Introduction:
General information
View attachment 624
Outworld creatures with relatively small dimensions (approximately like a pumpkin), represented with four legs - their body and some abilities vary from species to species. Their main goal is to find a host by leaping over the head.
Once they successfully landed on prey's head, it will remain there as long as the body is completely functional. Their underbelly is covered with a jawless mouth, a beak that cannot be easily seen in order to feed and latch themselves onto the victim's skull. There's no way detaching the headcrab - in attempt doing so will result in a fatal execution for both the parasite and the host.
Neurotoxins are directly delivered into the nervous system, incapacitating the prey - thus making it to enter into coma state. In short period of time, the process of 'Zombification' begins.
I.) Normal Headcrab
- They are the most common 'facehuggers' since the first incident at the Black Mesa. As stated above, once they find a host, their prey will turn into a zombie. Hands become claws, chest cavity do open (that is their 'mouth' in order to feed themselves from corpses), surprisingly they still have a slight slice of consciousness due the fact they're screaming for help in certain situations.
Normal zombies can throw objects at their target within a small radius also can survive if they have been cut in half. Once the body is completely incapacitated but the parasite still lives, they seeks for a new host.
1.2) Playing Normal Headcrab in RolePlay:
Take advantage of your small size yet keep in mind you can crawl through vents and holes, giving you shortcuts.
Take advantage of the low light areas, position yourself somewhere you're hard to spot but still leap on the prey if they're close enough to you. (you can leap up to 3 meters) which grants you a new host super easily. Your body will transform into a normal zombie so play accordingly.
Speed is not in your favour so don't try to chase your prey. In exchange, retreat and find someone else.
Your legs are sharpened, you can still inflict some minor damage in case you fail to leap over host's head.
Unlike other subspecies, you are able to bury yourself underground (if the ground is covered in dirt or sand) - Not sure if that's implemented.
1.3 Upon taking a head, got yourself a new zombie.
Normal zombies are slow yet deadly to unarmed citizens.
They can throw certain objects towards the target.
You can replinish your health by feeding yourself off a dead body
If your body has taken lot of damage, remember you can get off the head and find a new one.
Remember, once you acquired a new host wait around two minutes in order to control. Meanwhile you can use /it and /me to make the scene more intense.
2.1) Playing Fast Headcrab in RolePlay:
You are way more agile than other subspecies, you can leap a bit further yet you're more faster.
Speed and unpredictable patterns are your best friend in case of frontal attack. Usually those types get closer to the target and starts to leap in a quick manner that their target need somehow fast reflexes to hit you.
Your legs are way more sharpened
2.2) Upon taking a head, got yourself a new skinny fast zombie.
Unlike the normal ones, you are able to climb, run, leap over your prey at certain distance which in the most cases the victim shall be knocked on the ground.
You have bigger claws. When leaping, remember that you can make really intimidating noises. Once the target is on the floor, use the claws in a fast manner so you can slice the prey.
Keep in mind you are the most fragile zombie than other types, your body doesn't have any skin just skeleton and muscles.
3.1) Playing as poisonous Headcrab in RolePlay
Your skin is darker, great advantage in low-light areas.
The speed is really slower than other headcrabs.
Take advantage of your venom in case you miss the leap.
To be honest, this type of headcrab is best playable in pairs and you'll see why.
3.2) Upon taking a head, got yourself a new bloated zombie which can carry other headcrabs on its back.
You are the most 'fortified' zombie, you can take a great punch and still be alive.
Other poisonous headcrabs can leap on your back, awaiting to be thrown at hostiles from a distance.
This will cover the most part of what you need to know to have a decent gameplay when playing as a headcrab/zombie for the first time.
Quick tips:
a) In general, playing as headcrab or zombie you are mostly prone to 'Pay to lose'. A short answer to that is because players' characters are developed for hours and hours, dying just because of a crab can be really frustrating.
b) However, if you properly submit a plan in order to zombify someone (aka hunt your prey in the darkness - which logically they cannot avoid you) here you go. You and the player in cause should know each other's powers and use common sense - not invent some non canonical superpowers in order to avoid death.
If you walk in sewers or any other places that are infested by xenian wildlife (talking in the perspective of a human character) you acknowledge that you're not completely SAFE here. For instance, you shall keep your eyes open all the times and not walk here like is on the surface - especially that you are a malnourished and weaponless kind. Trying to avoid a headcrab even if you didn't completely see it (e.g from behind or from aside) is completely ironic and that's breaking the roleplay and the realism.
On side note, if you zombify a player - its character doesn't get PK'd. I don't know if that's on purpose or that's a bug, I personally leaped on two hosts already and they haven't been automatically PK'd.
Lifecycle of a headcrab summed in a photo:
Note: Gonomes are no longer in HL2 thus you cannot play it.
