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uppe-r

Rage-Inducing Forum Troll
Contributor
I have increased healing from 50% to 75%.

I am wondering if anyone here has played the gamemode in CSS. In CSS, it looks like the zombies have 20-40k hp, don't really die, and rarely get knockback.

But when I tried that, the zombies would reach the humans before the door opens and kill everyone, making it impossible for humans to win. If I lowered the zombie damage, then they couldn't kill anyone because of all the healing from the medics and dispensers.

What we have is more balanced right now, but it still seems to result in steamrolls depending on which map we're on and how lazy the zombies are or if every human decides to go medic/engy/heavy.

Should we try to go with the CSS way? And if so, how do we make it work with TF2 with all the knockback and still allow zombies to kill a few per round at least?

In a non-Skial server I play, that is apparently really popular (usually on 32/32 players), humans have a really big knockback on zombies (which have thousands of HP) and rounds start with multiple zombies.
And it all seems to work just fine, humans win sometimes, zombies win sometimes.
Seems pretty balanced
 

Bottiger

Administrator
Ah ok yeah I think it is working better now. I looked at the public cs:go zombie plugin and they have custom knockback values on the weapons.
 

Sharky Cuddle

Mildly Menacing Medic
The knockback and zombie health might need a little bit of a nerf(knockback nerf from zombie perspective, health from human perspective)
 

Bottiger

Administrator
The knockback needs to be high because the zombies can kill people in 1 hit. If it is low enough to allow zombies to gain ground, it will allow the zombies to kill all the humans.

Health also needs to be high because the humans are knocking them back for minutes.
 

Sharky Cuddle

Mildly Menacing Medic
The main reason I suggested is because in areas of maps like the broken pathway at the end of jungle is impossible to pass, as the knockback sends you flying back over the railing, and if your health is low the railing pretty much kills you
 

Sharky Cuddle

Mildly Menacing Medic
Nerf the knockback or remove it for pyros. It makes chokepoints way too powerful and impossible to pass said chokepoints

The atomizer also has infinite jumps again
 
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Bottiger

Administrator
Why did jungle lab get deleted?
It was the best map out there.

People are quitting when they get stuck in the vent that has a door that can't be broken. I will put it back when the mapper updates it.

Nerf the knockback or remove it for pyros. It makes chokepoints way too powerful and impossible to pass said chokepoints

You aren't supposed to be able to pass a defended chokepoint until the door opens. Then the pyro needs to turn around and run. If he stays then he dies.
 

Sharky Cuddle

Mildly Menacing Medic
People are quitting when they get stuck in the vent that has a door that can't be broken. I will put it back when the mapper updates it.



You aren't supposed to be able to pass a defended chokepoint until the door opens. Then the pyro needs to turn around and run. If he stays then he dies.
What I mean is on challenger, the door that opens after the train, as long as pyros sit their with a dispenser, then zombies can't get past and the rest of the team can just go into the bunker. It's also the same with the 20 seconds before that maps nuke happens, pyros just shoot out the bunker door and zombies can't get past to try and clutch a will
 

Bottiger

Administrator
What I mean is on challenger, the door that opens after the train, as long as pyros sit their with a dispenser, then zombies can't get past and the rest of the team can just go into the bunker. It's also the same with the 20 seconds before that maps nuke happens, pyros just shoot out the bunker door and zombies can't get past to try and clutch a will

The thing about that map is that zombies can get to the bunker before the humans do. Zombies were winning more than losing on that map.
 

Sharky Cuddle

Mildly Menacing Medic
Yeah true, now it's sort of the other way around. I was gonna say to remove the thermal thruster. It lets human pyros get ahead on all maps, even managing to let them go over the barriers that teleport you back
 

DanishSoup

Spectacularly Lethal Soldier
Contributor
Played for a bit, its kinda fun except being a zombie trying to kill a FAN scout lmao
 

Bottiger

Administrator
I think I fixed a major issue by disabling sticky/rocket jumping.

Not only does it stop people from getting into improper places on the map, but it stops people from rushing ahead and getting their team mates teleported into zombies. It looks like humans are winning more now, so maybe now I can lower the knockback.
 

Maddo

Gaben's Own Aimbot
Contributor
Pyros+dispenser way too op at choke points, at least they were 12hrs ago.

Here's a balance suggestion, not well thought out tbh but it might add some additional dimension. What if zombies could pick up weapons that humans drop when they die?
 

Sharky Cuddle

Mildly Menacing Medic
Pyros+dispenser way too op at choke points, at least they were 12hrs ago.

Here's a balance suggestion, not well thought out tbh but it might add some additional dimension. What if zombies could pick up weapons that humans drop when they die?
During the first day, zombies could start with guns, but because they did minicrits, it became unfair. Even if the option was added in the way you'd suggested it'd be worse. Zombies could then just pick up rocket launchers and grenade launchers and take out most of the zombies way too easily
 
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Maddo

Gaben's Own Aimbot
Contributor
What if zombies could only pick up same class weapons and couldn't reload?
 

Bunsy

Uncharitable Spy
Master Mapper
We will begin adding more new maps next week, and hopefully get to try out the css ones.