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Bottiger

Administrator
Humans have the same ability, and people were complaining that zombies were too boring to play with all the abilities removed.
 

thebosstre

Uncharitable Spy
Humans have the same ability, and people were complaining that zombies were too boring to play with all the abilities removed.

Ok then what if you just made it so the zombie scout cant have 2x/3x jumping power it's not fair for the the humans. Example on VOO DOO on the first part they can come from above or if your on the huts with new players trying to help them not get killed even though your going to die but the new player is still a live. And why did you make it so the zombies do 190 now no one plays pyro all classes are one shot but soldier and heavy, the humans would have a great buff if you made it so medics and scouts a two shot people complain a lot , there's unlimited ammo for heavy and pyro now for some reason so no need for any many engineers now and best of all the glitch from VOO DOO is still there (two mouths it's been there) where you can get out of the cage on the three stage and kill anyone thats 5 seconds late. On some maps how come demoknight does a hell a lot of damage like on subway or challenger (2000) but on ice cap it does only 200 damage so its not effective. PS the MINI SENTRY DOES MORE KNOCK THEN IT FIRST DID ON THE FIRST DAY ON THE SERVER just humans have to much knock back, people do complain that's why with they use the Boston basher they go light speed and make you bleed to death.
 

Bottiger

Administrator
There are lots of places where you can't get to without a double jump, so the humans just sit there and win if zombies can't double jump.

I made zombies do 190 because on other servers its insta-kill in 1 hit anyway. A medic can turn many of those classes into 2 hit kills with overheal so it gives an incentive to play medic.

I increased the knockback because that's the only way to give humans a fair chance now that zombies have almost everything unlocked. Pyros can do airblast, I also increased their ammo regeneration to 10 per second so you can airblast every 5 seconds now.
 

thebosstre

Uncharitable Spy
There are lots of places where you can't get to without a double jump, so the humans just sit there and win if zombies can't double jump.

I made zombies do 190 because on other servers its insta-kill in 1 hit anyway. A medic can turn many of those classes into 2 hit kills with overheal so it gives an incentive to play medic.

I increased the knockback because that's the only way to give humans a fair chance now that zombies have almost everything unlocked. Pyros can do airblast, I also increased their ammo regeneration to 10 per second so you can airblast every 5 seconds now.
By making the zombie scout 2x/3x jump you basically made it so you need a new meta or a a crazy place and why can't people use the pyro jetpack then its like scout double jump
 

Bottiger

Administrator
The jetpack makes you go much further and faster than double jump in my opinion. Maybe we can bring it back later.

Yes a new meta was needed, that's why I increased knock-back and ammo for humans. I am seeing humans win more games now.
 

zIP

Notably Dangerous Demo-Knight
Scouts and heavies should have a class limit. They are way too powerful with 10 of them, and on maps like shoplift with a lot of chokepoints, it is beyond impossible for the zombies to win.

Edit: The reason I say scout is overpowered is because that too many zombie scouts are faster and more mobile than humans.
Edit 2: I feel like fall damage on zombies should not be percentage-based, since on 6,000+ hp it can be 1,000+ damage on fall. I think it is unfair, especially on maps like infected tramway or jungle lab where fall damage is inevitable on some parts.
 
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zIP

Notably Dangerous Demo-Knight
they use the Boston basher they go light speed and make you bleed to death.

The boston basher does in turn drain your health out quite a bit when you use it that way, and knockback from humans is already incredibly high.
 

Bottiger

Administrator
Why have a class limit when we can just nerf the class? Maybe we can lower their hp?

The fall damage on zombies need to be percentage based. or else zombies can fall into a pit and not die. Tramway and jungle lab are 2 maps where zombies win way more than humans so I don't see how this is a problem.

Also if some maps have too many chokepoints, that seems like a map issue and not something we should balance by restricting classes.
 
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Bottiger

Administrator
Updates
  • Triple jump disabled by disabling atomizer for both humans and zombies.
  • Human melee damage increased from 200 to 300.
  • Zombie scout hp reduced by 50%.
  • Default knockback reduced from 40 to 30.
  • Heavy knockback reduced from 40 to 20.
  • Airblast now has a cooldown of 5 seconds.
 
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Dragontamer

TF2 Admin
Contributor
Heavies shouldn't regenerate ammo from dispensers. They provide to much knockback and with dispensers they have an infinite amount of ammo.
 

Bottiger

Administrator
Updates
  • You can type !stuck if you are stuck in a dispenser to destroy it.
  • Fixes for Voodoo Island: ropes are fixed, spawning outside cages is fixes. There's a 2nd ramp to the boat.
  • Zombie Scouts take double knockback.
  • Zombie Scouts deal half damage.
  • Zombie Scouts reduced health to 30% down from 50%.
  • Zombie Scout speed reduced to 1.1 base speed from 1.33
  • Zombie Heavy knockback reduced to 50%.
  • Mini-stun added to sniper headshots.
  • Human melee damage increased to 400 from 300.
  • Airblast cooldown reduced from 5 to 3
  • Flamethrower knockback removed.
 
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thebosstre

Uncharitable Spy
the last stage on voo doo is broken when going on the ladders you get stuck half way up, the humans are very fast and the floating boxes will not go down.
 

Bottiger

Administrator
  • Scorch shot knockback fixed.
  • Bleed damage from zombies fixed.
  • Demoman receive uber for 3 seconds when they are hit when their charge meter is full. This empties the charge meter.
 

thebosstre

Uncharitable Spy
the new map is broken on the second stage i got stuck where it told me to go i could not leave a little room than a zombie just spawns on me
 

thebosstre

Uncharitable Spy
mini sentry knockback is back from when the server first started. MEANING A SENTRY CAN STOP A ZOMBIE AND THE KNOCK it just stops them