The Charger's mutations appear similar to the Tank's mutations in terms of increased muscle mass, though noticeably asymmetrical. His legs are less visibly affected by mutation, with only his left leg gaining any sort of extra bulk (to the point of ripping his overalls) while the right leg's proportions remain normal. Due to the Charger's preferred method of attack, he has sustained multiple injuries, especially on his right arm?prolonged times of bashing and slamming into walls has made the flesh of the Charger's right arm thick with calluses, scabs, and scars.
While charging, the Charger will run quickly forward with his right arm raised in front of him, using it to grab a Survivor. After that, he slams the Survivor into the ground in 1.5-second intervals until either the Survivor or the Charger himself is killed, during which time the Survivor is unable to move or attack.
A Charger player should always try to initiate coordinated attacks by the Special Infected, since their charge can knock over other Survivors and leave them vulnerable for other Special Infected to attack.
If a long drop or lethal area is available, try to charge a Survivor into it for an instant kill. Chargers work well in ambush situations, as they can quickly take one Survivor far from the group and delay their saviors. Spawning too early may alert the Survivors to your presence prematurely due to the Charger's loud grunts and other noises, ruining the element of surprise necessary for a successful ambush.
Choosing not to ambush Survivors can be a poor choice, due to the other team's ability to sidestep your charge.
Aim for the Survivor with the most health and try to carry that Survivor far from their teammates, as it will take longer for the weaker Survivors to help them due to their reduced walking speed (unless they have a Sniper Rifle). Try to charge a Survivor who is performing an action, such as healing or reviving an incapacitated teammate. The Charger does damage to whoever they grab, as well as any Survivors who are knocked aside.
Survivors that are knocked aside might be incapacitated by hanging if they are close to a high ledge when they are hit. The Charger has the second most powerful melee attack of controllable Infected, delivering a powerful 10 points per strike, and capable of punching once per second[3].
After killing a Survivor or being stumbled by an explosion, the Charger has no recharge time; due to this, you can immediately charge into another Survivor and separate the whole team. A good tactic to use with inexperienced players is to simply run up and start punching them when fully charged, thereby taking them by surprise when you charge them from a very short distance, making it impossible to miss. Don't charge from too close though; point-blank charges will do nothing except stumble the Survivor and damage them slightly. Whenever possible, attempt to bowl through the Survivors when they are coming up an incline such as a stairs or a ramp. If you notice a Jockey teammate in trouble while riding a Survivor, simply charge the Survivor in a direction that will save the Jockey player. Avoid situations where the Charger can knock other Survivors off a high ledge, as it will either kill or incapacitate them.
Try to stay on dry ground on water-based levels such as Swamp Fever so you will have enough time to avoid a charge if you spot him too late.
Be wary though, because sometimes to get maximum accuracy a Charger may charge in point-blank range where it is impossible to avoid getting grabbed. Charger Bots are notorious for running up in Horde attacks and meleeing players, similar to the Hunter.
Avoid a Charger's melee attack, especially on harder difficulties where it will deal more damage. Jumping does not avoid the Charger's charge, so do not try to jump past one while it is charging.
The Charger is immune to melee shoves in both effect and damage, so don't try to shove him. Bots do not make any attempt to dodge a Charger's charge, so keep them away from the Charger if one is present.
As a general rule, always attack Survivors that are in a narrow area, in a straight line, or otherwise tight clump.
Hide in the room where the Survivors drop down into right after the Crescendo Event and charge one of them out the window. Hide in one of the rooms in the long hallway leading to the elevator until the Survivors go by, then charge into them. Drop down behind the Survivors through the window when they're at the minigun and charge one of them away. When the Survivors are going to the dock, charge into them right before the boat comes - it'll be an instant kill. No more death charges, but there are long and open areas that you can use to carry a Survivor away. If the Survivors decide to be on the plane, charge one of them off - they'll take heavy fall damage. The safe room door will be open - spawn right next to it and go in to surprise the Survivors.
The bridge leading to the safe room is a great place to carry a Survivor away from the group. Charge a Survivor to the ground if they're in the house or the farm - they'll take falling damage. If a Survivor is by a window that doesn't have a railing on the ledge, charge at them, and you should bring the Survivor to their death. The fire between the kitchen and the main lobby does significantly increased damage, and if a Survivor is incapacitated in this fire, they will die very fast. If you manage to get the Survivors on one of the ledges, you can carry a Survivor over the ledge to their death and potentially knock one or more additional Survivors off as well. Before the gun store, there is a long straight path to charge the Survivors with little room of dodging.
