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[ ”I’VE PLAYED THESE GAMES BEFORE! I said I’ve played these games before, I knew about the first one because I’d already done it”
―Rambo mechanic NOT Seong Gi-Hun
]

Infection Escape takes a difference approach to the current zombie themed gamemode (Infection) with more variety and a more unique objective. Humans and zombies are allowed to select whatever class they want now and instead of setting up a large defense somewhere in the map, the humans must hold and go through multiple gates, doors and openings to reach the end. This gamemode is (obviously) based off of Team Fortress 2’s community made gamemode “Zombie Escape”.

Gameplay[]

The Humans start off in a dead end where they must all get to the first door to defend and are given a head start. When the head start is over, two players are randomly selected to be the Alpha zombies which have increased health and are given a speed boost on spawn.

After holding the door for a certain amount of time, the humans can progress to the next area with either a barrier protecting them from the zombies or your fellow teammates halting the zombies’ attack. On the way to the next door, humans and zombies may have to do some parkour or dodge environmental dangers in order to reach their destination.

In order to make sure any humans aren’t just camping at the beginning of the map or if someone is delaying the round in a spot where no one can reach them, automatic zombie teleports occur where everyone in a certain area is teleported closer to the next door/gate which can get humans easily infected. This also makes it so zombies who fell behind to get to the main action quicker

All classes instantly turn into zombies from one swing (with the exception of Troopers equipping the Friendly Fire Foiler, Annihilators with the squire boots and Agents) and Humans have infinite reserve ammo. When humans are infected, instead of spawning from a GRN spawn pad, they switch teams at the same position they were at meaning they don’t have to take a long walk all the way to all the action.

Balance changes[]

General[]

  • Flankers can only double jump when the Atomizer is active
  • All sapper unlocks are now tripwires
    • However Agent can only have a supply of 3 at a time, have a 20 second placement cooldown, cannot be placed near other tripwires and can only be reobtained through backstabs

Humans[]

Zombies[]

  • All zombies take increased knockback
    • Brutes’ passive knockback resistance is increased
    • The knockback is enough that DOT effects like Afterburn or Bleed make zombies jump involuntarily
  • Mechanics cannot build sentries
  • Flankers, Troopers, Annihilators, Brutes, Mechanics, Marksmen and Agents have access to non-damaging secondaries
  • All zombies have increased health with this formula: 1200*(H x 0.9) where H is the amount of Humans alive
    • Alpha Zombies have this formula: 1800*(H x 0.9) and Flankers have this formula 600*(H x 0.9)

Weapon Bans/Changes[]

Class Weapon Reason of Ban or Change
Flanker Soda Popper Banned

This weapon’s ability to jump five times can allow the Flanker to exploit map geometry to get in out-of-reach spots, prolonging the map

Lupara DB Changed

The self-knockback has been decreased by 50% to prevent exploiting map geometry to get in out-of-reach spots, prolonging the map

Concealed Carry Changed

The fire rate has been increased from 20% to 40% and the damage penalty has been removed in order to make it more viable

Six Point Shuriken Changed

Bleed effect now last 8 seconds and deals Critical hits whenever it would normally Mini Crit (on impact not bleed)

Mad Milk/Hot Coco Blast Banned

This weapon serves zero purpose on Flanker and cannot be reworked without filling another role the other secondaries have

Wrap Assassin Changed

The projectile now will deal 10 seconds of bleed damage at any range as a due to it relying on the map

Trooper Rocket Jumper Banned

This weapon is flat-out useless as blast jumping is nerfed

G-Bomb Banned

Class stacking with multiple G-Bombs, Buff Banners and using it to offset the blast jumpnerf allows it to be super oppressive

Wrecker’s Yard Banned

Same reason as before and instead of the boosted knockback, overload jumping can provide similar results

Maverick Changed

The clip sized is nerfed to 2 so it isn’t as easy to refill your banner meter or overly bombard the zombies in a choke

Direct Hit/Night Sky Ignitor Changed

Removed damage bonus, Rampup and Falloff Penalties in order to make it so a lone Trooper can’t keep zombies at bay at a good distance from the zombies and the main defenses

Friendly Fire Foiler Changed

Let’s Troopers survive one swing without overheal to be a tankier but slower Flanker as a playstyle and can let them send a zombie back with a Crit-Boosted Equalizer swing. The 100% knockback resistance however, has been removed as zombie Troopers can abuse it to avoid the constant spam

Battalion’s Backup Changed

The damage resistance is switched out to a 20% knockback resistance and takes 65 damage to build but cannot be built through damage taken. These changes help zombie Troopers and not the human Troopers for obvious reasons (damage resistance means nothing when you die to one melee swing anyway)

