Ummm this week oreo? Wat can witches do?

Witches act like commanders for the zombies, and can also serve as anti-tank units. The more zombies they command, the more power she will have, so taking out the zombies guarding her first is always a good idea. Witch-hunters are able to take out witches much quicker, as the witch can stop bullets, but not sword.

How long are the campaigns?
Will the entire game be split up into campaigns, or are you doing that just as a teaser type thing, and then release it as a whole?

Not sure yet, but each one will be at least as long as AW1. The campaigns will each be part of AW2, which will include all factions and stuff at the same time.

My guess is Mid - Late october Because it's still autumn war righty? Otherwise you will have to rename it winterwar, Hey that's not a bad name ^^

WHAt!!!! whitches can stop bullets! can they stop artillery from hitting it?

Nope, although moving units get a defensive bonus vs artillery bombardment.

How much better is the melee system for the soldiers / Nextgens how many soldiers vs zombies? and If the soldier does a melee on a other soldier is it instant kill? Will zombies be able to use guns in later levels? And when you say orbital strike do you mean MAC stikes of what?

Solder vs solder fighting is only done indoors/forest areas. Once it begins it is all automated, and the player just sits back and enjoys. Im still working on the finer details, but you can stealth kill if you are infiltrating.

1) Could you put lightsaber?

2) In the next post, could you show me the artillery, motar, and howitzer?

1) no. It WOULD be cool, but no.

2) no, although there is artillery in that last trailer, but the resampled artillery looks WAY better.

Is that a witch??Why is the face green?is it a zombie too??

Yep, its a witch. The color of the skin reflects the class of witch. Im not going any deeper into it, spoilers and such.

I just tought of something that amuses me, Look at what you created oreo, Your own personal zombie army. Yes im reffering ot all of the crazy fans here ^^.

Yep, looking back, this is pretty impressive, and the trailers' still getting like 20+ views a day.

whats a howtizers and are witches girl and what does it look like when they eat there breakfast and dinner and do witchhunters have guns or only swords

howitzer == artillery

witches can be male or female, but in the first campaign, the witch is female (hence the name).

Im still working on the witch hunter... but I can tell you it WILL have a sword.

1) Could u puut wizard?

2) Can u put airstrike?

1) ehh...

2) maybe.

Didn't you have a warranty on your 360 dude.

Yes, but i was young and reckless and threw away the receipt.

I'm like day 6 without video games. Longest in my life, possibly.

I have a suggestion to make regarding the Church faction.

At the moment, they seem to be poorly armed (no guns), poorly trained (a vast majority are civilian militia), and poorly educated (they're religious, LOL J/K DO NOT FLAME!). Excepting the Witch Hunter unit, who can die easily if mobbed by zombies, the Church Faction doesn't seem to have any sort of appealing advantage.

They don't have high-tech mechanized units (giant, bipedal robot from AW1), no insanely-cool gun-loaded bus (raiders), nor telepathic/telekinetic zombie-dispensers (zombie witches).

So here's my suggestion:
I've always been a fan of the Warhammer and W40K universes. While I'm not suggesting we bring Dark Gods or Sigmar into this, I do suggest something much like a Holy Warrior.

Thus far, the soldiers of the Church are either regular militia, regular priests, or the famed-but-poorly-underpowered WitchHunter (Bipedal Robot & Dreadnaught-Bus > Witch Hunter).

So, I propose there should be a telepathic/telekinetic warrior much like the Witches. You mentioned that witches can stop bullets but not swords. If the witch is telekinetic (as stopping bullets would imply because armor would stop a sword, too), why can't she stop a slower sword from moving and slashing at her?

Unless you give Witch Hunters tele-abilities, they're helpless against such a powerful mind as the witch.

So, if you choose for the Wtich Hunters to just be regular, but highly trained & talented swordsmen/women, I propose a super-support class.

Dum-dum-dum

The Cleric:
Eschewing melee training, they attempt to separate the body from the mind. Years of meditation, medical science, and religious fervor have given birth to a higher order of tele-able humans. Physically frail, with atrophied bodies due to months of cross-legged meditation at a time; these incredibly rare but determined individuals represent the only rocks against the ever-encroaching tide of the zombie horde and their witch masters.