While the Survivors climb a ladder on the dumpster, climb up and charge at them; this will usually knock all of them back. Also try to split up the Survivors during the Crescendo Event; this could be fatal to the team. During the Crescendo Event, you can either try to death charge the Survivors through the glass railings at the beginning or charge down the escalator when there are multiple Survivors running up it, as you'll likely knock one of them towards the bottom floor.
Before the Survivors get to the stock car, try to grab them from the far side of the hallway they must go through. While the team is collecting gas, one Survivor might go off by themselves on the upper floors. When the Survivors come out of the building before the park, try to charge them over the broken fence and back into the streets. In The Underground, there are many long areas that are ideal for charging; try to ambush a Survivor and carry them as far away as possible.
Try to charge into Survivors bundled in groups while leaving Hunters or Jockeys to get daring Survivors who wander off.
This is the same area as Port Finale from The Sacrifice, so tactics from there can also apply here. There's a very good point in the motel which is when the Survivors are forced to enter the motel rooms on the second floor. Charging the last Survivor before they can jump down the hill into the swamp will cause your victim to be stranded, and will eventually perish. When the Survivors climb to the top of the building after Kiddie Land, there is a ramp behind the ladder that makes it possible to charge them back into Kiddie Land; this either makes them lose a lot of time or a fellow Survivor. At the start of the Tunnel of Love, when the Survivors open the safe room door and go up the stairs, charge from the opposite side of the stairs, slamming all of them into the wall and pummel the first Survivor you hit back into the safe room.
A good variation on this is to spawn in the safe room, charge from the opposite direction towards the tunnel, because everyone is expecting a charge from the tunnel.
Look for anyone who breaks away from the pack during the Crescendo and carry them even farther away from the others.
There are also various areas along the actual roller-coaster where you can charge Survivors. Survivors are always closely packed while traveling the tracks; and so, one can easily charge, grab a Survivor, and knock the others to their deaths (do not spawn too early as the coaster will kill you on contact). Veteran players, though, will try to kill any other threats, as a Survivor getting caught would mean one less gun to fight the Tank. When the Survivors are on the dock right before the Crescendo Event, try to grab, or better yet, knock one into the deep water.
Also, while the Survivors are on the walkways, try to get them to fall down into the swamp.


Taking the Survivors into the water is useful because their team will be slowed down by the water. Just before the Survivors go up the ladder, try to carry them back down the way they came; This will force them to backtrack and really annoy them. After the Survivors enter out of the Burger Tank, past the fence, there are multiple places you can carry a Survivor very far away from the pack.
Once the rain starts, take advantage of (and note of) the reduced movement speed of Survivors in water. Your primary goal in the return-to maps is not, actually, carrying the Survivors away, but knocking the others off the roofs.
After the area with a jukebox is a place filled with several narrow spaces; make full use of the corners. There are multiple places where you can attack the Survivors and split them up by carrying them away from the group, such as the hedge maze.
When the Survivors are doing the Crescendo Event, charge one all the way back down one of the fenced-in alleys, giving the Horde time to attack.
When the Survivors are about to enter the sewers, hide in them and charge the first that you see.
You may also ambush the one who was about to be the last to enter the sewer, making an ideal attack position. Another great strategy is to have a Charger and a Spitter wait at the end of the tunnel for the Survivors. Even if you don't bring the Survivor off, if any of their friends are close to the edge, the impact can send them off the bridge. At the end of the chapter, at the helipad, the Survivors are always trying to get into the chopper - use this to your advantage and charge at least one off, killing them or sending them to their death in the water. Concept art shows that the developers had planned for the Charger to be either a large zombie with an armored upper skull yet tiny T. Before the Charger's design was finalized, it used a re-skinned Hunter model so that the team could test out how the Charger would play while the art team was designing it. Originally, the Charger had many different series of attacks and has gone through multiple versions with different twists on his charge attack.
Sounds used by the Charger at Comic Con are re-used ambient sounds from various sections of Ravenholm in Half-Life 2.
On the image of the "Meat Tenderizer" achievement, the Charger's left arm is mutated and big instead of the right arm.