Market Gardener Changed

The weapon stuns zombies for 1 second when blast jumping and dealing at least 135 damage

Equalizer Changed

This weapon deals Critical hits when under 25% HP in order to send a zombie flying in exchange for time and someone on the frontlines

Arsonist Interceptor Changed

Afterburn duration increased by 20% and increased Afterburn damage by 150% to increase the weapon’s viability

Phlogistinator Banned

The “No-Afterburn” downside combined with no airblast makes it a direct downgrade from any other Flamethrower

Flare Gun Changed

The Flare Gun deals noticeable knockback which increases with a Critical hit in order to increase the weapon’s viability

Fire Extinguisher Changed

Now inflicts afterburn for 10 seconds on hit to make it harder for Troopers, Anniknights or Agents to live

Improvised Innovator Changed

This weapon deals Critical hits when under 50% HP in order to send a zombie flying in exchange for time and someone on the frontlines

Thousand Degree Axe Banned

Letting Arsonist have this weapon combined with the Detonator can risk an Arsonist being in spots where zombies cannot reach them

Homewrecker Banned

This weapon serves zero purpose on Arsonist and cannot be reworked without filling another role the other melees have

Mending Mallet Banned

Same reason as before

Annihilator Loose Cannon/Jack-O Roger Banned

Knockback with stickies is already outrageous enough and with the current state of the Loose cannon combined with the zombie’s increased knockback can make it super oppressive

Squire Boots Changed

Let’s Annihilators survive one swing without overheal when playing defensively or as Anniknight

Ragin’ Bull Changed

Increased Knockback on shield bash from 200% to 500% to make its knockback ability more impactful

Chargin’ Targe Changed

Increased healing from non-Doctor or Dispenser effects by 100% for better compatibility with the Katana

Sticky Jumper Banned

This weapon is flat-out useless as blast jumping is nerfed

Black Death/The Darkness Changed

Instead of gaining souls on kill, you gain them on hit as due to the zombies’ large health pools making it nearly impossible to kill them

Elegant Blade/Whirlpool Wraith Changed

Instead of gaining charge on kill, you gain them every 70 damage dealt with this weapon as due to the zombies’ large health pools making it nearly impossible to kill them

Brute Maxine/Monitor of Duty Banned

Being able to keep zombies away from you at a safe distance from the next door and you is too oppressive and has no downsides in this gamemode

First Responder Banned

Healing doesn’t matter in a gamemode where you die from one melee swing, in a gamemode where the enemies can only kill you with one melee swing

Tomislav Changed

This weapon inflicts afterburn 10 seconds of Afterburn when enemies are close enough to act as a deterrent and support your team when retreating

Biker’s Blitz Changed

0% movement speed when revved and winds up in 1.5 seconds but you no longer have to wait for accuracy and damage bonuses to rampup to reinforce the defenses but not allow for protecting teammates running towards the next door

M249 Changed

Increased accuracy from 20% to 40% and always deals Mini Crits but has a 50% slower reload speed to reward precise shots and not mindless spam

Tenacious Turkey Changed

50% faster consumption rate to make retreating to the next door less risky and keep as little time wasted when attacking as zombies

Other Lunchbox items Changed

All Lunchbox items (with the exception of the Tenacious Turkey) grant Brute a 20% faster firing speed bonus on consumption for 5 seconds but all recharge in 45 seconds to make them more viable

Boxing Gloves Changed

Retains its Vs. Bosses stats as otherwise its purpose would be too risky and situational

Eviction Notice Banned

This weapon serves zero purpose on Brute and cannot be reworked without filling another role the other melees have

Gravity Coil Banned

Brute’s combined high DPS and infinite ammo would make attacking the humans extremely difficult when out of reach or just in a generally high position

Fists of Steel Changed

This weapon grants Brute 100% resistance against any form of Critical hits to further increase his zombie role as slow but persistent force

Warrior’s Spirit Changed

This weapon now has the range of Annihilator’s sword and its bleed effect last for 10 seconds to make it viable

Mechanic GutBuster Changed

Guts are now gained every 500 damage dealt as killing as due to the zombie’s massive health pool

Avenger Changed

Retains its Vs. Bosses stats as otherwise its purpose would be unviable and too situational

Noisy Cricket Changed

Removed damage falloff and increased accuracy by 50% in order to make the weapon more viable

Short Circuit Changed

Alt-Fire consumed all metal and can only be fired once every 15 seconds but inflicts 10 seconds of afterburn damage so it can’t stack with the Einsteinium, be spammable but to also give it more variety

Eureka Effect Banned

Spawning all the way back to RED spawn stalls the game and will get you killed by the automatic teleport and the ability to teleport to teleporters will lead to the same fate