Lame description aside, whenever there's a witch, there's a cleric. Clerics represent the governing body of the Church; and are thus guarded by their own retinues of Witch Hunters. They use powerful telekinetic attacks to lay waste to zombie hordes, ripping off heads, crushing skulls, or just causing them to implode (bad-ass, I know!). They are the generals, and the leaders of the faith as the coming days of judgement shall test humanity's will to survive.

OK, this time the lame desciprtions are really over.
Tactics:
Unable to wipe their own arse, these nearly comatose people give orders via telepathy. They are usually carried in vehicles (up to Orea47 to decide what kind, from perhaps a bicycle (LOL!!!) to an APC or tank.

It is the habit of the cleric to send the militia light infantry forward, first. As the zombie horde eventually break the lines (unless the Church has the advantage in numbers), the cleric uses his telepathy to rally the men and fight a holding action.

Next come the heavy infantry: the priests. I don't know much about the details regarding the priests but I assume they are heavy infantry by virtue of being one step down from the Witch Hunters.

Normally, if the priests fail to hold the line, the battle is usually over. However, since there is a cleric on the field, he will then send his retinue of Witch Hunters forward. The Witch Hunters are godly, sword-wielding, zombie-lawn mowers that will kick zombie-ass so hard, they'd leave skid marks.

Metaphors aside, the only way this won't work is if the zombies (with xenomorphs) are on the scene, OR if a Witch is there. In the former, the cleric will then unleash his godly tele-abilities and start laying waste. He doesn't do so earlier in the battle because unlike the Witches, his brain will hemmorhage from using his powers.

If it's the latter example, the cleric will go in on a one-on-one telepathic showdown with the Witch. It's Gandalf-vs-Sauron, as one tries to screw the other one over. The winner takes all, and the loser... well...

Their heads explode.

If the cleric loses, and his head blows up, that's it: show's over. EVERYONE loses moral and runs like the wind, even the Witch Hunters.

If the Witch loses, telepathic control over the zombies is lost. The zombies, momentarily confused at the loss of connection, just stand there. This is when the remaining human forces counter-attack. They could get a +20% combat/moral bonus or something. Eventually the zombies recover, but they are usually all wiped out at this point unless the cleric won the fight but the zombies still have the numbers to win the battle.

So that's it for my breakdown of the Cleric unit. All other human factions have some sort of technology advantage, I thought it'd be nice to buff up the Church faction a bit.

Final note, I hope this isn't considered spamming, considering I wrote so much, If you don't want me to make any more suggestions, I will quietly zip my net-mouth and stalk your Newgrounds News Page in silence.

Each faction can be poor or rich, depending on in game economy, so the church will fill their ranks with conscripts if poor, and with mercs if rich. All factions will do this, mind you. The army will also provide fire support on all church-sanctioned operations, so the church can deal with pretty much any threat, but is specialized for anti-zombie.
The chuch specializes in legions of infantry, which can match any super unit (100+ RPGs, anyone?), that, combined with merc snipers, and witch hunters thinning the enemy of witches and xeno. You saw how I can have all those zombies on screen? well, im going to try to get the same thing goin with humans. If it works, it will be EPIC.
The church mostly provides special infantry and bonuses to the rank and file, so im probably going to come up with a bunch of other infantry, although i don't think humans will get any psykers; I all ready have the 'zombie rules' done up.

You don't need a receipt to turn in your Xbox to Microsoft, all you need is about 20-30 minutes free time to talk to tech support, and the box that your Xbox came in. They'll ask you for the serial number on the side of the box, and they'll ask whats wrong with it and stuff. Then you get a box to send it in (takes about 1 week), and that's it. You have to wait 2 weeks though for them to send it back.

I had to send in my 360 twice, worst times of my life, nothing to look forward to after school besides hockey :'(.

Really? SWEET! I was just about to take it apart to make an ashtray or something. This is good, good news.

when is the next post gonna come?

The FUTURE.

if a xeno takes over an animal will it look like the animal but zombified and can you tell me 2 animals that can be taken over bye xenos and is there a faction that uses animals

I can't really answer that without major spoilers. Two that you can expect are wolf-type and bat-type. Humans hunt animals for food, zombies hunt animals for xenos, witches have an affinity with all life, except human and xeno(when food is scarce).