A Charger can be seen hung up by his limbs in the first chapter, Plank Country, of the Swamp Fever campaign. Lien enfin tenu avec un possible Kingdom Hearts 3, Kingdom Hearts 3D : Dream Drop Distance semble etre une sorte de conclusion des la serie de spin-off qui fait trainer la serie depuis de nombreuses annees. Composee uniquement de spin-off depuis 6 ans, la serie Kingdom Hearts traine ses grands pieds sans visiblement vouloir se terminer. On est lundi et comme chaque debut de semaine, le SELL et GfK nous devoilent les meilleures ventes PC et consoles en France. A quelques jours de sa sortie francaise, Kingdom Hearts 3D : Dream Drop Distance vient presenter en video les nouveaux mondes dans lesquels pourront evoluer les joueurs. If you want your comments to go live without waiting for moderation, you need to be logged in.
Utilize the myriad of control options on the Nintendo 3DS™ to bring Axes, Halligan bars, Hoses, Extinguishers, Rotary Saws and Hydraulic Spreaders to bare. Players work with the team of Engine Company 13 advancing through a story driven campaign and making sure everyone gets out of each mission alive. His main purpose is to separate a group of Survivors who are close together by grabbing one and carrying them away while crashing into the rest of the group, sending them flying through the air. Unlike the Tank, the Charger's legs are capable of supporting all of his weight, and thus stands mostly upright.
Most notably, the Charger's right arm and shoulder have grown significantly and have increased in thickness, resulting in his right hand becoming a swollen lump with stubby fingers. The leg mutations are possibly to balance the Charger, equalizing the weight distribution throughout the body and enabling him to move quite fast. Most likely a result of his constant charging, the Charger's right half of his face is visibly damaged.
He is loud, making noises vaguely similar to human speech and barking at enemies in a high-pitched tone. This ability does 15 damage per slam regardless of difficulty (possibly to balance its high health and melee-immunity, Chargers retain 15 damage on Expert). Hitting anything solid during it will almost certainly interrupt your attack and leave you vulnerable while you stumble. The Survivors will react quickly enough to dodge you (unless they are distracted) or worse, stop you dead in your tracks. You will still grab the Survivor, but they will not be carried from where you first hit them. These Survivors will have to stop what they're doing and waste time, giving your teammates a chance to spawn in.
Knocked Survivors are unable to fire for several seconds, which means your main victim will take more damage before they can be rescued if you manage to hit multiple people. Alternatively, if they are knocked far enough past the ledge, they may fall to their deaths.
This high damage can be used to weaken or incapacitate injured Survivors quickly, slowing them down.
Upon impact with the Survivor, the Jockey will be launched, similar to a Survivor being punched by a Tank or hit by a Charger who has already grabbed a victim. Once he charges, he will be unable to change directions and will run into a straight line until he travels far enough or smashes into something. Only use a melee weapon if you are out of ammo on your primary weapon, as it takes two swings with it to kill a Charger rather than just one. Either you will be grabbed, making your jump useless, or you will be launched into the air (if the Charger already grabbed someone), causing extra falling damage to you.
Similar to the other Special Infected, they may use their melee attack while being stunned and can result in unnecessary damage. This can be used to kill them since AI coding will prevent the Charger from doing any action until a Survivor crosses an invisible boundary. Take advantage of the larger open areas; the further away you can take a Survivor, the harder it is for their team to rescue them.
Teammates that are reviving the incapacitated Survivor will take massive damage from the fire as well, and if the incapacitated Survivor is far enough in the fire, they will be incapacitated again before they can escape it. There are a few low fence areas where a well-aimed charge can rush the Survivor into the river for an instant kill.
Although this might not hurt them much, with the help of a Smoker, you could easily incapacitate a group of two Survivors. This is especially useful during the Tank attack, when everyone would be focused on him instead of you. Charge players who use melee weapons or have deadly weapons first to help the Tank get rid of the Survivors more easier.
If they hold out by the Heavy Machine Gun, grab a Survivor and carry them off the upper areas. Survivors will, by instinct, shoot at you when they see you charge, and a few stray shots is all it takes to startle a Witch. It is easier to charge them when they are coming out of the elevator than trying to charge them as they are going into the elevator on the last chapter.
Survivors are fairly easy targets in the water, and it would be pretty hard to release the carried one from you.
This won't hurt anyone a large amount, but will cause some attention, thus giving a chance for the Tank to come in and cause chaos. If you can knock a Survivor upward into the water, your team shouldn't have much more trouble to finish the enemy team off. The sewer is a very large, open area, and the Survivors are slowed down by the deep water, making the trip to save your victim take a bit longer. When all four are down in the sewers, have the Charger knock down all four and have the Spitter attack right as the Charger does. If you can grab a Survivor and carry them off of the bridge in any way, they'll be dead in the water. Either hide in there after the Tank is dead and charge into the group, or charge a Survivor away while the other Survivors focus on the Tank.


