Fear the Night

Fear the Night

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Enforcers: Stats, AI, Controls, and Combat
Por william_es
This guide tells you about the Enforcers stats, level up increases, their AI and controls, and some workarounds for solving problems with those horribiy idiotic controls in actual combat.
   
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Enforcers Stats:
This information is from taming enforcers at the Junkyard POI in zone 4, which varied from level 3 to 6.

Enforcers have the following attributes and stats: Shown are the starting values I have seen so far.

Atrributes:
  • Movement Speed - 0.0% + bonus levels at taming (see next section).
  • Carry Weight - 450 lbs.

Combat Stats:
  • Health - 5000 + bonus levels on taming (see next section).
  • Ranged Damage - Random roll on taming. Have seen +0%, +20%, +40%, and +80%
  • Melee Damage - Random roll on taming. Have seen +0%, +20%, +40%, and +80%

The also have another stat, which you will see on enforcer's inventory screen.

  • Heat - This controls how long they can fire their guns and attack before they overheat and stop firing. You don't level this stat up, it automatically increases +4 each level up. I believe the starting value is 100.00 for a level 1. Level 3's will have 108.00, a level 18 will have 168.00

Level up Increases:
  • When you level up an enforcer, you get to pick one attribute, and one combat stat to increase by the following amounts.

Attribute:
  • Movement Speed +1%
  • Carry Weight +20 lbs

Combat Stats:
  • Health +200
  • Ranged Combat +3.4%
  • Melee Combat +3.4%

And as mentioned above, "Heat" value increase +4.0 automatically per level
Stat Increases on Newly Tamed Above Level 3
If you tame an enforcer that is over level 3, it will have 2 random stat increases for each level above 3. So far, I've only seen those stat increases on health (+200), and on movement speed (+1%).

EDIT; Okay, something stranger is happening here. A level 4 enforcer started with 3 increases instead of 2, and a level 6 started with only 4. I don't know what's up with that.
Movement Speed = Attack Speed
Fairly certain now that Movement Speed is also attack speed, for both firing and melee.

When firing, higher movement speed helps them rotate in place to shoot at new targets faster, and there's shorter pauses between more shots at new targets.

For melee stomps, higher movement speed lets them react to attacking zombies faster on the first stomp (shorter chargeup), and do repeated stomps faster. Enforcers with very low movement speed are so slow that attacking zombie can run into range of their stomp, past them, and be out of the stomp AOE range before it actually goes off. In some cases, the stomp actually catapults still living zombies right into your face.

The only other attribute in that category you can level up is carry weight by +20 lbs. I don't see that as a good choice, carrying things is what the UA Scouts are for. and they carry far far more weight.
Player Armour on Enforcers:
Like the UA Scouts, you can put player armour on Enforcers. You can only put helmets, pants, and shoes on robots.

This armor is NOT decorative. It's functional. It blocks damage.

I had a player with 110% ranged shoot a compound bow at one of my enforcers.

It took 391 pts of damage every shot (apparently damage is fixed amounts).

I equipped level 1 plate helmet, and level 2 plate pants on the enforcer, and...

It took 24 pts of damage from every shot after that.

wow. Just. wow.

You equip armor on robots by viewing their inventory and "equip" any armor item (in your inventory side, or the robot's inventory). It will be equipped on the robot, not your player. You can't remove it, but equipping something else in it's place will swap the worn item back into the robot's inventory.

Armor equipped on robots does take damage, and will eventually break. Broken armor is automatically unequipped and put it into their inventory.
Low Follow Distance "Bug":
Has the same settings as scouts: Low, Medium, High.

If you set your enforcer to "low" follow distance, whenever you stop for any reason, he will stomp up behind you and his head will actually overlap above your character. If you stopped to loot something, or open a door or gate, when you hit "E" you will instead... access the enforcer's inventory.

And if you are in the habit of hitting "E" to access, and then "R" to loot all when accesing stuff (crates, boxes, dead zombies), you may also just loot all the enforcers gas, ammo, and other items into your inventory. On two occasions this has happened to me, and it rooted me to the spot each time until I put it all back in the enforcers inventory. Both times it was during daylight, in non threatening situations, but still, that could have been bad. Really bad.

It can get really annoying after a while. Annoying as it is sometimes, I like having the enforcer standing right behind me. He's literally "got my back", and he'll stomp anything that runs up behind me. Another player on my server set his just hacked brand new enforcer to "medium" and one minute later he set it back to low again. Just something comforting about the 8 foot high death robot standing right behind you... cuz, it's your 8 foot high death robot.