XeroPaper I agree the church really don't seem to have all that good ability
how about magic.

here's a list of new units:

DIFIERS

they are a group once banned from the church faction
but recent events have allowed them to redeem themselves although somewhat less useful than the "regulars" they are still useful

tactics:
although there ranged and hand to hand combat is pretty good
they should be used stealthy.

abilitys:

sniper: powerful ranged attack
phics: a magic attack of last defense
camo: a limited ability to turn invisible

heartseekers

are a foot soldiers worst nightmare and are famous for there way of dispatching there enemies

(ability's unknown)

JUGGERNAULT

slow and very powerful origin not clear

(unknown)

For that info will I get a spot in the beta :P. Jk, jk.

I have a question though, wil lthere be variations of guns, say Assault Rifle 1 and Assault Rifle 2 , and such and such? They'd have different statss, but ups and downs, say, one is strong but a lot less accurate, and vice versa.

I'm thinking of adding customizable weapons... but not sure.

oreo plz could i beta test and could you realease it on my birthday 13 november then im 10

The game looks awesome! I hope it won't be laggy. What do you mean by human vs human will be all automated? We can't give them orders?

You need about 2 ghz to run it on high detail, but it runs smooth on my 1.5 ghz on low detail. Once they make melee, it's all automated (like the intro of a DOW game).

I'm still itching to see some Warhammer references in Autumn War 2. The Witch Hunters are skilled, individual fighters. However, since the Church usually operates on a massed-infantry wall tactic, with artillery support, they need a leader unit of some sort to lead them into battle.

I hear the main character will be customizable, gaining new strengths and abilities as they level up. I propose that the Church have different classes for the main character (that means us, the players). Here's just a few ideas to start off; and I recognize that this will probably not be in the first beta - if ever - but I just wanted to offer you my opinion.

Melee/Leadership Support: Warrior Priest
The warrior priest is a step-above the regular priests. Wielding a massive warhammer (or dual-wielding smaller hammers), they choose to smash and bash-in the heads of their enemies. Fighting in the thick of things, they rarely tire; shouting inspiring sermons of faith to their allies, and litanies of fury at their enemies, the best way to take out these walking tanks are from range.

Pragmatic Description:
Divine Fervor (Active Skill)
In the previous game, soldiers rout when outnumbered 3:1. The warrior priest inspires (any human) soldier/fighter such that they can handle 5:1 odds without routing (that doesn't mean they can't die, it just means they'll stand and fight).

Litany of fury (Active Skill)
When outnumbered and doomed to death, the warrior priest inspires his remaining men into an act of suicidal berserker rage. This causes a normal conscript to be able to handle 5:1 zombies (meaning they can actually fight and kill 5 zombies:1 conscript). This effect only has a certain radius and only lasts for a limited time. However, this skill is useful in bulldozing a hole through zombie lines, particularly if you want to aim straight for the Witch that's in the middle of the zombie swarm. Think of it as a last-ditch attempt to kill the enemy leader before you, yourself, are consumed by the dead. Obviously, in the campaign, if your main character dies, you lose. To balance this issue. the Litany of Fury will not be activated or available until the higher levels, when the player actually has the resources, experience, and other skills to make this attack something more than a suicidal gesture. Throw in artillery strikes to cover the berserker charge, and this tactic actually has a chance of working.

Finest Moment (Passive Skill - Activates when Warrior Priest is below 30% health)

This skill is useful when, after the berserker charge (from Litany of Fury skill), the warrior priest loses all his surrounding men and is being mobbed by zombies everywhere. This increases his attack speed, strength, and edurance. In exchange, the warrior priest can no longer charge (as in AW1, when units can charge), and he can only retreat. This causes the warrior priest to slowly fall back, by himself (badass!), against an oncoming tidal wave of undead. If successful, and the warrior priest falls back behind friendly lines, then he will live on while having killed a city-full of zombies on his own (exaggeration).

It's not quite like warhammer in that there is more of a rock-paper-scissors thing with the factions: zombies>army; army>rebels; rebels>church; church>zombies.

I think im going to minimize classes as much as possible (for humans), and rely more on skills and perks, so you can give a priest melee training, medical, demolition, whatever, depending on what training is available. Certain perks/skills will require quests and junk. There will be a bit of this in the fist campaign.

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