Combat in H1Z1 differs with each scenario:
- Raiding infected towns requires strategies
- Hunting animals for food requires a stealthier approach
- Combat against enemy players may require a tactical withdrawal depending on the number of players you are facing, but it is not dull.
- Zombies themselves use an adaptive AI system making each encounter with them different from a previous encounter.
The developers have mentioned they have been "playing with the human body" and have developed ways in which individual limbs could be "blown off" in combat, and will look at adding in this system at a later date. They have also implemented a "knockback" system for combat, where attacking zombies can knock them back a bit.
Firearm Mechanics[edit | edit source]
The game will attempt to provide authentic experience as to weapon handling within the inherit limitations of our controls, with focus on the experience of selecting and mastering firearms, and decision making on when and how to engage things.
It uses a Cone of Fire system (COF), with a higher recoil system and projectile physics. Bullets will travel rapidly until hitting an object, be it a player or some sort of prop; and will have as close to realistic mass/travel/feet per second as possible without getting in the way of understanding how your gun works in the game and befitting the game settings.
Overall, you're most accurate when firing from a prone or crouched position, aiming down the sights (ADS), leading to the target.
Moving and shooting is highly inaccurate and best reserved for close quarter engagements where mobility is more important.
- Velocity - Represents how quickly a projectile moves through the air, meaning that your shots won't instantly hit your opponent, but take time to reach its target, especially at long range. As a result, when gunning for a fast-moving or far-away target, lead the target in order to successfully make contact. For example, aim ahead of where the target is going to be, not where it is. However, in close quarters this isn't needed as much as the target will be close enough that it won't move out of the way of the bullets quick enough.
- Bullet Drop - Represents the gravity-influenced loss of elevation by projectiles, which results in an arc-shaped trajectory. At long ranges, bullet drop will make bullets go off target, and require you to adjust the elevation of your shots to negate the drop. Higher velocity bullets, such as those used in rifles, travel further before they fall below the initial line of sight.
- Recoil - Represents the amount of backwards momentum or "kickback" that a weapon receives upon being fired, usually causing the muzzle to climb off target, resulting in the aim of subsequent shots to suffer, unless the player compensates. Recoil is mostly affected by ammunition type and rate of fire of the weapon, decreasing when burst-firing, and being the hardest to manage when hip-firing. Overall it's best to let the weapon settle after each shot or burst before firing a follow-up shot.
- Weapon handling
- Spread/Scope Sway - Represents an abstraction of various real-life conditions which can cause a weapons' round to not go where the perceived aim point is. This is affected by the firing stance, breathing and movement. Players may compensate for this in a number of ways, such as lying prone against the ground, or holding your breath for a few seconds to help stabilize your aim for precision shooting.
- Inertia - Represents the effect of moving around on weapon handling. Whenever you move your weapon, your sights becomes slightly misaligned in the direction of that motion. The effect most noticeable with cumbersome heavy and/or large weapons. To keep a steady aim on target avoid making sudden quick shifts.
Melee and Other Mechanics[edit | edit source]
- Grappling - Zombies can grapple onto players, immobilizing them. Once grappled the zombies start to 'rear back' and bite the victim, tearing at their flesh and cause bleeding. If the player fails to push the zombie off themselves, they will soon be killed.
- Melee Combos - A string of actions that the player can perform in quick succession in melee, to either attack or extract resources more efficiently by timing the attacks. Once you attack and make impact you must attack again within a set window to hit the next step in the combo. If you time it right, this will remove the animation recovery time, allowing you to immediately begin the next attack., giving you an advantage over someone who just button mashes. (Presumably) performing combos expends your stamina much faster.
- Pushback - The player can push back zombies out of arm reach, causing the zombie to stagger back, and be open for an attack. This can be used to re-gain control over the situation, to attack your opponents in turn, re-position yourself, or try to escape. It can also be used to quickly dispatch zombies when working with a friend.
- Movement - How you are moving also decides how much sound you make. While prone you make the least amount of sound, while crouched you create a little more sound, while running you create a lot more sound, and when sprinting you make the most amount of sound.
- Firearms - High-powered firearms will attract zombies from farther away, whereas using a low-powered firearm will draw the attention of zombies that are close by.
- Time Of Day/Weather - Nighttime affects the sight range of NPCs, and weather effects like rain should affect their hearing range.