Fixes are of course, set him to Medium of High, or... or, just strafe a little bit to the side before you stop, or stop and rotate a little bit to either side before looting things. Or use a T "move to" command to make the enforcer keep running ahead of you while you stop. Accessing the enforcer's inventory seems to have to do with the camera angle. If his head is no longer in the center bottom screen, it won't access his inventory when you hit "E". It's like the camera angle is drawing a line through his head, so that's why you access his inventory.

I do the strafing, rotation, and T command thing now unconsciously, don't even think about it.
Keyboard Commands:
There are three keyboard commands for directing robots: T, Y, and U.

If you have multiple robots following you, they all attempt to follow the same command, at the same time.

  • T - "Move to/Attack to" command. If you hit T while targeting the ground, you get a large glowing blue arrow and ring marker. Your robots stop attacking, and move to that location. They usually only begin attacking when they reach the destination. If you have multiple robots, they can end up running in place all trying to reach the same spot. After about 5 seconds, they will give up and spread out.
    If you target a living enemy or a dead body, you get a red arrow and ring marker. That is the "Attack to" part of the command. That directs the robots to attack the target. That command goes to all robots following you, including UA Scouts which don't have any weapons.
    The "attack to" marker also has the effect of permanently switching the robot's stance to "attack your target". It will remain that stance until you access their menu's and change it to another stance.

  • Y - "Stay Put/Follow" - Whatever this command is supposed to do, it's broken. You tell a specific enforcer to stay put, and as soon as you use a T command, it will move.

  • U - "All Follow/All Stay" - Use this to make robots start "following" you again. If robots are not in "following" mode, they don't listen to keyboard commands (except for U, which sets "following").
Switching Player Weapons Bug (READ THIS!)
There's a recently introduced bug where when you switch weapons on your character, your robots lose "following" status. If they aren't "following" you, then they don't listen to keyboard commands, like the T "move to/attack to" command.

EDIT: Bug is now happening on weapon reload too. I have only seen this with the pump action shotgun so far.

So, what's that mean? Your enforcer will run beserk on "aggressive" stance, you won't be able to recall it or make it move anywhere, and it will charge 30 zombies and get killed. Eventually it will overheat, shutdown, and get ripped to pieces by the zombies. This is how I lost my first enforcer, and another player on my server just lost his first one too.

If you are quick, point your crosshairs at the robot, and press U, followed by a T command. That only works sometimes. You will most likely have to catch up to it, as it charges away, and access it's menu and manually "enable following". If it's on aggressive stance, that might be impossible, as it just won't stay still long enough
T Command Doesn't Work Too Close to Robots:
If you are standing directly near a robot, hitting T does nothing. This happens if you are standing too close to the robot you are trying to direct, or any other robot you own (enforcers or UA Scouts).

Run ahead of your robot, or strafe off to the side, in order to keep placing new markers with the T command.
Enforcer AI Stances:
Enforcers have the same 4 stances as UA Scouts, but since Enforcers actually have weapons, these mean something totally different.

  • Aggressive - The enforcer will try to attack any viable target it detects, running off to shoot or melee stomp targets. In PVE zones, this includes zombies, other wild robots (UA scouts and enforcers), deer, and rabbits (YES! it will chase a rabbit, are you kidding???). In PVP zones, it's that same list, plus all other players and their tamed robots!. This often means that enforcers on aggressive charge off like dogs chasing cats. The zombie that the enforcer picks might be totally unreachable (up in the attic of a house, etc).

  • Passive - Enforcer will stand there while it's attacked, and far as I know do nothing while it is killed by hostile enemies. Ouch.

  • Neutral - Enforcer won't attack unless it's attacked first. Most zombies do not target robots at all, so on this stance it won't attack back because it's not getting attacked first. About the only thing that might set it off is if an armored brute swings on you and hits it too (the swing attack can hit multiple targets).

  • Attack Your Target - The enforcer shoots whatever you shoot at, or a target you designate by pointing your crosshairs at a target and hitting the T command. The second method, using T command, requires endless amounts of micromanagement. Some zombies literally cannot be targeted (something is wrong with their hitboxes). Instead of the red marker that means it's been targeted, you get a blue "move to" marker either before or behind it. Also shooting multiple targets in a row does not mean it attacks all of them. As you hit a new target, it interrupts the 1st attack and switches targets, then switches again and again, and finally only attacks the last target you hit.

    So, this is really a kind of useless stance, but surprise ! it's one of the few safe stances to use in a PVP zone around other friendly players. I try to practice using this stance in PVE zones, but after a few minutes of idiotic frustration I just set the enforcers back to aggressive again.
Enforcer "Aggressive" Stance A.I.:
It's goofy as all hell.