When the Charger design was finished, as like any other Infected, they recorded temporary sounds. In one version of his build, his charge attack caused him to trample over Survivors rather than grab them, and his melee attack was replaced with an overhead strike that smashed the Survivor to the floor before the Charger started pounding them. In addition, the Charger's roars and grunts seem to be remixed or altered versions of that game's Poison Headcrab Zombie.
He is hung in the shape of the Greek character Lambda, which serves as the logo for the Half-Life series. Comprenant des revelations tres et meme trop alambiquees sur la destinee des anciens et nouveaux porteurs de keyblades, sur la veritable implication de Xenahort dans cette mythologie bien dense, et sur les tribulations de l'Organisation XIII plus ou moins dissoute, le jeu de Square Enix est une sorte de grande respiration pour les amateurs zeles qui etaient obliges de multiplier les fanfics. Reef promises the game's "Thinking Fire" artificial intelligence will put up a stern challenge throughout its story-driven campaign mode.We'll find out if it's hot stuff or burnt out in September.
His hairless skin is a deep greenish-gray in color, and he wears bloodstained denim overalls with one broken strap and a green sneaker on his right foot. His cranium is possessing a massive dent, lacks teeth, and half his face torn off, revealing his skull and jawbone.
He will also screech upon spotting Survivors and release a roar like a charging bull when starting a charge. If he grabs a Survivor, he will keep on charging, knocking other Survivors into the air for some damage.
You may also not be able to carry them far enough from their allies to do substantial damage before you die. Aim for the Survivors who aren't covered, and, if you carry them far enough away, you can cause significant damage before your death.
This can potentially save the Jockey and deal even more damage as well as cause more confusion. Save your charge for lone Survivors when it will take teammates a long time to come save their friend. If he charges from a distance, this should be easy to pull off as long as nothing else is slowing you down. If you can incapacitate them in the fire, the other Survivors will have a hard time saving them, losing plenty of health themselves.
If one of them exits through the window and your aiming is right, you can take them over the fence blocking access to the hill from the lower levels. If you can carry your victim out of the way and into a large area of water, it will significantly slow down the Survivors, as their teammate will have to catch up. It is especially effective when the rain starts, as the Survivor is unlikely to survive something like that.
Your charge will free the Survivor from the Smoker but also carry the Survivor into the deadly waters. Traits of both can be seen in the final version: the Charger has three functional limbs and one floppy tiny arm, as well as an exposed skull. Mieux, il parvient a rendre plus supportable l'exploration des niveaux avec une liberte accrue et des mondes qui depassent les 35 m? au sol, ce qui n'est pas rien avec son passif.
However, the Charger cannot stop or turn during the charge until he hits a wall or travels a certain distance. His left arm, inversely, has atrophied to the point of being useless (possibly from his body breaking it down to add bulk to his right arm), hanging limply to the Charger's side and flapping around with every movement.
He will not stop until he smashes into a solid object or until he passes 80-90 feet, at which he will stop himself if he does not crash into an object.
When a Charger starts his charge, should he slam into a wall without a Survivor, he will stumble and take insignificant damage from the impact. This can be combined with a Jockey, Hunter, and Smoker to maximize disorientation and damage. Also, if the Jockey lands on another Survivor, they may automatically ride that one instead of waiting for their ability to recharge.
It would be better to take damage which could be recovered rather then being pinned without any help. In another build, the Charger used his mutated arm to lunge forward (as if it was a one-armed simian) repeatedly.
Evolution ludique, Kingdom Hearts 3D : Dream Drop Distance est davantage un jeu pour le jeu qu'une histoire forte avec des composantes A-RPG. Un geste bienvenu, car il n'est pas certain que les amateurs supportent encore une autre marche a cet escalier bien long.
