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Even The Gabe says so.
https://www.youtube.com/watch?v=TbZ3HzvFEto&t=942s
Once it's dead, you pull the corpse towards the glass then detonate it.
The first two zombies won't path to the first room with the clothing box, but thanks
Thank you for repeating exactly what I said in my op
Those enemies provide a mobile horde clear trap/bomb at the cost of forcing players to be careful with their aim and makes melee combat more dangerous. Mechanically they already have a great purpose.
You can't change my mind that dragging a corpse with a tank of compressed oxygen, which should conflagrate instead of actually explode, isn't a fun gameplay loop. I'm willing to forgive the explosive part because in the combat loop it provides a fun mechanic, but being the only way to crack glass when we have 3 other high explosives available to us is just dumb.
And look at that, I responded without insulting you back. Miraculous.
I've never had any issue making any of the canister zombies follow me, they pursue quite well, sometimes they get caught up attacking the large glass window that you break with the static canister, but if they do get stuck it's only temporary until they break it and then carry on chasing.
Quick Thinking + Opportunist Gameplay = More Ressources
But i still think the regular grenades or Mines should blow them up equally.
When i first played the section i shot the first zombie in the back but he stumbled forward before exploding and didn't damage the glass, I then used a grenade and it didn't break. I assumed they were reinforced and I couldn't break any of them.
Good gaming logic would allow the player to use any explosives. Added challenge on harder difficulty could give no grenade to the player and force him to use the zombie by lack of ressource.
This is 90's point and click logic of "a rope isn't a cable" therefor it is as bad as using a baseball bat instead of a helicopter...