On "aggressive" stance, enforcers fixate on only one target at a time.

They concentrate on killing it, while ignoring everything else. When it's dead, they pick another. Repeat. Repeat. Repeat.

What they shoot at or attack, is just nonsensical. If there are three targets, at 10 feet, 12 feet, and 100 feet away... They shoot 10 feet, run all the way to 100 feet, then back to the one at 12 feet. They will shoot 2 on the left, run 50 feet to shoot 2 on the right, then run back to the left again.

Get used to it, there's really no fix for it. If you are leveling up Movement Speed, the enforcer does these idiotic back and forth moves faster, so as soon as he kills one, he picks another target. Just... let them do it. Only use T command when they start to run too far away.

They also don't seem to be too concerned about zombies trying to attack you. There's this half second when you say "he'll crush this one charging at me! yes!" and then the enforcer runs right past them to go kill one 50 feet away, and you have a zombie right up in your face. Plan for it.



"Aggressive" in PVP Zones = Friendly Fire Bloodbath
If you set an enforcer to "aggressive" stance, and enter a PVP zone with other friendly players, your enforcer will instantly attack them, and any of their robots (enforcers or scouts).

If they have enforcers of their own, and they are set to "aggressive" too, they will also attack everyone who is not their owner.

Total bloodbath. Everyone gets snuffed.

Being in the same squad does NOT protect you. An enforcer on "aggressive" will still attack other players, even if you are in the same squad.
Enforcers in PVP Zones:
Okay, aside from bloodbath behavior of "aggressive" stance in PVP Zones, there are some other differences too that affect enforcers and you.

  • You CAN shoot and damage your own enforcers in PVP zones. UA Scouts too.

    Put armor on your enforcers to protect against accidentally shooting them!

    Be careful of scouts getting set to attack stances, they will run to headbutt the zombie's shins, and run right into your line of fire. I executed one of my own robot dogs in the cave in zone 6 that way. It was dark, I had a shotgun, never even saw him run out.

  • Your own enforcer's gunfire cannot hurt you in PVP Zones. You will block the shots from hitting zombies though.

    NOT tested whether one enforcer's shots can hurt another enforcer you own.
    NOT tested whether you are immune to shots from other player's enforcers.

    Man this was hard to test on my player, but I ran in front of enforcer gunfire, shots stopped hitting the zombies it was shooting at, saw spurts of blood coming from character. No damage to health, or armor.

  • Your own enforcer's stomp attacks CANNOT hurt you in PVP zones.

    Stand right next to an enforcer, or between a pair of them In PVP zones, they can stomp like mad, you are safe as kittens. Only you are safe from YOUR enforcers, it will kill other players.

  • Your own enforcer's stomp attacks CANNOT hurt other enforcers that YOU own in PVP zone. Not tested with UA Scouts, but I assume all robots that belong to you cannot be harmed by your enforcer's stomp attacks.

    NOT tested with other people's enforcers. Assume yours can hurt other people's enforcers, and theirs will hurt yours.
Three Second Delay Before Firing:
If you have just ordered an enforcer on "aggressive" to move somewhere with the T command, there's a 3 second delay before they actually begin attacking.

So don't direct them to stop 10 feet in front of a zombie, have them stop 30 feet away. Otherwise the zombie can literally run right past them before the enforcer starts attacking (especially if the enforcer has a low movement speed).

Once they begin attacking on "aggressive" stance, it's often better to just let them run around picking their own targets. Only use the T command if they run too far way, or you want to pull back, because you'll get the 3 second pause after every T move command.

When you're surrounded by 20 zombies, 3 seconds is a really long time.
Gunfire and Overheating:
If an enforcer fires it's guns too many times in a row, and the "Heat" stat fills to max, they begin overheating.

They will begin to flash orange-red, and eventually they will shutdown entirely while it cools down. They will stand in place, with their upper bodies tilted down, and they stop shooting or melee attacking. If they're surrounded by alot of high level zombies, they can be killed. The melee stomp is sort of an offense and defense, and without the knockback to take the pressure off, they take a lot of damage.


That shows what they look like when overheating. At the time of that screenshot he was frozen in place for almost 5 seconds. You can barely see it, but a regular zombie is standing in front of the enforcer hitting it. It did about 300 damage while the enforcers was overheated (that enforcer has 7000 health, so not worried about it). If he'd been surrounded by 20 zombies, I would have worried.

As soon as you see it flash orange once, use a T command to pull it out of combat, and it will cool down while walking there.
"Gunzerker" Mode:
When enforcers are surrounded by a lot of targets, they can sometimes go into "gunzerker" mode.