At this point in the game, the Charger would stop after grabbing a Survivor; however, when the Charger could carry the first Survivor they tackled, this animation was cut. Un petit pas en avant qui ne masque pas une camera encore fofolle et une structure toujours extremement rigide, mais qui apporte un retour au feeling du deuxieme episode, plutot convaincant. Pour resumer sans trop entrer dans les details, le cycle entame par les precedents porteurs de la keyblade s'apprete a redemarrer avec Sora et Riku dans le role des maitres, heritiers en culottes courtes de Ventus et Terra dans leur guerre contre Xehanort. Les pieces mises en place depuis trois episodes s’emboitent donc enfin, ce qui n'empeche pas le scenario de partir encore une fois sur des pistes inutilement trompeuses, a base de realites paralleles, de reves qui n'en sont pas et de retournements de situations parfois capilotractes. Moins efficace et clair a ce niveau que Kingdom Hearts 2 et Birth By Sleep, Kingdom Hearts 3D : Dream Drop Distance a au moins le merite d'essayer de terminer son arc, de remettre les choses dans l'ordre. Un temps de la decouverte, de la discussion, de l'impregnation des mondes Disney dans lesquels le joueur est parachute.
Le tout est parseme de grands laius sur l'amitie, de depressions minutees et de personnages animees un peu transparents, mais le jeu renoue avec le voyage et c'est aussi ce qui lui donne une grande part de legitimite. Aux commandes alternativement de Sora et Riku, dont les aventures s'entrecroisent, votre but premier est d'acceder aux sept serrures cachees dans les mondes endormis, subtile idee qui permet a Square Enix de refaire visiter au joueur une bonne partie des terres qu'il a foule autrefois, deja a de nombreuses reprises. Liee a l'arrivee des Dream Eaters, sorte de Pokemons encore plus multicolores que les vrais qui remplacent Donald et Dingo, ce principe permet d'avoir acces a differentes aptitudes en rapport avec chaque bestiole. Ces creatures engrangent des points au fil de leur montee en niveaux et lorsque le joueur s'occupe d'elles dans des phases touchantes de caresses tactiles vite penibles. Il est alors possible a tout moment d'acceder a une sorte de grille dans laquelle lesdits points sont depenses pour ouvrir diverses routes et acheter des competences. Certaines sont actives, a l'image des coups speciaux et des sorts, et d'autres passives, comme l'augmentation des HP, la vitesse de rechargement des attaques, etc.
Il est donc – et c'est recommande – tout a fait possible de se faire une sorte de build en prenant bien en compte ce qu'ont a vous fournir vos petits compagnons.
Un aspect gestion interessant et profond, d'autant qu'il est possible de generer un nombre assez consequent de monstres en melangeant les ingredients trouves de-ci de-la dans les recoins des differents mondes.
En revanche, ces derniers, s'ils se revelent etre de parfaits generateurs de buff, souffrent de lacunes des qu'il s'agit de venir en aide efficacement au joueur. Mis a part les modeles les plus agressifs obtenus dans les dernieres heures de jeu, les Avale-Reves sont du genre pacifiques. Non pas que ce soit une tare dans l'absolu, mais en temps de guerre ouverte, c'est un choix discutable. Ils redeviennent utiles des lors qu'il est possible de fusionner avec eux durant une courte periode afin de beneficier d'un sursaut de puissance qui varie suivant le nombre de bestioles impliquees (une ou deux) et le couple forme. Un coup de pouce qui peut vite devenir un avantage indiscutable associe a l'autre grande nouveaute, le systeme de fluidite.
Desormais plus vastes et offrant davantage de complexite dans leur conception, dans les limites d'un A-RPG lineaire, les mondes de Kingdom Hearts 3D : Dream Drop Distance ont  aujourd'hui le droit a de l'interaction.
Un deplacement quasi instantane qui injecte non seulement une sacree dose de dynamisme dans les affrontements, tout en conservant une certaine lisibilite, mais qui supprime enfin l'impression de n'avancer que dans des decors de cinema sans dimensions. Jusque la davantage centre sur l'equilibre entre scenario, decouvert et approche ludique, la serie avait deja amorce un virage vers le "jeu pur" avec Birth By Sleep et le continue avec  Kingdom Hearts 3D.
Malgre les reponses apportees, les nouvelles pistes abordees, le jeu emporte par cette recherche fievreuse du zero ennui.
Au final, meme les passe-droit scenaristiques que se permet Square ne jouent pas en la defaveur de cet episode charniere agreable de bout en bout. L'equipe du 1st Production Department a su montrer une nouvelle fois une maitrise du gameplay, enrichissant l'experience sans forcement rajouter a tours de bras, mais en prenant appui sur des elements deja en place, endormis. Le reveil est bien plus la que dans les tentatives, souvent laborieuses, de mettre en place des ponts avec l'univers Disney, desormais plus une bequille commerciale un peu genante qu'une vraie plus-value dans la creation et l'inventivite.



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