This is a W.I.P page, further additions may be added sooner or later.General information
View attachment 624
Outworld creatures with relatively small dimensions (approximately like a pumpkin), represented with four legs - their body and some abilities vary from species to species. Their main goal is to find a host by leaping over the head.
Once they successfully landed on prey's head, it will remain there as long as the body is completely functional. Their underbelly is covered with a jawless mouth, a beak that cannot be easily seen in order to feed and latch themselves onto the victim's skull. There's no way detaching the headcrab - in attempt doing so will result in a fatal execution for both the parasite and the host.
Neurotoxins are directly delivered into the nervous system, incapacitating the prey - thus making it to enter into coma state. In short period of time, the process of 'Zombification' begins.
I.) Normal Headcrab
- They are the most common 'facehuggers' since the first incident at the Black Mesa. As stated above, once they find a host, their prey will turn into a zombie. Hands become claws, chest cavity do open (that is their 'mouth' in order to feed themselves from corpses), surprisingly they still have a slight slice of consciousness due the fact they're screaming for help in certain situations.
Normal zombies can throw objects at their target within a small radius also can survive if they have been cut in half. Once the body is completely incapacitated but the parasite still lives, they seeks for a new host.
1.2) Playing Normal Headcrab in RolePlay:
Take advantage of your small size yet keep in mind you can crawl through vents and holes, giving you shortcuts.
Take advantage of the low light areas, position yourself somewhere you're hard to spot but still leap on the prey if they're close enough to you. (you can leap up to 3 meters) which grants you a new host super easily. Your body will transform into a normal zombie so play accordingly.
Speed is not in your favour so don't try to chase your prey. In exchange, retreat and find someone else.
Your legs are sharpened, you can still inflict some minor damage in case you fail to leap over host's head.
Unlike other subspecies, you are able to bury yourself underground (if the ground is covered in dirt or sand) - Not sure if that's implemented.
1.3 Upon taking a head, got yourself a new zombie.
Normal zombies are slow yet deadly to unarmed citizens.
They can throw certain objects towards the target.
You can replinish your health by feeding yourself off a dead body
If your body has taken lot of damage, remember you can get off the head and find a new one.
Remember, once you acquired a new host wait around two minutes in order to control. Meanwhile you can use /it and /me to make the scene more intense.
2.1) Playing Fast Headcrab in RolePlay:
You are way more agile than other subspecies, you can leap a bit further yet you're more faster.
Speed and unpredictable patterns are your best friend in case of frontal attack. Usually those types get closer to the target and starts to leap in a quick manner that their target need somehow fast reflexes to hit you.
Your legs are way more sharpened
2.2) Upon taking a head, got yourself a new skinny fast zombie.
Unlike the normal ones, you are able to climb, run, leap over your prey at certain distance which in the most cases the victim shall be knocked on the ground.
You have bigger claws. When leaping, remember that you can make really intimidating noises. Once the target is on the floor, use the claws in a fast manner so you can slice the prey.
Keep in mind you are the most fragile zombie than other types, your body doesn't have any skin just skeleton and muscles.
3.1) Playing as poisonous Headcrab in RolePlay
Your skin is darker, great advantage in low-light areas.
The speed is really slower than other headcrabs.
Take advantage of your venom in case you miss the leap.
To be honest, this type of headcrab is best playable in pairs and you'll see why.
3.2) Upon taking a head, got yourself a new bloated zombie which can carry other headcrabs on its back.
You are the most 'fortified' zombie, you can take a great punch and still be alive.
Other poisonous headcrabs can leap on your back, awaiting to be thrown at hostiles from a distance.
This will cover the most part of what you need to know to have a decent gameplay when playing as a headcrab/zombie for the first time.
Quick tips:
a) In general, playing as headcrab or zombie you are mostly prone to 'Pay to lose'. A short answer to that is because players' characters are developed for hours and hours, dying just because of a crab can be really frustrating.
b) However, if you properly submit a plan in order to zombify someone (aka hunt your prey in the darkness - which logically they cannot avoid you) here you go. You and the player in cause should know each other's powers and use common sense - not invent some non canonical superpowers in order to avoid death.
If you walk in sewers or any other places that are infested by xenian wildlife (talking in the perspective of a human character) you acknowledge that you're not completely SAFE here. For instance, you shall keep your eyes open all the times and not walk here like is on the surface - especially that you are a malnourished and weaponless kind. Trying to avoid a headcrab even if you didn't completely see it (e.g from behind or from aside) is completely ironic and that's breaking the roleplay and the realism.
On side note, if you zombify a player - its character doesn't get PK'd. I don't know if that's on purpose or that's a bug, I personally leaped on two hosts already and they haven't been automatically PK'd.
Lifecycle of a headcrab summed in a photo:
Note: Gonomes are no longer in HL2 thus you cannot play it.
If you believe the information is wrong, please leave a feedback!
Good luck in the sewers.