They stop and sweep their guns back and forth several times while firing continuously. It looks awesome! Eat hot lead suckers!

Then you notice that the shots aren't actually being targeted at any particular zombies. Most shots are hitting nothing. It's just spray and pray mode.

It will cause them to overheat almost instantly when they do it, and it uses up a lot of ammo too. Pull them back with a T command immediately so they cool down.
Uses for Multiple Enforcers in Combat:
When you try to use multiple Enforcers in combat, you will realize how horrible the controls and AI are for them. There is no way to give individual commands to just one enforcer, they all try to follow the same command.

If you use a T "move to" command, they will all try to move to same location, bump into each other, mill around, and can spend up to 5 seconds or longer running in place (and they also don't begin attacking targets until they are done moving). It's face palm time.

Even if you use the Y "stay put" command on an individual Enforcer, as soon as you use a T command, it will move too, along with all the others.

They will often shoot at the same target, which is usually overkill and a total waste of ammo. If several have no ammo, and they are only doing stomp attacks, they both chase after the same exact zombie. One reachs it first, stomps and kills it. The second gets there a split second later, and stomps thin air. I have literally only seen them pick two separate zombies in different directions like 1 in 20 times.

So here are some ways to put them to better use.

They all involve a rather stupid workaround, of overloading the enforcer's inventory, so that it can no longer move. This has the major disadvantage of reducing their movement speed to zero, which also means they attack slower. It'd be awesome if there was a working AI command that did this. But by immobizing them like this, you can keep them from charging off like headless chickens, or charging into 30 zombies and getting ripped to bits.

To over load his inventory, use whatever heavy stuff you have handy (chop trees, break stone, and dump it all into his inventory). If you are doing a POI seizure, and you brought defenses to help secure the POI, use those (they weigh a ton). Make sure he's really overloaded, and doesn't drop below the movement threshold as he shoots off his ammo during the fight.
Immobilize Enforcers Quickly:
If you have NOT leveled up carry weight, enforcers start with 450.00 Lbs. So do this to immobilize them:

Put 325 lbs of stone in the enforcer's inventory.

Combined with a full stack of gasoline that will put that them right at the limit of being overloaded.

Carry a stack of 100 wood in your inventory, which weighs 60 lbs.

Add and remove the stack of wood to the enforcer's inventory to root it to the spot, or allow movement. This is guaranteed to overload them, regardless of what other items are in their inventory. I had some fails, where I overloaded them, then removed their ammo, and that dropped them down in weight just enough so they could move (and charge off like a headless chicken).

I keep a bunch of my enforcers preloaded like this now, with the stone and the wood. I have to take the wood and put it in my inventory before they can even move, so it makes sure I always have the wood with me.

Why wood and stone? You can get that stuff anywhere, and if needed dump it out on the ground like trash, so your enforcers can haul sweet sweet loot if needed.
Gun Turret Enforcer:
Park the enforcer at a good location, preferably on top of some high object where zombies can't even attack it, then overload it so it can't move.

You now have a fixed immobile gun turret.

You can also now use T commands to direct other enforcers around the fight, without the gun turret enforcer trying to follow that command. Because he can't move! LOL

If you are in PVE zones, set him to "aggressive" and forget him. He'll slaughter everything until he runs out of ammo. If you are in PVP zones, set him to "attack your target", and he will double tap your targets for you.

He will also agro zombies to him as he shoots them. If they are clumped around where he is, he'll melee stomp them. Melee stomps have vertical range by the way, so even if he's high up on an object (junked cars, etc) it will affect zombies below him. He will melee attack much slower though, since his movement speed is reduced to zero by being overloaded.

Downsides:

Since the movement speed is reduced to zero, they will rotate in place to fire at new targets really really slowly.

The enforcers targeting AI is goofy as all hell. Instead of shooting at a zombie 10 feet away, they will decide that a zombie 100 feet away, that they cannot even see behind a building is the ONE they need to kill. So, the "Gun Turret" enforcer can fixate on a target that is actually not even in his line of sight, that they can't shoot at, and will ignore all other zombies until that one is dead. And since he can't move to go to it, he's quivering in place just trying and trying and trying to kill that one zombie. Fix for that is to target any zombie with the "T" command, but that switches his stance to "attack your target", which means you need to micro-manage him more then if they were on "aggressive".

And that command goes to all enforcers, so they're all switched to "attack your target" Stance. Might be better to just leave him bugged for a second, and hope the zombie he wants to shoot dies. He'll pick a new target.
POI/Shelter Generator Defender
This is a variant of the gun turret trick, where you are deliberately overloading the enforcer so he cannot move... but you park him directly in front of the generator you are trying to defend!