Southern Hospitality Changed

This weapon deals Critical hits when under 25% HP in order to send a zombie flying in exchange for time and someone on the frontlines

Doctor Dairy Douser Changed

This weapon has a 35% damage bonus to increase its knockback power for more combative capabilities

Syringe Crossbow Changed

This weapon deals Critical hits whenever it would normally Mini Crit

Mercy Kill Banned

This weapon’s gliding and dashing ability can stall rounds and is too disposable with little to no commitment

Overdrive Banned

Only Flanker zombies will be able to reach Doctor and unlike other sources of speed increases, Doctors can have the speed bonus permanently and make a clutch play where he Supercharges a Brute

Most Mediguns Banned

With the exception of the regular Medigun, Rejuvenator and Kritzkrieg, they either provide benefits other classes can perform or are flat-out useless

Rejuvenator Changed

Instead of tripling the amount of healing done, you and your patient are given a 35% speed boost however the Supercharge duration is cut in half (last 4 seconds) and doesn’t retain its supercharge build rate bonus

Amputator Banned

This weapon serves zero purpose on Doctor and cannot be reworked without filling another role the other melees have

Marksman Skullbuster Changed

Instead of headshot kills, headshotting with a minimum of 150 damage increases your charge rate because scoring a headshot kill with the zombies’ large health pools is nearly impossible

Sour Shots Changed

Headshot stun timers are now cut in half because of the free 25% charge and the lemonade applying effect (0.5-4 to 0.25-2)

Mac-10 Changed

This weapon always deals Mini Crits and reloads 50% faster in order to make this weapon more viable

Suppressed Solution Changed

(Someone tell me the damage needed to fill the meter) 20% more damage is needed to fill the meter and it now has the stat of dealing Critical hits when it would normally Mini Crit

Lemonade/Bottled Lemonade Changed

This item recharges 150% slower (a full minute) in order to make it less spammable

Cozy Camper Changed

This backpack now grants Marksmen a 15% increase in charge when scoping in

Turtle Rock Banned

This weapon serves zero purpose on Marksman and cannot be reworked without filling another role the other secondaries have

Camper’s Climber Changed

Although other vertical mobility enhancing weapons have been banned, this is an exception as Marksman doesn’t perform well in crowd control, his zombie counterpart could really use it and it’ll now deal 35 self damage on use

Mischievous Machete Banned

This weapon serves zero purpose on Marksman and cannot be reworked without filling another role the other melees have

Lemonblade Changed

This weapon now grants you a 10% movement speed bonus when active to make it more viable however it holsters 100% slower

Agent Revolver Changed

Bloom is decreased by 33% and fires 25% faster in order to let agent match the other classes’ power

Cloak Revolver Banned

This weapon can be used and abused to prolong the match and serves no other purpose

Block-17 Changed

Removed the firing speed penalty to increase its power

Ambassador Changed

All shots can now perform Critical hits and its bloom is decreased by 50%

Quick Draw Changed

Every 600 damage it fills the meter by 33% and instead of Mini Crits, it deals Critical hits

Silenced Pistol Banned

This weapon serves zero purpose on Agent and cannot be reworked without filling another role the other primaries have

Sapper Changed

The Sapper is now a tripwire that freeze zombies that triggered it and those around them for 2.5 seconds

Stray Reflex Changed

Same trigger as the Sapper but sets the zombies on fire for 10 seconds instead

Slow Burn Changed

A tripwire that applies a universal slowdown effect for 7 seconds

Radius Scanner Changed

Your entire team can now see highlighted enemies however the radius is decreased so zombie agents aren’t punished as much as they are already while making it viable

Your Eternal Reward Changed

Increased disguise bonuses from 20% to 40% and instead of +4 per second you gain a 7% increase in movement speed to differentiate itself from the Knife

Swift Stiletto Changed

Stuns zombies for an extra 2 seconds and the speed boost is increased to 5 seconds but the knife swings 20% slower to increase its effectiveness in the backstab’s stun ability

Conniver’s Kunai Changed

The weapon holsters 100% faster but instead of invulnerability, you gain an 85% damage resistance for 8 seconds but no speed boost to distract the zombies from reaching the main choke

Cloak and Dagger Banned

The watch’s infinite cloak prolongs matches and serves no other good use

Multi-Class Deathblow Changed

Every 100 damage refills this ammo’s clip as due to the zombie’s massive health pool

Gunboats Banned

Encourages blast jumping which is nerfed making the whole point of the item not applicable

Parabomber Banned

Abusing the slow falling allows for prolonging of the match and serves no other purpose other than boosting the Aerial Bomber’s power

Pistol Changed

Increased reloading speed by 50% to make it compete better against the Conventional

Katana/Rising Sun Katana Changed

The self healing is now achieved with every 70 damage dealt with this weapon as due to the zombies’ large health pools making it nearly impossible to kill them while making sure skilled players can’t cheese their way with one zombie combined with their extended range

Furious Flagxe Changed

The speed boost is now increased from 10% to 20% when equipped instead of when active

Terms/Comms[]

In Zombie Escape, there are some phrases that people in Voice Chat will use to communicate the humans which increases the odds of winning. These are essential to newer players because at one moment your team may be covering your back as you send the zombies back but the next moment they’re all gone and you’re alone.

