Slayers
This game plays very similarly to Mercenaries, but with players competing against each other to get the highest score from the onslaught of infected souls and B.O.W.s. A handicap system helps the player with the lowest score by doubling the points they are awarded (though this doesnt apply to Combo bonuses in Slayers). Time Bonus and Combo Bonus rules apply as before, with item locations and enemy types remaining the same. Indeed, you can use all of the maps and details from the Mercenaries section to aid you in your Slayers game.
During a Slayers match, players will only take 70% of usual damage from enemies. This should be balanced against the scarcity of healing items and the additional threat of damage from other players. That threat exists because players can also be included in the chain of kills as part of a running combo count. If you defeat another player during a combo, their worth will be calculated as if they were a boss enemy with regard to bonus scoring potential (+4,000 points as a 9th kill, for example, or +5,000 as a 22nd kill).
The game ends when the timer expires. If any player dies before the counter reaches zero, they lose points and will reappear elsewhere on the map to carry on playing (randomly, you may spawn in the heat of battle or next to a boss). There is no limit to the number of times you can die, though you shouldnt expect much of a score if it happens too often.
The Difficulty Grade reacts to the performance of the participants. Most players will be battling at Grade 6 (equivalent to Normal difficulty) but the leading player must endure Grade 10, the highest rank of Professional difficulty. This makes little difference in terms of combat resolution, as Grade has no effect on damage multipliers in Versus mode, although you will find that it does affect factors such as context-action input windows.
Survivors
Basics: This game variant is all about player-versus-player action. There are still aggressive creatures present, making the arenas more challenging, but their frequency has been reduced, although they still provide a moderate threat and distraction from the real task at hand. Combos no longer play a role, as the points you score are directly accrued from dealing damage to other players. There are no points for killing monsters. Importantly, you must also strive to avoid taking any damage yourself, as you now have a price on your own head.
Each player starts with just a basic firearm, and will therefore want to act quickly to pick up more powerful weapons from the playing field. Every map has different possible configurations of weapon and item allocation, and you can also acquire weapons from boss enemies, so use our hints to help you to quickly assess the right strategy for each instance.
During a Survivors match, the player takes only 50% damage from Majini and other creatures, and in turn inflicts 150% damage. Those enemies also have a 100% drop rate for random loot, thus serving as additional ammo and health supplies when the existing map stock has been plundered or cut off. This can include Eggs, both Rotten (which count as ammo) and health-giving.
The weapons you find in Survivors are upgraded to the same level as those found in Mercenaries mode. Together, they represent the various ranges of encounter. The shotgun is a close-quarters ambush weapon while the rifle demands distance. The magnum is for sharpshooting at medium range.
The Scoring System: In a Survivors match, you score points for successful strikes against other players. Being attacked by another player reduces your own score, to a minimum of zero. Scores are awarded as detailed below, with a 50% Damage and Score bonus for headshots.
After a successful attack, the score for the move will be displayed in the top right of the attackers screen and added to that players running total. Correspondingly, the victim of the strike loses 50 points for any and all attacks suffered. Whoever inflicts fatal damage on another player will earn a bonus 3,000 points. Deaths by Proximity Bomb or exploding oil drum will also be attributed for score purposes. If a player dies (for any reason, either in a monster attack or by another players hand) then they lose 1,000 points. It is possible to be reduced to zero points. When the timer expires, the scores for each player will determine their position in the results table.
Team Versus
It is possible to compete as a team in both Slayers and Survivors games. When two players work together as partners, they can draw on all of the additional tactics and support techniques mastered in Co-op, Duo and Split-Screen play.
Combat Differences
So far youve only had to dispatch computer-controlled parasites and their hosts. Now that youre able to fight online and against other players, there are aspects of the combat system that you can exploit to great effect.
Easy Targets
Players caught in a grapple will normally try to free themselves while requesting assistance. If you encounter an enemy player in Help status, you can instead use a context action to strike them while they are held. This attack will damage both the enemy player and the creature restraining them, so it may still have the effect of releasing them from their captor.
Frozen Over
Players can be frozen by Nitrogen Rounds. The base freezing time is fi ve seconds, but you can tap X or A to recover more quickly. Other players will be able to attack you while you are frozen, including using hand-to-hand moves at close range, although you wont shatter into pieces like ordinary enemies would when first hit. Nitrogen Rounds also have no effect on players of the same team, so you can comfortably use one to freeze an enemy in close proximity to your partner. You do not otherwise take damage purely from being frozen, but a direct hit from any Grenade Launcher round inflicts some kinetic damage from the impact of the projectile.
Assigning Equipment
In Slayers and Survivors games you cannot give weapons to other players who remain your enemies, even if you may occasionally find yourself ganging together.
However in a Team Survivors match you will be able to hand over the M3, H&K PSG-1, S&W M500, Grenade Launcher and Rocket Launcher to a partner. This means that you can assign duties and swap long-range support or heavy weapons according to your co-op roles and preferences. There are fewer restrictions on distribution of ammunition and explosives. You can present any ammo type to a team member as long as they have a free slot or an existing stack of the same ammo that can accommodate the gift up to the slot maximum. When your inventories are full, you can still swap items with your partner by highlighting items that you do not have equipped. Select an item from your team members inventory and they will be alerted by a Request message that will offer them the chance to Give the selected item. If they are close enough for the exchange and can confirm the transaction in their inventory, the items will be swapped between you.