Since they're immobilzed, they won't leave their post in front of the generator.

If supplied with ammo, he can be set to a stance where he shoots, but his real purpose is to do stomp melee attacks.

As zombies try to reach the generator (and run around the immobile enforcer), he will do stomp attacks on them. This blasts the zombies away from the generator, and agros them onto the enforcer. The zombies that survived the stomp will no longer try to attack the generator, but the enforcer instead. Stomp, stomp, dead. The generator defender is your clearnup guy who handles all the stuff that got past the rest of the defenders. Since his movement speed is reduced to zero, he's going to attack slower so don't let him get super mobbed by zombies.

This is a riskier tactic in super high zones though, where huge mobs of zombies might actually be able to kill the enforcer. You should use an Enforcer with a very big health total for this role, so he can take the damage he's going to get.

If you are in PVE zones, set him to "aggressive" stance. He will shoot and stomp away with no risk to other players.

In PVP zones, this tactic still might work too. Overload him until he can't move, take all his ammo away, and set him to "aggressive" stance. He can't move, he can't shoot, so it should be safe for other players. They just need to be warned to stay away from it, or it will try to stomp them to death! After the fight is over, you can approach your own tamed enforcer safely and switch "aggressive" mode off, so he's safe around other players.

TESTED: Works great. I've helped seize two POI's, the water treatment plant and boscos, using this technique. Kept one enforcer parked directly in front of the generator, immobilized, while I moved other enforcers around the fight.
Anti-Griefing/Base Stealing Defender
Are other players leading hordes of zombies to your shelters in an attempt to wear down the defenses and steal that base?

Park the enforcer near the generator, preferably on top of something high (tall hesco wall), and follow the same guidelines for the Generator Defender above. Immobilize him so he can't move, and set him to aggressive. Do not bother putting any ammo in him, it's just going to get wasted on trash zombies.

He will stomp, and stomp, and stomp as they lead zombies to him.

The morons trying to steal your base will only be power leveling your enforcer up as they lead zombies there!

This tactic only really works in a PVE zone, as in a PVP zone the attackers could just shoot the enforcer and kill it. But I have seen some forum posts about people frustrated that griefers in the PVE zones were tearing down their defenses at night by agroing zombies to them, and the players couldn't do anything directly to those griefers/base stealers because, well, it's a PVE zone. The players only option was to waste their ammo shooting the zombies.

Well, the enforcer can do endless stomp attacks for free, no ammo needed. And he will do it 24/7 while you are offline too.

Also, who knows, maybe the sight of an enforcer sitting there will chill that behavior out. It's the implied message that one day you might catch them in the PVP zones where your enforcer can really have some fun with them.

TESTED: Works. When enforcers can't move, and can only melee stomp, they actually begin their charge up way before zombies move into range. Slower zombies, like the armored one never even got an attack off before they were knocked back. The spikes the enforcer was standing on never even took damage, and only once did a regular human zombie actually manage to hit the enforcer before it was stomped backwards (did 16 pts of damage). Only issue is for the larger generators, you might need two, one on each outer corner. The stomp of one enforcer won't quite cover the whole generator and spikes around it, but two enforcers side by side will cover the whole generator and about 2 layers of spikes.
Enforcer Hacking Defender:
Okay, had the idea of using tamed enforcers to help defend during hacking attempts of higher level enforcers.

Basically, immobilize tamed enforcers, take their ammo away, and set them to aggressive. Normally when set to aggressive in a PVP zone, they instantly attack other players and their enforcers. This was a safe way to use them in PVP zones, since being in the same squad doesn't stop them from attacking everyone else.

TESTED: Basically, utter failure of an idea. Just not workable.

When an immobilized tamed enforcer is set to "aggressive", it will just agro on any nearby players and their enforcers. Soon as it picks a target, it rotates to face it. Since it can't move, it can't get to it. And it will remain fixated on that target. So each player's enforcers will just target all the other players and enforcers, and when the zombies attack, they'll just ignore them. Unless they fix squads, so being in the same squad turns off PVP, this idea just doesn't work effectively.
1 comentarios
VrisK 13 FEB 2019 a las 11:29 a. m. 
Great post! You hit the nail right on the head.

Could be RNG blessing me but my first low level enforcer (level 4) from the junkyard had +120% range and 0 melee. Another player had one with +80% melee and +60% range.

My theory is that the stats received could be up to +160% but is very rare. The 160% could be split 100/0, 50/50, 0/0, or anything in between.

Just wanted to provide my stats pool for your data. :)