Edging[]

One of the most common phrases; edging is a term used when someone is either hanging on a ledge or near an opening that they can be infected from which usually leads to a domino effect where that infected survivor then goes on to infected another player and all hell breaks loose

Boosting[]

This is when someone on the human team accidentally launches a zombie in an unfavorable position (IE behind the frontlines)

Delaying[]

Its exactly what it sounds like, delaying the round via getting into a position the zombies can’t reach or prolonging the match with either your mobility or damage resistances as agent knowing that you can’t win

Doorhugging[]

A very common trait for either newer or bad Flanker players, they will always avoid helping out their team in favor of going all the way to the next door/gate and risking their entire teams lives because of the automatic zombie teleports

Fallback (FB)[]

An important callout as 80% of the time it means that the next door has opened or in the rare 20%, it means that the zombies are about to overrun your team’s defenses

Holding[]

An obvious callout; when you are waiting for the next door to open, someone will announce this callout at a certain point in the map. People who have played the map before or have at least the general idea of it knows exactly where to position themselves in the holdout(s)

Overdefending[]

Unlike the previous term, overdefending is a bad thing because not only has the next door opened, but also your team is going to abandon you as they get to the next door and the zombies teleports will ensure that you aren’t lasting there very long. Not to say its too bad though, in certain situations it can help slower classes and with maps that have harder parkour or environmental hazards it doesn’t hurt to defend a little longer

Solo[]

Called out when the round is inevitably going to end with just one human

Stalling[]

Unlike the cowardly version of this term delaying, stalling is when a heroic human survivor deny the zombies going towards the main choke/door until they either get infected, know when the next teleport is going to happen or know that they can’t hold their position for much longer. Also what makes this different from overdefending is that this usually occurs in a hallway, not where the previous holdout was at

Teleport[]

Used when the zombie teleport is going to occur but this one is rarely heard as saying “Hold” or “Fallback” is far more important

Trigger[]

Called out when a trigger is needed in order for the gate/door to start opening

Triggering[]

used by the person who is going to activate the trigger

Fast triggering[]

Mostly tied to doorhugging, fast triggering can either benefit the team by cutting down the amount of time to defend (thus leading to a quicker victory) or lead to your team all dying because of the automatic zombie teleport

(Potential) Maps[]

Trainwreck

RED Mercenaries’ reactions to seeing zombies for the first time

Warehouse[]

Description: One of RED’s secret underground storage facilities disguised as a large warehouse on the surface has been infiltrated by the undead. As the RED mercenaries evacuate the facility, they must activate the elevator to the surface to escape

Nuclear[]

Description: RED mercenaries were dispatched to their nuclear power plant to shut it down. Unfortunately, they weren’t the only ones there and the mercenaries must work on shutting down the nuclear power plant whilst fighting off the zombies

Tower[]

Description: As RED mercenaries fled from their base in Gorge making it all the way back to their base of operations, they were forced to climb up to their tower’s helipad as the whole base was infected by zombies. They must wait until backup can arrive

Secret[]

Description: Part of RED’s operation to get easy money, they sent RED mercenaries to steal an ancient treasure in the middle east to sell it for millions but they would soon see why it had been kept a secret

Tips[]

  • As a Flanker, you should be using your speed and mobility to cover your team’s back as they retreat towards the next objective
  • As a Trooper, you are one of the most supportive classes in the gamemode with not only your rockets to launch zombies back, but also with 2 of the best effects in the gamemode (speed and damage buffs), you are guaranteed to make your team survive
  • Arsonist should focus on setting zombies on fire because of the increased knockback they take and use airblast and the flare gun(s) to push the zombies back further
  • As an Annihilator, stickies’ knockback are extremely powerful however zombies may abuse their large knockback and attempt to sticky jump towards your team when you detonate
  • As a Brute, you should always be knowing when to hold and retreat as being the slowest class in the game really reminds you how much position impacts affects you
  • As a Mechanic, always place buildings down when retreating as they can distract zombies and block doorways. Mini sentries can be placed anywhere because of their fast deploy time meaning it’ll ensure that you’ll waste a zombie’s time
  • As a Doctor, you should always be using the Kritzkrieg as situations where invulnerability is going to be necessary are lackluster